QoL: 3D navigator (#4181)

* Initial integration of ImGuizmo

* Fix mouse capture

* Fix frame update

* Update face color

* Show current camera rotation

* Fix coord mapping

* Update camera rotation from 3d navigator

* Use orthographic

* Render axis

* Make the axis color lighter if at back

* Show axis label

* Fix linux build

* Move to separate method

* Refine

* Add option to show/hide 3d navigator

* Add license info

* Handle dpi scaling

---------

Co-authored-by: SoftFever <softfeverever@gmail.com>
This commit is contained in:
Noisyfox 2024-02-27 21:57:31 +08:00 committed by GitHub
parent 4991a3d312
commit bf4d59a676
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15 changed files with 3695 additions and 1 deletions

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@ -26,6 +26,7 @@ add_subdirectory(libslic3r)
if (SLIC3R_GUI) if (SLIC3R_GUI)
add_subdirectory(imgui) add_subdirectory(imgui)
add_subdirectory(imguizmo)
add_subdirectory(hidapi) add_subdirectory(hidapi)
include_directories(hidapi/include) include_directories(hidapi/include)

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@ -0,0 +1,9 @@
cmake_minimum_required(VERSION 2.8.12)
project(imguizmo)
add_library(imguizmo STATIC
ImGuizmo.h
ImGuizmo.cpp
)
target_link_libraries(imguizmo PRIVATE imgui)

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src/imguizmo/ImGuizmo.cpp Normal file

