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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-11 16:57:53 -06:00
Merge remote-tracking branch 'origin/dev2' into dev_native
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commit
20d0f046d2
34 changed files with 1300 additions and 694 deletions
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@ -759,6 +759,20 @@ void GLGizmoScale3D::on_update(const Linef3& mouse_ray)
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do_scale_uniform(mouse_ray);
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}
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#if ENABLE_GIZMOS_RESET
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void GLGizmoScale3D::on_process_double_click()
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{
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if ((m_hover_id == 0) || (m_hover_id == 1))
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m_scale(0) = 1.0;
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else if ((m_hover_id == 2) || (m_hover_id == 3))
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m_scale(1) = 1.0;
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else if ((m_hover_id == 4) || (m_hover_id == 5))
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m_scale(2) = 1.0;
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else if (m_hover_id >= 6)
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m_scale = Vec3d::Ones();
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}
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#endif // ENABLE_GIZMOS_RESET
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void GLGizmoScale3D::on_render(const BoundingBoxf3& box) const
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{
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if (m_grabbers[0].dragging || m_grabbers[1].dragging)
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@ -1237,15 +1251,28 @@ void GLGizmoFlatten::on_render(const BoundingBoxf3& box) const
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::glColor4f(0.9f, 0.9f, 0.9f, 0.5f);
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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for (const InstanceData& inst : m_instances) {
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Vec3d position = inst.position + dragged_offset;
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#else
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for (Vec3d offset : m_instances_positions) {
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offset += dragged_offset;
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#else
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for (Vec2d offset : m_instances_positions) {
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offset += to_2d(dragged_offset);
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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::glPushMatrix();
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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::glTranslated(position(0), position(1), position(2));
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::glRotated(inst.rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
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::glRotated(inst.rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
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::glRotated(inst.rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
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::glScaled(inst.scaling_factor, inst.scaling_factor, inst.scaling_factor);
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#else
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::glTranslated(offset(0), offset(1), offset(2));
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#else
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::glTranslatef((GLfloat)offset(0), (GLfloat)offset(1), 0.0f);
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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@ -1268,13 +1295,25 @@ void GLGizmoFlatten::on_render_for_picking(const BoundingBoxf3& box) const
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{
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::glColor3f(1.0f, 1.0f, picking_color_component(i));
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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for (const InstanceData& inst : m_instances) {
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#else
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for (const Vec3d& offset : m_instances_positions) {
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#else
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for (const Vec2d& offset : m_instances_positions) {
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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::glPushMatrix();
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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::glTranslated(inst.position(0), inst.position(1), inst.position(2));
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::glRotated(inst.rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
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::glRotated(inst.rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
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::glRotated(inst.rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
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::glScaled(inst.scaling_factor, inst.scaling_factor, inst.scaling_factor);
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#else
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::glTranslated(offset(0), offset(1), offset(2));
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#else
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::glTranslatef((GLfloat)offset(0), (GLfloat)offset(1), 0.0f);
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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@ -1293,10 +1332,18 @@ void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object)
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// ...and save the updated positions of the object instances:
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if (m_model_object && !m_model_object->instances.empty()) {
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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m_instances.clear();
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#else
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m_instances_positions.clear();
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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for (const auto* instance : m_model_object->instances)
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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m_instances.emplace_back(instance->get_offset(), instance->get_rotation(), instance->scaling_factor);
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#else
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m_instances_positions.emplace_back(instance->get_offset());
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#else
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m_instances_positions.emplace_back(instance->offset);
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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@ -1312,8 +1359,10 @@ void GLGizmoFlatten::update_planes()
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for (const ModelVolume* vol : m_model_object->volumes)
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ch.merge(vol->get_convex_hull());
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ch = ch.convex_hull_3d();
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#if !ENABLE_MODELINSTANCE_3D_ROTATION
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ch.scale(m_model_object->instances.front()->scaling_factor);
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ch.rotate_z(m_model_object->instances.front()->rotation);
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#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
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m_planes.clear();
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@ -1358,8 +1407,8 @@ void GLGizmoFlatten::update_planes()
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// if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected anyway):
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if (m_planes.back().vertices.size() == 3 &&
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(m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < 1.f
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|| (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.f)
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m_planes.pop_back();
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|| (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.f)
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m_planes.pop_back();
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}
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// Now we'll go through all the polygons, transform the points into xy plane to process them:
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@ -1462,8 +1511,10 @@ void GLGizmoFlatten::update_planes()
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m_source_data.bounding_boxes.clear();
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for (const auto& vol : m_model_object->volumes)
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m_source_data.bounding_boxes.push_back(vol->get_convex_hull().bounding_box());
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#if !ENABLE_MODELINSTANCE_3D_ROTATION
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m_source_data.scaling_factor = m_model_object->instances.front()->scaling_factor;
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m_source_data.rotation = m_model_object->instances.front()->rotation;
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#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
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const float* first_vertex = m_model_object->volumes.front()->get_convex_hull().first_vertex();
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m_source_data.mesh_first_point = Vec3d((double)first_vertex[0], (double)first_vertex[1], (double)first_vertex[2]);
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}
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@ -1475,10 +1526,14 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
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if (m_state != On || !m_model_object || m_model_object->instances.empty())
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return false;
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size())
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#else
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if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size()
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|| m_model_object->instances.front()->scaling_factor != m_source_data.scaling_factor
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|| m_model_object->instances.front()->rotation != m_source_data.rotation)
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return true;
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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return true;
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// now compare the bounding boxes:
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for (unsigned int i=0; i<m_model_object->volumes.size(); ++i)
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@ -1493,11 +1548,22 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
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return false;
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}
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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Vec3d GLGizmoFlatten::get_flattening_rotation() const
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{
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// calculates the rotations in model space
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Eigen::Quaterniond q;
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Vec3d angles = q.setFromTwoVectors(m_normal, -Vec3d::UnitZ()).toRotationMatrix().eulerAngles(2, 1, 0);
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m_normal = Vec3d::Zero();
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return Vec3d(angles(2), angles(1), angles(0));
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}
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#else
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Vec3d GLGizmoFlatten::get_flattening_normal() const {
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Vec3d normal = m_model_object->instances.front()->world_matrix(true).matrix().block(0, 0, 3, 3).inverse() * m_normal;
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m_normal = Vec3d::Zero();
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return normal.normalized();
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}
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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} // namespace GUI
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} // namespace Slic3r
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