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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-12 09:17:52 -06:00
Fixed conflicts after merge with master
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commit
a624590b36
117 changed files with 6769 additions and 1131 deletions
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@ -1,7 +1,9 @@
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#include "libslic3r/libslic3r.h"
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#include "Camera.hpp"
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#if !ENABLE_THUMBNAIL_GENERATOR
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#include "3DScene.hpp"
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#endif // !ENABLE_THUMBNAIL_GENERATOR
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#include "GUI_App.hpp"
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#include "AppConfig.hpp"
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@ -22,6 +24,10 @@ namespace Slic3r {
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namespace GUI {
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const double Camera::DefaultDistance = 1000.0;
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#if ENABLE_THUMBNAIL_GENERATOR
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const double Camera::DefaultZoomToBoxMarginFactor = 1.025;
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const double Camera::DefaultZoomToVolumesMarginFactor = 1.025;
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#endif // ENABLE_THUMBNAIL_GENERATOR
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double Camera::FrustrumMinZRange = 50.0;
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double Camera::FrustrumMinNearZ = 100.0;
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double Camera::FrustrumZMargin = 10.0;
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@ -270,10 +276,18 @@ void Camera::apply_projection(const BoundingBoxf3& box) const
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glsafe(::glMatrixMode(GL_MODELVIEW));
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}
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#if ENABLE_THUMBNAIL_GENERATOR
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void Camera::zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h, double margin_factor)
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#else
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void Camera::zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h)
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#endif // ENABLE_THUMBNAIL_GENERATOR
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{
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// Calculate the zoom factor needed to adjust the view around the given box.
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#if ENABLE_THUMBNAIL_GENERATOR
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double zoom = calc_zoom_to_bounding_box_factor(box, canvas_w, canvas_h, margin_factor);
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#else
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double zoom = calc_zoom_to_bounding_box_factor(box, canvas_w, canvas_h);
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#endif // ENABLE_THUMBNAIL_GENERATOR
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if (zoom > 0.0)
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{
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m_zoom = zoom;
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@ -282,6 +296,20 @@ void Camera::zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h)
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}
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}
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#if ENABLE_THUMBNAIL_GENERATOR
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void Camera::zoom_to_volumes(const GLVolumePtrs& volumes, int canvas_w, int canvas_h, double margin_factor)
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{
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Vec3d center;
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double zoom = calc_zoom_to_volumes_factor(volumes, canvas_w, canvas_h, center, margin_factor);
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if (zoom > 0.0)
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{
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m_zoom = zoom;
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// center view around the calculated center
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m_target = center;
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}
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}
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#endif // ENABLE_THUMBNAIL_GENERATOR
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#if ENABLE_CAMERA_STATISTICS
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void Camera::debug_render() const
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{
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@ -376,7 +404,11 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
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return ret;
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}
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#if ENABLE_THUMBNAIL_GENERATOR
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double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int canvas_w, int canvas_h, double margin_factor) const
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#else
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double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int canvas_w, int canvas_h) const
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#endif // ENABLE_THUMBNAIL_GENERATOR
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{
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double max_bb_size = box.max_size();
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if (max_bb_size == 0.0)
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@ -409,13 +441,15 @@ double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int ca
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double max_x = 0.0;
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double max_y = 0.0;
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#if !ENABLE_THUMBNAIL_GENERATOR
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// margin factor to give some empty space around the box
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double margin_factor = 1.25;
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#endif // !ENABLE_THUMBNAIL_GENERATOR
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for (const Vec3d& v : vertices)
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{
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// project vertex on the plane perpendicular to camera forward axis
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Vec3d pos(v(0) - bb_center(0), v(1) - bb_center(1), v(2) - bb_center(2));
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Vec3d pos = v - bb_center;
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Vec3d proj_on_plane = pos - pos.dot(forward) * forward;
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// calculates vertex coordinate along camera xy axes
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@ -435,6 +469,72 @@ double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int ca
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return std::min((double)canvas_w / (2.0 * max_x), (double)canvas_h / (2.0 * max_y));
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}
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#if ENABLE_THUMBNAIL_GENERATOR
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double Camera::calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, int canvas_w, int canvas_h, Vec3d& center, double margin_factor) const
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{
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if (volumes.empty())
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return -1.0;
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// project the volumes vertices on a plane perpendicular to the camera forward axis
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// then calculates the vertices coordinate on this plane along the camera xy axes
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// ensure that the view matrix is updated
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apply_view_matrix();
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Vec3d right = get_dir_right();
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Vec3d up = get_dir_up();
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Vec3d forward = get_dir_forward();
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BoundingBoxf3 box;
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for (const GLVolume* volume : volumes)
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{
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box.merge(volume->transformed_bounding_box());
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}
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center = box.center();
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double min_x = DBL_MAX;
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double min_y = DBL_MAX;
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double max_x = -DBL_MAX;
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double max_y = -DBL_MAX;
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for (const GLVolume* volume : volumes)
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{
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const Transform3d& transform = volume->world_matrix();
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const TriangleMesh* hull = volume->convex_hull();
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if (hull == nullptr)
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continue;
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for (const Vec3f& vertex : hull->its.vertices)
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{
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Vec3d v = transform * vertex.cast<double>();
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// project vertex on the plane perpendicular to camera forward axis
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Vec3d pos = v - center;
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Vec3d proj_on_plane = pos - pos.dot(forward) * forward;
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// calculates vertex coordinate along camera xy axes
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double x_on_plane = proj_on_plane.dot(right);
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double y_on_plane = proj_on_plane.dot(up);
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min_x = std::min(min_x, x_on_plane);
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min_y = std::min(min_y, y_on_plane);
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max_x = std::max(max_x, x_on_plane);
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max_y = std::max(max_y, y_on_plane);
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}
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}
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center += 0.5 * (max_x + min_x) * right + 0.5 * (max_y + min_y) * up;
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double dx = margin_factor * (max_x - min_x);
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double dy = margin_factor * (max_y - min_y);
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if ((dx == 0.0) || (dy == 0.0))
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return -1.0f;
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return std::min((double)canvas_w / dx, (double)canvas_h / dy);
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}
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#endif // ENABLE_THUMBNAIL_GENERATOR
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void Camera::set_distance(double distance) const
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{
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m_distance = distance;
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