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// https://github.com/CedricGuillemet/ImGuizmo
// v 1.89 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// -------------------------------------------------------------------------------------------
// History :
// 2019/11/03 View gizmo
// 2016/09/11 Behind camera culling. Scaling Delta matrix not multiplied by source matrix scales. local/world rotation and translation fixed. Display message is incorrect (X: ... Y:...) in local mode.
// 2016/09/09 Hatched negative axis. Snapping. Documentation update.
// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved
// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results.
// 2016/08/31 First version
//
// -------------------------------------------------------------------------------------------
// Future (no order):
//
// - Multi view
// - display rotation/translation/scale infos in local/world space and not only local
// - finish local/world matrix application
// - OPERATION as bitmask
//
// -------------------------------------------------------------------------------------------
// Example
#if 0
void EditTransform(const Camera& camera, matrix_t& matrix)
{
static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
if (ImGui::IsKeyPressed(90))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
if (ImGui::IsKeyPressed(69))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
if (ImGui::IsKeyPressed(82)) // r Key
mCurrentGizmoOperation = ImGuizmo::SCALE;
if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
ImGui::SameLine();
if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
ImGui::SameLine();
if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
mCurrentGizmoOperation = ImGuizmo::SCALE;
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale);
ImGui::InputFloat3("Tr", matrixTranslation, 3);
ImGui::InputFloat3("Rt", matrixRotation, 3);
ImGui::InputFloat3("Sc", matrixScale, 3);
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16);
if (mCurrentGizmoOperation != ImGuizmo::SCALE)
{
if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
mCurrentGizmoMode = ImGuizmo::LOCAL;
ImGui::SameLine();
if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD))
mCurrentGizmoMode = ImGuizmo::WORLD;
}
static bool useSnap(false);
if (ImGui::IsKeyPressed(83))
useSnap = !useSnap;
ImGui::Checkbox("", &useSnap);
ImGui::SameLine();
vec_t snap;
switch (mCurrentGizmoOperation)
{
case ImGuizmo::TRANSLATE:
snap = config.mSnapTranslation;
ImGui::InputFloat3("Snap", &snap.x);
break;
case ImGuizmo::ROTATE:
snap = config.mSnapRotation;
ImGui::InputFloat("Angle Snap", &snap.x);
break;
case ImGuizmo::SCALE:
snap = config.mSnapScale;
ImGui::InputFloat("Scale Snap", &snap.x);
break;
}
ImGuiIO& io = ImGui::GetIO();
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL);
}
#endif
#pragma once
#ifdef USE_IMGUI_API
#include "imconfig.h"
#endif
#ifndef IMGUI_API
#define IMGUI_API
#endif
#ifndef IMGUIZMO_NAMESPACE
#define IMGUIZMO_NAMESPACE ImGuizmo
#endif
namespace IMGUIZMO_NAMESPACE
{
// call inside your own window and before Manipulate() in order to draw gizmo to that window.
// Or pass a specific ImDrawList to draw to (e.g. ImGui::GetForegroundDrawList()).
IMGUI_API void SetDrawlist(ImDrawList* drawlist = nullptr);
// call BeginFrame right after ImGui_XXXX_NewFrame();
IMGUI_API void BeginFrame();
// this is necessary because when imguizmo is compiled into a dll, and imgui into another
// globals are not shared between them.
// More details at https://stackoverflow.com/questions/19373061/what-happens-to-global-and-static-variables-in-a-shared-library-when-it-is-dynam
// expose method to set imgui context
IMGUI_API void SetImGuiContext(ImGuiContext* ctx);
// return true if mouse cursor is over any gizmo control (axis, plan or screen component)
IMGUI_API bool IsOver();
// return true if mouse IsOver or if the gizmo is in moving state
IMGUI_API bool IsUsing();
// return true if any gizmo is in moving state
IMGUI_API bool IsUsingAny();
// enable/disable the gizmo. Stay in the state until next call to Enable.
// gizmo is rendered with gray half transparent color when disabled
IMGUI_API void Enable(bool enable);
// helper functions for manualy editing translation/rotation/scale with an input float
// translation, rotation and scale float points to 3 floats each
// Angles are in degrees (more suitable for human editing)
