mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-11 16:57:53 -06:00
Merge remote-tracking branch 'origin/dev2' into dev_native
This commit is contained in:
commit
6260e43f61
30 changed files with 785 additions and 443 deletions
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@ -336,10 +336,9 @@ const unsigned int GLGizmoRotate::AngleResolution = 64;
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const unsigned int GLGizmoRotate::ScaleStepsCount = 72;
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const float GLGizmoRotate::ScaleStepRad = 2.0f * (float)PI / GLGizmoRotate::ScaleStepsCount;
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const unsigned int GLGizmoRotate::ScaleLongEvery = 2;
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const float GLGizmoRotate::ScaleLongTooth = 2.0f;
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const float GLGizmoRotate::ScaleShortTooth = 1.0f;
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const float GLGizmoRotate::ScaleLongTooth = 0.1f; // in percent of radius
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const unsigned int GLGizmoRotate::SnapRegionsCount = 8;
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const float GLGizmoRotate::GrabberOffset = 5.0f;
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const float GLGizmoRotate::GrabberOffset = 0.15f; // in percent of radius
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GLGizmoRotate::GLGizmoRotate(GLCanvas3D& parent, GLGizmoRotate::Axis axis)
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: GLGizmoBase(parent)
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@ -347,6 +346,10 @@ GLGizmoRotate::GLGizmoRotate(GLCanvas3D& parent, GLGizmoRotate::Axis axis)
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, m_angle(0.0)
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, m_center(0.0, 0.0, 0.0)
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, m_radius(0.0f)
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, m_snap_coarse_in_radius(0.0f)
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, m_snap_coarse_out_radius(0.0f)
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, m_snap_fine_in_radius(0.0f)
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, m_snap_fine_out_radius(0.0f)
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{
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}
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@ -368,6 +371,10 @@ void GLGizmoRotate::on_start_dragging(const BoundingBoxf3& box)
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{
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m_center = box.center();
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m_radius = Offset + box.radius();
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m_snap_coarse_in_radius = m_radius / 3.0f;
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m_snap_coarse_out_radius = 2.0f * m_snap_coarse_in_radius;
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m_snap_fine_in_radius = m_radius;
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m_snap_fine_out_radius = m_snap_fine_in_radius + m_radius * ScaleLongTooth;
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}
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void GLGizmoRotate::on_update(const Linef3& mouse_ray)
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@ -383,20 +390,16 @@ void GLGizmoRotate::on_update(const Linef3& mouse_ray)
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double len = mouse_pos.norm();
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// snap to snap region
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double in_radius = (double)m_radius / 3.0;
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double out_radius = 2.0 * (double)in_radius;
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if ((in_radius <= len) && (len <= out_radius))
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// snap to coarse snap region
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if ((m_snap_coarse_in_radius <= len) && (len <= m_snap_coarse_out_radius))
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{
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double step = 2.0 * (double)PI / (double)SnapRegionsCount;
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theta = step * (double)std::round(theta / step);
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}
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else
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{
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// snap to scale
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in_radius = (double)m_radius;
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out_radius = in_radius + (double)ScaleLongTooth;
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if ((in_radius <= len) && (len <= out_radius))
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// snap to fine snap region (scale)
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if ((m_snap_fine_in_radius <= len) && (len <= m_snap_fine_out_radius))
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{
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double step = 2.0 * (double)PI / (double)ScaleStepsCount;
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theta = step * (double)std::round(theta / step);
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@ -420,6 +423,10 @@ void GLGizmoRotate::on_render(const BoundingBoxf3& box) const
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{
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m_center = box.center();
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m_radius = Offset + box.radius();
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m_snap_coarse_in_radius = m_radius / 3.0f;
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m_snap_coarse_out_radius = 2.0f * m_snap_coarse_in_radius;
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m_snap_fine_in_radius = m_radius;
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m_snap_fine_out_radius = m_radius * (1.0f + ScaleLongTooth);
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}
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::glEnable(GL_DEPTH_TEST);
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@ -477,8 +484,8 @@ void GLGizmoRotate::render_circle() const
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void GLGizmoRotate::render_scale() const
