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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-25 15:44:12 -06:00
3DScene::Resize() method moved to c++
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parent
a73cb45792
commit
0c1655b884
8 changed files with 377 additions and 81 deletions
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@ -1,5 +1,7 @@
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#include "GLCanvas3D.hpp"
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#include "../../slic3r/GUI/3DScene.hpp"
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#include <wx/glcanvas.h>
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#include <iostream>
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@ -100,10 +102,37 @@ void GLCanvas3D::Camera::set_target(const Pointf3& target)
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m_target = target;
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}
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const Pointfs& GLCanvas3D::Bed::get_shape() const
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{
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return m_shape;
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}
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void GLCanvas3D::Bed::set_shape(const Pointfs& shape)
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{
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m_shape = shape;
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_calc_bounding_box();
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}
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const BoundingBoxf3& GLCanvas3D::Bed::get_bounding_box() const
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{
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return m_bounding_box;
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}
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void GLCanvas3D::Bed::_calc_bounding_box()
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{
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m_bounding_box = BoundingBoxf3();
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for (const Pointf& p : m_shape)
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{
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m_bounding_box.merge(Pointf3(p.x, p.y, 0.0));
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}
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}
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GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
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: m_canvas(canvas)
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, m_context(context)
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, m_volumes(nullptr)
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, m_dirty(true)
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, m_apply_zoom_to_volumes_filter(false)
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{
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}
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@ -113,6 +142,94 @@ void GLCanvas3D::set_current()
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m_canvas->SetCurrent(*m_context);
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}
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bool GLCanvas3D::is_shown_on_screen() const
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{
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return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
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}
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void GLCanvas3D::resize(unsigned int w, unsigned int h)
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{
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if (m_context == nullptr)
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return;
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set_current();
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::glViewport(0, 0, w, h);
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::glMatrixMode(GL_PROJECTION);
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::glLoadIdentity();
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BoundingBoxf3 bbox = max_bounding_box();
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switch (get_camera_type())
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{
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case Camera::CT_Ortho:
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{
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float w2 = w;
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float h2 = h;
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float two_zoom = 2.0f * get_camera_zoom();
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if (two_zoom != 0.0f)
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{
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float inv_two_zoom = 1.0f / two_zoom;
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w2 *= inv_two_zoom;
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h2 *= inv_two_zoom;
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}
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// FIXME: calculate a tighter value for depth will improve z-fighting
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Pointf3 bb_size = bbox.size();
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float depth = 5.0f * (float)std::max(bb_size.x, std::max(bb_size.y, bb_size.z));
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::glOrtho(-w2, w2, -h2, h2, -depth, depth);
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break;
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}
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case Camera::CT_Perspective:
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{
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float bbox_r = (float)bbox.radius();
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float fov = PI * 45.0f / 180.0f;
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float fov_tan = tan(0.5f * fov);
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float cam_distance = 0.5f * bbox_r / fov_tan;
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set_camera_distance(cam_distance);
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float nr = cam_distance - bbox_r * 1.1f;
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float fr = cam_distance + bbox_r * 1.1f;
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if (nr < 1.0f)
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nr = 1.0f;
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if (fr < nr + 1.0f)
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fr = nr + 1.0f;
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float h2 = fov_tan * nr;
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float w2 = h2 * w / h;
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::glFrustum(-w2, w2, -h2, h2, nr, fr);
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break;
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}
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default:
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{
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throw std::runtime_error("Invalid camera type.");
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break;
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}
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}
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::glMatrixMode(GL_MODELVIEW);
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set_dirty(false);
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}
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GLVolumeCollection* GLCanvas3D::get_volumes()
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{
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return m_volumes;
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}
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void GLCanvas3D::set_volumes(GLVolumeCollection* volumes)
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{
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m_volumes = volumes;
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}
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void GLCanvas3D::set_bed_shape(const Pointfs& shape)
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{
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m_bed.set_shape(shape);
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}
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bool GLCanvas3D::is_dirty() const
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{
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return m_dirty;
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@ -123,11 +240,6 @@ void GLCanvas3D::set_dirty(bool dirty)
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m_dirty = dirty;
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}
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bool GLCanvas3D::is_shown_on_screen() const
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{
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return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
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}
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GLCanvas3D::Camera::EType GLCanvas3D::get_camera_type() const
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{
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return m_camera.get_type();
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@ -200,5 +312,48 @@ void GLCanvas3D::on_size(wxSizeEvent& evt)
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set_dirty(true);
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}
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BoundingBoxf3 GLCanvas3D::bed_bounding_box() const
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{
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return m_bed.get_bounding_box();
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}
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BoundingBoxf3 GLCanvas3D::volumes_bounding_box() const
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{
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BoundingBoxf3 bb;
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if (m_volumes != nullptr)
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{
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for (const GLVolume* volume : m_volumes->volumes)
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{
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if (!m_apply_zoom_to_volumes_filter || ((volume != nullptr) && volume->zoom_to_volumes))
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bb.merge(volume->transformed_bounding_box());
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}
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}
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return bb;
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}
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BoundingBoxf3 GLCanvas3D::max_bounding_box() const
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{
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BoundingBoxf3 bb = bed_bounding_box();
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bb.merge(volumes_bounding_box());
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return bb;
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}
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void GLCanvas3D::_zoom_to_bed()
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{
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_zoom_to_bounding_box(bed_bounding_box());
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}
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void GLCanvas3D::_zoom_to_volumes()
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{
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m_apply_zoom_to_volumes_filter = true;
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_zoom_to_bounding_box(volumes_bounding_box());
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m_apply_zoom_to_volumes_filter = false;
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}
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void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
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{
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// >>>>>>>>>>>>>>>>>>>> TODO <<<<<<<<<<<<<<<<<<<<<<<<
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}
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} // namespace GUI
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} // namespace Slic3r
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