// example:
// float matrixTranslation[3], matrixRotation[3], matrixScale[3];
// ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale);
// ImGui::InputFloat3("Tr", matrixTranslation, 3);
// ImGui::InputFloat3("Rt", matrixRotation, 3);
// ImGui::InputFloat3("Sc", matrixScale, 3);
// ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16);
//
// These functions have some numerical stability issues for now. Use with caution.
IMGUI_API void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale);
IMGUI_API void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix);
IMGUI_API void SetRect(float x, float y, float width, float height);
// default is false
IMGUI_API void SetOrthographic(bool isOrthographic);
// Render a cube with face color corresponding to face normal. Usefull for debug/tests
IMGUI_API void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount);
IMGUI_API void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize);
// call it when you want a gizmo
// Needs view and projection matrices.
// matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional
// translation is applied in world space
enum OPERATION
{
TRANSLATE_X = (1u << 0),
TRANSLATE_Y = (1u << 1),
TRANSLATE_Z = (1u << 2),
ROTATE_X = (1u << 3),
ROTATE_Y = (1u << 4),
ROTATE_Z = (1u << 5),
ROTATE_SCREEN = (1u << 6),
SCALE_X = (1u << 7),
SCALE_Y = (1u << 8),
SCALE_Z = (1u << 9),
BOUNDS = (1u << 10),
SCALE_XU = (1u << 11),
SCALE_YU = (1u << 12),
SCALE_ZU = (1u << 13),
TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z,
ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN,
SCALE = SCALE_X | SCALE_Y | SCALE_Z,
SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU, // universal
UNIVERSAL = TRANSLATE | ROTATE | SCALEU
};
inline OPERATION operator|(OPERATION lhs, OPERATION rhs)
{
return static_cast<OPERATION>(static_cast<int>(lhs) | static_cast<int>(rhs));
}
enum MODE
{
LOCAL,
WORLD
};
IMGUI_API bool Manipulate(const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix = NULL, const float* snap = NULL, const float* localBounds = NULL, const float* boundsSnap = NULL);
//
// Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en
// It seems to be a defensive patent in the US. I don't think it will bring troubles using it as
// other software are using the same mechanics. But just in case, you are now warned!
//
IMGUI_API bool ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
// use this version if you did not call Manipulate before and you are just using ViewManipulate
IMGUI_API bool ViewManipulate(float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
IMGUI_API void SetID(int id);
// return true if the cursor is over the operation's gizmo
IMGUI_API bool IsOver(OPERATION op);
IMGUI_API void SetGizmoSizeClipSpace(float value);
// Allow axis to flip
// When true (default), the guizmo axis flip for better visibility
// When false, they always stay along the positive world/local axis
IMGUI_API void AllowAxisFlip(bool value);
// Configure the limit where axis are hidden
IMGUI_API void SetAxisLimit(float value);
// Configure the limit where planes are hiden
IMGUI_API void SetPlaneLimit(float value);
enum COLOR
{
DIRECTION_X, // directionColor[0]
DIRECTION_Y, // directionColor[1]
DIRECTION_Z, // directionColor[2]
PLANE_X, // planeColor[0]
PLANE_Y, // planeColor[1]
PLANE_Z, // planeColor[2]
SELECTION, // selectionColor
INACTIVE, // inactiveColor
TRANSLATION_LINE, // translationLineColor
SCALE_LINE,
ROTATION_USING_BORDER,
ROTATION_USING_FILL,
HATCHED_AXIS_LINES,
TEXT,
TEXT_SHADOW,
COUNT
};
enum Axis
{
Axis_X,
Axis_Y,
Axis_Z,
Axis_COUNT,
};
struct Style
{
IMGUI_API Style();
float TranslationLineThickness; // Thickness of lines for translation gizmo
float TranslationLineArrowSize; // Size of arrow at the end of lines for translation gizmo
float RotationLineThickness; // Thickness of lines for rotation gizmo
float RotationOuterLineThickness; // Thickness of line surrounding the rotation gizmo
float ScaleLineThickness; // Thickness of lines for scale gizmo
float ScaleLineCircleSize; // Size of circle at the end of lines for scale gizmo
float HatchedAxisLineThickness; // Thickness of hatched axis lines
float CenterCircleSize; // Size of circle at the center of the translate/scale gizmo
ImVec4 Colors[COLOR::COUNT];
char AxisLabels[Axis::Axis_COUNT][32];
};
IMGUI_API Style& GetStyle();
}