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{
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float out_radius_long = m_radius + ScaleLongTooth;
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float out_radius_short = m_radius + ScaleShortTooth;
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float out_radius_long = m_snap_fine_out_radius;
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float out_radius_short = m_radius * (1.0f + 0.5f * ScaleLongTooth);
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::glBegin(GL_LINES);
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for (unsigned int i = 0; i < ScaleStepsCount; ++i)
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@ -527,14 +534,14 @@ void GLGizmoRotate::render_reference_radius() const
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{
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::glBegin(GL_LINES);
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::glVertex3f(0.0f, 0.0f, 0.0f);
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::glVertex3f((GLfloat)(m_radius + GrabberOffset), 0.0f, 0.0f);
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::glVertex3f((GLfloat)(m_radius * (1.0f + GrabberOffset)), 0.0f, 0.0f);
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::glEnd();
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}
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void GLGizmoRotate::render_angle() const
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{
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float step_angle = (float)m_angle / AngleResolution;
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float ex_radius = m_radius + GrabberOffset;
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float ex_radius = m_radius * (1.0f + GrabberOffset);
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::glBegin(GL_LINE_STRIP);
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for (unsigned int i = 0; i <= AngleResolution; ++i)
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@ -550,7 +557,7 @@ void GLGizmoRotate::render_angle() const
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void GLGizmoRotate::render_grabber(const BoundingBoxf3& box) const
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{
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double grabber_radius = (double)(m_radius + GrabberOffset);
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double grabber_radius = (double)m_radius * (1.0 + (double)GrabberOffset);
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m_grabbers[0].center = Vec3d(::cos(m_angle) * grabber_radius, ::sin(m_angle) * grabber_radius, 0.0);
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m_grabbers[0].angles(2) = m_angle;
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@ -762,13 +769,7 @@ void GLGizmoScale3D::on_update(const Linef3& mouse_ray)
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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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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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@ -980,8 +981,11 @@ void GLGizmoScale3D::do_scale_y(const Linef3& mouse_ray)
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double ratio = calc_ratio(2, mouse_ray, m_starting_box.center());
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if (ratio > 0.0)
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m_scale(0) = m_starting_scale(1) * ratio; // << this is temporary
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// m_scale(1) = m_starting_scale(1) * ratio;
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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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m_scale(1) = m_starting_scale(1) * ratio;
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#else
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m_scale(0) = m_starting_scale(1) * ratio;
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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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}
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void GLGizmoScale3D::do_scale_z(const Linef3& mouse_ray)
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@ -989,8 +993,11 @@ void GLGizmoScale3D::do_scale_z(const Linef3& mouse_ray)
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double ratio = calc_ratio(1, mouse_ray, m_starting_box.center());
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if (ratio > 0.0)
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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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m_scale(2) = m_starting_scale(2) * ratio;
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#else
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m_scale(0) = m_starting_scale(2) * ratio; // << this is temporary
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// m_scale(2) = m_starting_scale(2) * ratio;
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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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}
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void GLGizmoScale3D::do_scale_uniform(const Linef3& mouse_ray)
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@ -1250,32 +1257,18 @@ void GLGizmoFlatten::on_render(const BoundingBoxf3& box) const
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else
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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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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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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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Transform3d m = inst.matrix;
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m.pretranslate(dragged_offset);
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::glPushMatrix();
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::glMultMatrixd(m.data());
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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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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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::glBegin(GL_POLYGON);
