3DScene::Resize() method moved to c++

This commit is contained in:
Enrico Turri 2018-05-14 14:14:19 +02:00
parent a73cb45792
commit 0c1655b884
8 changed files with 377 additions and 81 deletions

View file

@ -1,5 +1,7 @@
#include "GLCanvas3D.hpp"
#include "../../slic3r/GUI/3DScene.hpp"
#include <wx/glcanvas.h>
#include <iostream>
@ -100,10 +102,37 @@ void GLCanvas3D::Camera::set_target(const Pointf3& target)
m_target = target;
}
const Pointfs& GLCanvas3D::Bed::get_shape() const
{
return m_shape;
}
void GLCanvas3D::Bed::set_shape(const Pointfs& shape)
{
m_shape = shape;
_calc_bounding_box();
}
const BoundingBoxf3& GLCanvas3D::Bed::get_bounding_box() const
{
return m_bounding_box;
}
void GLCanvas3D::Bed::_calc_bounding_box()
{
m_bounding_box = BoundingBoxf3();
for (const Pointf& p : m_shape)
{
m_bounding_box.merge(Pointf3(p.x, p.y, 0.0));
}
}
GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
: m_canvas(canvas)
, m_context(context)
, m_volumes(nullptr)
, m_dirty(true)
, m_apply_zoom_to_volumes_filter(false)
{
}
@ -113,6 +142,94 @@ void GLCanvas3D::set_current()
m_canvas->SetCurrent(*m_context);
}
bool GLCanvas3D::is_shown_on_screen() const
{
return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
}
void GLCanvas3D::resize(unsigned int w, unsigned int h)
{
if (m_context == nullptr)
return;
set_current();
::glViewport(0, 0, w, h);
::glMatrixMode(GL_PROJECTION);
::glLoadIdentity();
BoundingBoxf3 bbox = max_bounding_box();
switch (get_camera_type())
{
case Camera::CT_Ortho:
{
float w2 = w;
float h2 = h;
float two_zoom = 2.0f * get_camera_zoom();
if (two_zoom != 0.0f)
{
float inv_two_zoom = 1.0f / two_zoom;
w2 *= inv_two_zoom;
h2 *= inv_two_zoom;
}
// FIXME: calculate a tighter value for depth will improve z-fighting
Pointf3 bb_size = bbox.size();
float depth = 5.0f * (float)std::max(bb_size.x, std::max(bb_size.y, bb_size.z));
::glOrtho(-w2, w2, -h2, h2, -depth, depth);
break;
}
case Camera::CT_Perspective:
{
float bbox_r = (float)bbox.radius();
float fov = PI * 45.0f / 180.0f;
float fov_tan = tan(0.5f * fov);
float cam_distance = 0.5f * bbox_r / fov_tan;
set_camera_distance(cam_distance);
float nr = cam_distance - bbox_r * 1.1f;
float fr = cam_distance + bbox_r * 1.1f;
if (nr < 1.0f)
nr = 1.0f;
if (fr < nr + 1.0f)
fr = nr + 1.0f;
float h2 = fov_tan * nr;
float w2 = h2 * w / h;
::glFrustum(-w2, w2, -h2, h2, nr, fr);
break;
}
default:
{
throw std::runtime_error("Invalid camera type.");
break;
}
}
::glMatrixMode(GL_MODELVIEW);
set_dirty(false);
}
GLVolumeCollection* GLCanvas3D::get_volumes()
{
return m_volumes;
}
void GLCanvas3D::set_volumes(GLVolumeCollection* volumes)
{
m_volumes = volumes;
}
void GLCanvas3D::set_bed_shape(const Pointfs& shape)
{
m_bed.set_shape(shape);
}
bool GLCanvas3D::is_dirty() const
{
return m_dirty;
@ -123,11 +240,6 @@ void GLCanvas3D::set_dirty(bool dirty)
m_dirty = dirty;
}
bool GLCanvas3D::is_shown_on_screen() const
{
return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
}
GLCanvas3D::Camera::EType GLCanvas3D::get_camera_type() const
{
return m_camera.get_type();
@ -200,5 +312,48 @@ void GLCanvas3D::on_size(wxSizeEvent& evt)
set_dirty(true);
}
BoundingBoxf3 GLCanvas3D::bed_bounding_box() const
{
return m_bed.get_bounding_box();
}
BoundingBoxf3 GLCanvas3D::volumes_bounding_box() const
{
BoundingBoxf3 bb;
if (m_volumes != nullptr)
{
for (const GLVolume* volume : m_volumes->volumes)
{
if (!m_apply_zoom_to_volumes_filter || ((volume != nullptr) && volume->zoom_to_volumes))
bb.merge(volume->transformed_bounding_box());
}
}
return bb;
}
BoundingBoxf3 GLCanvas3D::max_bounding_box() const
{
BoundingBoxf3 bb = bed_bounding_box();
bb.merge(volumes_bounding_box());
return bb;
}
void GLCanvas3D::_zoom_to_bed()
{
_zoom_to_bounding_box(bed_bounding_box());
}
void GLCanvas3D::_zoom_to_volumes()
{
m_apply_zoom_to_volumes_filter = true;
_zoom_to_bounding_box(volumes_bounding_box());
m_apply_zoom_to_volumes_filter = false;
}
void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
{
// >>>>>>>>>>>>>>>>>>>> TODO <<<<<<<<<<<<<<<<<<<<<<<<
}
} // namespace GUI
} // namespace Slic3r