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@ -0,0 +1,21 @@
The MIT License (MIT)
Copyright (c) 2016 Cedric Guillemet
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -0,0 +1,192 @@
# ImGuizmo
Latest stable tagged version is 1.83. Current master version is 1.84 WIP.
What started with the gizmo is now a collection of dear imgui widgets and more advanced controls.
## Guizmos
### ImViewGizmo
Manipulate view orientation with 1 single line of code
![Image of ImViewGizmo](http://i.imgur.com/7UVcyDd.gif)
### ImGuizmo
ImGizmo is a small (.h and .cpp) library built ontop of Dear ImGui that allow you to manipulate(Rotate & translate at the moment) 4x4 float matrices. No other dependancies. Coded with Immediate Mode (IM) philosophy in mind.
Built against DearImgui 1.53WIP
![Image of Rotation](http://i.imgur.com/y4mcVoT.gif)
![Image of Translation](http://i.imgur.com/o8q8iHq.gif)
![Image of Bounds](http://i.imgur.com/3Ez5LBr.gif)
There is now a sample for Win32/OpenGL ! With a binary in bin directory.
![Image of Sample](https://i.imgur.com/nXlzyqD.png)
### ImSequencer
A WIP little sequencer used to edit frame start/end for different events in a timeline.
![Image of Rotation](http://i.imgur.com/BeyNwCn.png)
Check the sample for the documentation. More to come...
### Graph Editor
Nodes + connections. Custom draw inside nodes is possible with the delegate system in place.
![Image of GraphEditor](Images/nodeeditor.jpg)
### API doc
Call BeginFrame right after ImGui_XXXX_NewFrame();
```C++
void BeginFrame();
```
return true if mouse cursor is over any gizmo control (axis, plan or screen component)
```C++
bool IsOver();**
```
return true if mouse IsOver or if the gizmo is in moving state
```C++
bool IsUsing();**
```
enable/disable the gizmo. Stay in the state until next call to Enable. gizmo is rendered with gray half transparent color when disabled
```C++
void Enable(bool enable);**
```
helper functions for manualy editing translation/rotation/scale with an input float
translation, rotation and scale float points to 3 floats each
Angles are in degrees (more suitable for human editing)
example:
```C++
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale);
ImGui::InputFloat3("Tr", matrixTranslation, 3);
ImGui::InputFloat3("Rt", matrixRotation, 3);
ImGui::InputFloat3("Sc", matrixScale, 3);
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16);
```
These functions have some numerical stability issues for now. Use with caution.
```C++
void DecomposeMatrixToComponents(const float *matrix, float *translation, float *rotation, float *scale);
void RecomposeMatrixFromComponents(const float *translation, const float *rotation, const float *scale, float *matrix);**
```
Render a cube with face color corresponding to face normal. Usefull for debug/test
```C++
void DrawCube(const float *view, const float *projection, float *matrix);**
```
Call it when you want a gizmo
Needs view and projection matrices.
Matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional. snap points to a float[3] for translation and to a single float for scale or rotation. Snap angle is in Euler Degrees.
```C++
enum OPERATION
{
TRANSLATE,
ROTATE,
SCALE
};
enum MODE
{
LOCAL,
WORLD
};
void Manipulate(const float *view, const float *projection, OPERATION operation, MODE mode, float *matrix, float *deltaMatrix = 0, float *snap = 0);**
```
### ImGui Example
Code for :
![Image of dialog](http://i.imgur.com/GL5flN1.png)
```C++
void EditTransform(const Camera& camera, matrix_t& matrix)
{
static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
if (ImGui::IsKeyPressed(90))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
if (ImGui::IsKeyPressed(69))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
if (ImGui::IsKeyPressed(82)) // r Key
mCurrentGizmoOperation = ImGuizmo::SCALE;
if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
ImGui::SameLine();
if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
ImGui::SameLine();
if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
mCurrentGizmoOperation = ImGuizmo::SCALE;
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale);
ImGui::InputFloat3("Tr", matrixTranslation, 3);
ImGui::InputFloat3("Rt", matrixRotation, 3);
ImGui::InputFloat3("Sc", matrixScale, 3);
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16);
if (mCurrentGizmoOperation != ImGuizmo::SCALE)
{
if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
mCurrentGizmoMode = ImGuizmo::LOCAL;
ImGui::SameLine();
if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD))
mCurrentGizmoMode = ImGuizmo::WORLD;
}
static bool useSnap(false);
if (ImGui::IsKeyPressed(83))
useSnap = !useSnap;
ImGui::Checkbox("", &useSnap);
ImGui::SameLine();
vec_t snap;
switch (mCurrentGizmoOperation)
{
case ImGuizmo::TRANSLATE:
snap = config.mSnapTranslation;
ImGui::InputFloat3("Snap", &snap.x);
break;
case ImGuizmo::ROTATE:
snap = config.mSnapRotation;
ImGui::InputFloat("Angle Snap", &snap.x);
break;
case ImGuizmo::SCALE:
snap = config.mSnapScale;
ImGui::InputFloat("Scale Snap", &snap.x);
break;
}
ImGuiIO& io = ImGui::GetIO();
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL);
}
```
## Install
ImGuizmo can be installed via [vcpkg](https://github.com/microsoft/vcpkg) and used cmake
```bash
vcpkg install imguizmo
```
See the [vcpkg example](/vcpkg-example) for more details
## License
ImGuizmo is licensed under the MIT License, see [LICENSE](/LICENSE) for more information.

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@ -189,6 +189,9 @@ void AppConfig::set_defaults()
if (get("show_gcode_window").empty()) if (get("show_gcode_window").empty())
set_bool("show_gcode_window", true); set_bool("show_gcode_window", true);
if (get("show_3d_navigator").empty())
set_bool("show_3d_navigator", true);
#ifdef _WIN32 #ifdef _WIN32

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@ -573,7 +573,7 @@ source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} FILES ${SLIC3R_GUI_SOURCES})
encoding_check(libslic3r_gui) encoding_check(libslic3r_gui)
target_link_libraries(libslic3r_gui libslic3r cereal::cereal imgui minilzo GLEW::GLEW OpenGL::GL hidapi ${wxWidgets_LIBRARIES} glfw libcurl OpenSSL::SSL OpenSSL::Crypto) target_link_libraries(libslic3r_gui libslic3r cereal::cereal imgui imguizmo minilzo GLEW::GLEW OpenGL::GL hidapi ${wxWidgets_LIBRARIES} glfw libcurl OpenSSL::SSL OpenSSL::Crypto)
#target_link_libraries(libslic3r_gui libslic3r cereal imgui minilzo GLEW::GLEW OpenGL::GL hidapi libcurl OpenSSL::SSL OpenSSL::Crypto ${wxWidgets_LIBRARIES} glfw) #target_link_libraries(libslic3r_gui libslic3r cereal imgui minilzo GLEW::GLEW OpenGL::GL hidapi libcurl OpenSSL::SSL OpenSSL::Crypto ${wxWidgets_LIBRARIES} glfw)
if (MSVC) if (MSVC)

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@ -100,6 +100,7 @@ void CopyrightsDialog::fill_entries()
{ "GLFW", "", "https://www.glfw.org" }, { "GLFW", "", "https://www.glfw.org" },
{ "GNU gettext", "", "https://www.gnu.org/software/gettext" }, { "GNU gettext", "", "https://www.gnu.org/software/gettext" },
{ "ImGUI", "", "https://github.com/ocornut/imgui" }, { "ImGUI", "", "https://github.com/ocornut/imgui" },
{ "ImGuizmo", "", "https://github.com/CedricGuillemet/ImGuizmo" },
{ "Libigl", "", "https://libigl.github.io" }, { "Libigl", "", "https://libigl.github.io" },
{ "libnest2d", "", "https://github.com/tamasmeszaros/libnest2d" }, { "libnest2d", "", "https://github.com/tamasmeszaros/libnest2d" },
{ "lib_fts", "", "https://www.forrestthewoods.com" }, { "lib_fts", "", "https://www.forrestthewoods.com" },

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@ -419,6 +419,15 @@ void Camera::rotate_local_around_target(const Vec3d& rotation_rad)
} }
} }
void Camera::set_rotation(const Transform3d& rotation)
{
const Vec3d translation = m_view_matrix.translation() + m_view_rotation * m_target;
m_view_rotation = Eigen::Quaterniond(rotation.matrix().template block<3, 3>(0, 0));
m_view_rotation.normalize();
m_view_matrix.fromPositionOrientationScale(m_view_rotation * (-m_target) + translation, m_view_rotation, Vec3d(1., 1., 1.));
update_zenit();
}
std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBoxf3& box) std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBoxf3& box)
{ {
std::pair<double, double> ret; std::pair<double, double> ret;

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@ -146,6 +146,8 @@ public:
// rotate the camera around three axes parallel to the camera local axes and passing through m_target // rotate the camera around three axes parallel to the camera local axes and passing through m_target
void rotate_local_around_target(const Vec3d& rotation_rad); void rotate_local_around_target(const Vec3d& rotation_rad);
void set_rotation(const Transform3d& rotation);
// returns true if the camera z axis (forward) is pointing in the negative direction of the world z axis // returns true if the camera z axis (forward) is pointing in the negative direction of the world z axis
bool is_looking_downward() const { return get_dir_forward().dot(Vec3d::UnitZ()) < 0.0; } bool is_looking_downward() const { return get_dir_forward().dot(Vec3d::UnitZ()) < 0.0; }

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@ -85,6 +85,8 @@
#endif #endif
#include <imgui/imgui_internal.h> #include <imgui/imgui_internal.h>
#include <imguizmo/ImGuizmo.h>
static constexpr const float TRACKBALLSIZE = 0.8f; static constexpr const float TRACKBALLSIZE = 0.8f;
static Slic3r::ColorRGBA DEFAULT_BG_LIGHT_COLOR = { 0.906f, 0.906f, 0.906f, 1.0f }; static Slic3r::ColorRGBA DEFAULT_BG_LIGHT_COLOR = { 0.906f, 0.906f, 0.906f, 1.0f };
@ -5535,6 +5537,70 @@ bool GLCanvas3D::_render_arrange_menu(float left, float right, float bottom, flo
return settings_changed; return settings_changed;
} }
static float identityMatrix[16] = {1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f};
static const float cameraProjection[16] = {1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f};
void GLCanvas3D::_render_3d_navigator()
{
if (!wxGetApp().show_3d_navigator()) {
return;
}
ImGuizmo::BeginFrame();
ImGuizmo::AllowAxisFlip(false);
auto& style = ImGuizmo::GetStyle();
style.Colors[ImGuizmo::COLOR::DIRECTION_X] = ImGuiWrapper::to_ImVec4(ColorRGBA::Y());
style.Colors[ImGuizmo::COLOR::DIRECTION_Y] = ImGuiWrapper::to_ImVec4(ColorRGBA::Z());
style.Colors[ImGuizmo::COLOR::DIRECTION_Z] = ImGuiWrapper::to_ImVec4(ColorRGBA::X());
strcpy(style.AxisLabels[ImGuizmo::Axis::Axis_X], "y");
strcpy(style.AxisLabels[ImGuizmo::Axis::Axis_Y], "z");
strcpy(style.AxisLabels[ImGuizmo::Axis::Axis_Z], "x");
float sc = get_scale();
#ifdef WIN32
const int dpi = get_dpi_for_window(wxGetApp().GetTopWindow());
sc *= (float) dpi / (float) DPI_DEFAULT;
#endif // WIN32
const ImGuiIO& io = ImGui::GetIO();
const float viewManipulateLeft = 0;
const float viewManipulateTop = io.DisplaySize.y;
const float camDistance = 8.f;
ImGuizmo::SetID(0);
Camera& camera = wxGetApp().plater()->get_camera();
Transform3d m = Transform3d::Identity();
m.matrix().block(0, 0, 3, 3) = camera.get_view_rotation().toRotationMatrix();
// Rotate along X and Z axis for 90 degrees to have Y-up
const auto coord_mapping_transform = Geometry::rotation_transform(Vec3d(0.5 * PI, 0, 0.5 * PI));
m = m * coord_mapping_transform;
float cameraView[16];
for (unsigned int c = 0; c < 4; ++c) {
for (unsigned int r = 0; r < 4; ++r) {
cameraView[c * 4 + r] = m(r, c);
}
}
const float size = 128 * sc;
const bool dirty = ImGuizmo::ViewManipulate(cameraView, cameraProjection, ImGuizmo::OPERATION::ROTATE, ImGuizmo::MODE::WORLD,
identityMatrix, camDistance, ImVec2(viewManipulateLeft, viewManipulateTop - size),
ImVec2(size, size), 0x10101010);
if (dirty) {
for (unsigned int c = 0; c < 4; ++c) {
for (unsigned int r = 0; r < 4; ++r) {
m(r, c) = cameraView[c * 4 + r];
}
}
// Rotate back
m = m * (coord_mapping_transform.inverse());
camera.set_rotation(m);
request_extra_frame();
}
}
#define ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT 0 #define ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT 0
#if ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT #if ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
static void debug_output_thumbnail(const ThumbnailData& thumbnail_data) static void debug_output_thumbnail(const ThumbnailData& thumbnail_data)
@ -7324,6 +7390,8 @@ void GLCanvas3D::_render_overlays()
}*/ }*/
} }
m_labels.render(sorted_instances); m_labels.render(sorted_instances);
_render_3d_navigator();
} }
void GLCanvas3D::_render_style_editor() void GLCanvas3D::_render_style_editor()

View file

@ -1181,6 +1181,7 @@ private:
//BBS: GUI refactor: adjust main toolbar position //BBS: GUI refactor: adjust main toolbar position
bool _render_orient_menu(float left, float right, float bottom, float top); bool _render_orient_menu(float left, float right, float bottom, float top);
bool _render_arrange_menu(float left, float right, float bottom, float top); bool _render_arrange_menu(float left, float right, float bottom, float top);
void _render_3d_navigator();
// render thumbnail using the default framebuffer // render thumbnail using the default framebuffer
void render_thumbnail_legacy(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, const ThumbnailsParams& thumbnail_params, PartPlateList& partplate_list, ModelObjectPtrs& model_objects, const GLVolumeCollection& volumes, std::vector<ColorRGBA>& extruder_colors, GLShaderProgram* shader, Camera::EType camera_type); void render_thumbnail_legacy(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, const ThumbnailsParams& thumbnail_params, PartPlateList& partplate_list, ModelObjectPtrs& model_objects, const GLVolumeCollection& volumes, std::vector<ColorRGBA>& extruder_colors, GLShaderProgram* shader, Camera::EType camera_type);

View file

@ -329,6 +329,9 @@ private:
bool show_gcode_window() const { return m_show_gcode_window; } bool show_gcode_window() const { return m_show_gcode_window; }
void toggle_show_gcode_window(); void toggle_show_gcode_window();
bool show_3d_navigator() const { return app_config->get_bool("show_3d_navigator"); }
void toggle_show_3d_navigator() const { app_config->set_bool("show_3d_navigator", !show_3d_navigator()); }
wxString get_inf_dialog_contect () {return m_info_dialog_content;}; wxString get_inf_dialog_contect () {return m_info_dialog_content;};
std::vector<std::string> split_str(std::string src, std::string separator); std::vector<std::string> split_str(std::string src, std::string separator);

View file

@ -2567,6 +2567,15 @@ void MainFrame::init_menubar_as_editor()
this, [this]() { return m_tabpanel->GetSelection() == tpPreview; }, this, [this]() { return m_tabpanel->GetSelection() == tpPreview; },
[this]() { return wxGetApp().show_gcode_window(); }, this); [this]() { return wxGetApp().show_gcode_window(); }, this);
append_menu_check_item(
viewMenu, wxID_ANY, _L("Show 3D Navigator"), _L("Show 3D navigator in Prepare and Preview scene"),
[this](wxCommandEvent&) {
wxGetApp().toggle_show_3d_navigator();
m_plater->get_current_canvas3D()->post_event(SimpleEvent(wxEVT_PAINT));
},
this, [this]() { return m_tabpanel->GetSelection() == TabPosition::tp3DEditor || m_tabpanel->GetSelection() == TabPosition::tpPreview; },
[this]() { return wxGetApp().show_3d_navigator(); }, this);
append_menu_item( append_menu_item(
viewMenu, wxID_ANY, _L("Reset Window Layout"), _L("Reset to default window layout"), viewMenu, wxID_ANY, _L("Reset Window Layout"), _L("Reset to default window layout"),
[this](wxCommandEvent&) { m_plater->reset_window_layout(); }, "", this, [this](wxCommandEvent&) { m_plater->reset_window_layout(); }, "", this,