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for (const Vec3d& vertex : m_planes[i].vertices)
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::glVertex3f((GLfloat)vertex(0), (GLfloat)vertex(1), (GLfloat)vertex(2));
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@ -1294,29 +1287,15 @@ void GLGizmoFlatten::on_render_for_picking(const BoundingBoxf3& box) const
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for (unsigned int i = 0; i < m_planes.size(); ++i)
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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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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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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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::glPushMatrix();
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::glMultMatrixd(inst.matrix.data());
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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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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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::glBegin(GL_POLYGON);
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for (const Vec3d& vertex : m_planes[i].vertices)
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::glVertex3f((GLfloat)vertex(0), (GLfloat)vertex(1), (GLfloat)vertex(2));
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@ -1332,21 +1311,17 @@ 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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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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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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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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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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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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m_instances.emplace_back(instance->world_matrix());
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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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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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}
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if (is_plane_update_necessary())
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@ -1358,11 +1333,15 @@ void GLGizmoFlatten::update_planes()
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TriangleMesh ch;
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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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#if !ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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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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#endif // !ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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const Vec3d& bb_size = ch.bounding_box().size();
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double min_bb_face_area = std::min(bb_size(0) * bb_size(1), std::min(bb_size(0) * bb_size(2), bb_size(1) * bb_size(2)));
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m_planes.clear();
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@ -1392,7 +1371,7 @@ void GLGizmoFlatten::update_planes()
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if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) {
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stl_vertex* first_vertex = ch.stl.facet_start[facet_idx].vertex;
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for (int j=0; j<3; ++j)
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m_planes.back().vertices.emplace_back(first_vertex[j](0), first_vertex[j](1), first_vertex[j](2));
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m_planes.back().vertices.emplace_back((double)first_vertex[j](0), (double)first_vertex[j](1), (double)first_vertex[j](2));
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facet_visited[facet_idx] = true;
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for (int j = 0; j < 3; ++ j) {
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|
@ -1406,49 +1385,63 @@ 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[1]).norm() < 1.0
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|| (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.0
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||||
|| (m_planes.back().vertices[1] - m_planes.back().vertices[2]).norm() < 1.0))
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m_planes.pop_back();
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}
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||||
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const float minimal_area = 0.01f * (float)min_bb_face_area;
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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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for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
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Pointf3s& polygon = m_planes[polygon_id].vertices;
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const Vec3d& normal = m_planes[polygon_id].normal;
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||||
// We are going to rotate about z and y to flatten the plane
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float angle_z = 0.f;
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float angle_y = 0.f;
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||||
if (std::abs(normal(1)) > 0.001)
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||||
angle_z = -atan2(normal(1), normal(0)); // angle to rotate so that normal ends up in xz-plane
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||||
if (std::abs(normal(0)*cos(angle_z) - normal(1)*sin(angle_z)) > 0.001)
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||||
angle_y = -atan2(normal(0)*cos(angle_z) - normal(1)*sin(angle_z), normal(2)); // angle to rotate to make normal point upwards
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else {
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||||
