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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-08-09 14:55:08 -06:00
Lay flat - rotation is now done in one go directly about the necessary axis
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parent
d197a5149a
commit
86b67bbd42
8 changed files with 62 additions and 27 deletions
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@ -725,7 +725,7 @@ void ModelObject::scale(const Pointf3 &versor)
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this->invalidate_bounding_box();
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}
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void ModelObject::rotate(float angle, const Axis &axis)
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void ModelObject::rotate(float angle, const Pointf3& axis)
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{
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for (ModelVolume *v : this->volumes)
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{
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@ -120,7 +120,7 @@ public:
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void translate(const Vectorf3 &vector) { this->translate(vector.x, vector.y, vector.z); }
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void translate(coordf_t x, coordf_t y, coordf_t z);
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void scale(const Pointf3 &versor);
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void rotate(float angle, const Axis &axis);
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void rotate(float angle, const Pointf3& axis);
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void transform(const float* matrix3x4);
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void mirror(const Axis &axis);
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size_t materials_count() const;
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@ -324,6 +324,17 @@ void TriangleMesh::translate(float x, float y, float z)
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stl_invalidate_shared_vertices(&this->stl);
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}
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void TriangleMesh::rotate(float angle, Pointf3 axis)
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{
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if (angle == 0.f)
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return;
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axis = normalize(axis);
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Eigen::Transform<float, 3, Eigen::Affine> m = Eigen::Transform<float, 3, Eigen::Affine>::Identity();
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m.rotate(Eigen::AngleAxisf(angle, Eigen::Vector3f(axis.x, axis.y, axis.z)));
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stl_transform(&stl, (float*)m.data());
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}
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void TriangleMesh::rotate(float angle, const Axis &axis)
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{
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if (angle == 0.f)
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@ -40,6 +40,7 @@ public:
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void scale(const Pointf3 &versor);
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void translate(float x, float y, float z);
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void rotate(float angle, const Axis &axis);
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void rotate(float angle, Pointf3 axis);
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void rotate_x(float angle);
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void rotate_y(float angle);
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void rotate_z(float angle);
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@ -2805,9 +2805,9 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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// Rotate the object so the normal points downward:
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Pointf3 normal = m_gizmos.get_flattening_normal();
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if (normal.x != 0.f || normal.y != 0.f || normal.z != 0.f) {
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float angle_z = -atan2(normal.y, normal.x);
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float angle_y = M_PI - atan2(normal.x*cos(angle_z)-normal.y*sin(angle_z), normal.z);
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m_on_gizmo_rotate_callback.call((double)angle_z, (double)angle_y);
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Pointf3 axis = normal.z > 0.999f ? Pointf3(1, 0, 0) : cross(normal, Pointf3(0.f, 0.f, -1.f));
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float angle = -acos(-normal.z);
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m_on_gizmo_rotate_callback.call(angle, axis.x, axis.y, axis.z);
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}
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}
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}
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@ -3093,7 +3093,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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}
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case Gizmos::Rotate:
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{
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m_on_gizmo_rotate_callback.call((double)m_gizmos.get_angle_z(), 0.);
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m_on_gizmo_rotate_callback.call((double)m_gizmos.get_angle_z());
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break;
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}
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default:
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@ -706,12 +706,14 @@ void GLGizmoFlatten::update_planes()
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}
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polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points
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// Calculate area of the polygon and discard ones that are too small
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// We will calculate area of the polygon 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.x) > 0.999f || std::abs(normal.y) > 0.999f || std::abs(normal.z) > 0.999f) ? 1.f : 20.f;
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float area = 0.f;
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for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
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area += polygon[i].x*polygon[i+1 < polygon.size() ? i+1 : 0 ].y - polygon[i+1 < polygon.size() ? i+1 : 0].x*polygon[i].y;
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area = std::abs(area/2.f);
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if (area < 20.f) {
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if (area < minimal_area) {
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m_planes.erase(m_planes.begin()+(polygon_id--));
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continue;
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}
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@ -301,7 +301,8 @@ ModelMaterial::attributes()
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void translate(double x, double y, double z);
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void scale_xyz(Pointf3* versor)
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%code{% THIS->scale(*versor); %};
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void rotate(float angle, Axis axis);
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void rotate(float angle, Pointf3* axis)
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%code{% THIS->rotate(angle, *axis); %};
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void mirror(Axis axis);
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Model* cut(double z)
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