// In case it already was in z-direction, we must ensure it is not the wrong way:
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||||
angle_y = normal(2) > 0.f ? 0.f : -PI;
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||||
}
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||||
|
||||
// Rotate all points to the xy plane:
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||||
Eigen::Quaterniond q;
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||||
Transform3d m = Transform3d::Identity();
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||||
m.rotate(Eigen::AngleAxisd((double)angle_y, Vec3d::UnitY()));
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||||
m.rotate(Eigen::AngleAxisd((double)angle_z, Vec3d::UnitZ()));
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||||
m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal, Vec3d::UnitZ()).toRotationMatrix();
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polygon = transform(polygon, m);
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||||
polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points
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||||
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||||
// We will calculate area of the polygon and discard ones that are too small
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// We will calculate area of the polygons and discard ones that are too small
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// The limit is more forgiving in case the normal is in the direction of the coordinate axes
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||||
const float minimal_area = (std::abs(normal(0)) > 0.999f || std::abs(normal(1)) > 0.999f || std::abs(normal(2)) > 0.999f) ? 1.f : 20.f;
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float area_threshold = (std::abs(normal(0)) > 0.999f || std::abs(normal(1)) > 0.999f || std::abs(normal(2)) > 0.999f) ? minimal_area : 10.0f * minimal_area;
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||||
float& area = m_planes[polygon_id].area;
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||||
area = 0.f;
|
||||
for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
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||||
area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1);
|
||||
area = std::abs(area / 2.f);
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||||
if (area < minimal_area) {
|
||||
area = 0.5f * std::abs(area);
|
||||
if (area < area_threshold) {
|
||||
m_planes.erase(m_planes.begin()+(polygon_id--));
|
||||
continue;
|
||||
}
|
||||
|
||||
// We check the inner angles and discard polygons with angles smaller than the following threshold
|
||||
const double angle_threshold = ::cos(10.0 * (double)PI / 180.0);
|
||||
bool discard = false;
|
||||
|
||||
for (unsigned int i = 0; i < polygon.size(); ++i)
|
||||
{
|
||||
const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
|
||||
const Vec3d& curr = polygon[i];
|
||||
const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
|
||||
|
||||
if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold)
|
||||
{
|
||||
discard = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (discard)
|
||||
{
|
||||
m_planes.erase(m_planes.begin() + (polygon_id--));
|
||||
continue;
|
||||
}
|
||||
|
||||
// We will shrink the polygon a little bit so it does not touch the object edges:
|
||||
Vec3d centroid = std::accumulate(polygon.begin(), polygon.end(), Vec3d(0.0, 0.0, 0.0));
|
||||
centroid /= (double)polygon.size();
|
||||
|
@ -1511,10 +1504,10 @@ void GLGizmoFlatten::update_planes()
|
|||
m_source_data.bounding_boxes.clear();
|
||||
for (const auto& vol : m_model_object->volumes)
|
||||
m_source_data.bounding_boxes.push_back(vol->get_convex_hull().bounding_box());
|
||||
#if !ENABLE_MODELINSTANCE_3D_ROTATION
|
||||
#if !ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
|
||||
m_source_data.scaling_factor = m_model_object->instances.front()->scaling_factor;
|
||||
m_source_data.rotation = m_model_object->instances.front()->rotation;
|
||||
#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
|
||||
#endif // !ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
|
||||
const float* first_vertex = m_model_object->volumes.front()->get_convex_hull().first_vertex();
|
||||
m_source_data.mesh_first_point = Vec3d((double)first_vertex[0], (double)first_vertex[1], (double)first_vertex[2]);
|
||||
}
|
||||
|
@ -1526,13 +1519,13 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
|
|||
if (m_state != On || !m_model_object || m_model_object->instances.empty())
|
||||
return false;
|
||||
|
||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
|
||||
#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
|
||||
if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size())
|
||||
#else
|
||||
if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size()
|
||||
|| m_model_object->instances.front()->scaling_factor != m_source_data.scaling_factor
|
||||
|| m_model_object->instances.front()->rotation != m_source_data.rotation)
|
||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
|
||||
#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
|
||||
return true;
|
||||
|
||||
// now compare the bounding boxes:
|
||||
|
@ -1548,12 +1541,13 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
|
|||
return false;
|
||||
}
|
||||
|
||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
|
||||
#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
|
||||
Vec3d GLGizmoFlatten::get_flattening_rotation() const
|
||||
{
|
||||
// calculates the rotations in model space
|
||||
// calculates the rotations in model space, taking in account the scaling factors
|
||||
Eigen::Matrix<double, 3, 3, Eigen::DontAlign> m = m_model_object->instances.front()->world_matrix(true, true).matrix().block(0, 0, 3, 3).inverse().transpose();
|
||||
Eigen::Quaterniond q;
|
||||
Vec3d angles = q.setFromTwoVectors(m_normal, -Vec3d::UnitZ()).toRotationMatrix().eulerAngles(2, 1, 0);
|
||||
Vec3d angles = q.setFromTwoVectors(m * m_normal, -Vec3d::UnitZ()).toRotationMatrix().eulerAngles(2, 1, 0);
|
||||
m_normal = Vec3d::Zero();
|
||||
return Vec3d(angles(2), angles(1), angles(0));
|
||||
}
|
||||
|
@ -1563,7 +1557,7 @@ Vec3d GLGizmoFlatten::get_flattening_normal() const {
|
|||
m_normal = Vec3d::Zero();
|
||||
return normal.normalized();
|
||||
}
|
||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
|
||||
#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue