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https://github.com/SoftFever/OrcaSlicer.git
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More camera related functionalities moved from GLCanvas3D to Camera
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a3e6412113
commit
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7 changed files with 131 additions and 114 deletions
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@ -27,13 +27,13 @@ double Camera::FrustrumMinZSize = 50.0;
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double Camera::FrustrumZMargin = 10.0;
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Camera::Camera()
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: zoom(1.0f)
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, phi(45.0f)
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: phi(45.0f)
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, requires_zoom_to_bed(false)
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, inverted_phi(false)
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, m_type(Ortho)
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, m_target(Vec3d::Zero())
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, m_theta(45.0f)
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, m_zoom(1.0)
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, m_distance(DefaultDistance)
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, m_view_matrix(Transform3d::Identity())
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, m_projection_matrix(Transform3d::Identity())
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@ -83,6 +83,22 @@ void Camera::set_theta(float theta, bool apply_limit)
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}
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}
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void Camera::set_zoom(double zoom, const BoundingBoxf3& max_box, int canvas_w, int canvas_h)
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{
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zoom = std::max(std::min(zoom, 4.0), -4.0) / 10.0;
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zoom = m_zoom / (1.0 - zoom);
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// Don't allow to zoom too far outside the scene.
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double zoom_min = calc_zoom_to_bounding_box_factor(max_box, canvas_w, canvas_h);
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if (zoom_min > 0.0)
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zoom = std::max(zoom, zoom_min * 0.7);
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// Don't allow to zoom too close to the scene.
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zoom = std::min(zoom, 100.0);
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m_zoom = zoom;
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}
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bool Camera::select_view(const std::string& direction)
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{
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const float* dir_vec = nullptr;
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@ -142,7 +158,8 @@ void Camera::apply_projection(const BoundingBoxf3& box) const
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double w = (double)m_viewport[2];
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double h = (double)m_viewport[3];
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double two_zoom = 2.0 * zoom;
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double two_zoom = 2.0 * m_zoom;
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if (two_zoom != 0.0)
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{
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double inv_two_zoom = 1.0 / two_zoom;
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@ -172,6 +189,18 @@ void Camera::apply_projection(const BoundingBoxf3& box) const
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glsafe(::glMatrixMode(GL_MODELVIEW));
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}
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void Camera::zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h)
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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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double zoom = calc_zoom_to_bounding_box_factor(box, canvas_w, canvas_h);
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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 box center
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m_target = box.center();
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}
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}
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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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@ -212,7 +241,7 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
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Vec3d bb_min = box.min;
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Vec3d bb_max = box.max;
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// bbox vertices in world space
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// box vertices in world space
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std::vector<Vec3d> vertices;
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vertices.reserve(8);
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vertices.push_back(bb_min);
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@ -251,6 +280,67 @@ 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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double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int canvas_w, int canvas_h) const
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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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return -1.0;
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// project the box 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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Vec3d bb_min = box.min;
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Vec3d bb_max = box.max;
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Vec3d bb_center = box.center();
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// box vertices in world space
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std::vector<Vec3d> vertices;
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vertices.reserve(8);
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vertices.push_back(bb_min);
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vertices.emplace_back(bb_max(0), bb_min(1), bb_min(2));
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vertices.emplace_back(bb_max(0), bb_max(1), bb_min(2));
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vertices.emplace_back(bb_min(0), bb_max(1), bb_min(2));
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vertices.emplace_back(bb_min(0), bb_min(1), bb_max(2));
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vertices.emplace_back(bb_max(0), bb_min(1), bb_max(2));
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vertices.push_back(bb_max);
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vertices.emplace_back(bb_min(0), bb_max(1), bb_max(2));
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double max_x = 0.0;
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double max_y = 0.0;
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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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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 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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max_x = std::max(max_x, std::abs(x_on_plane));
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max_y = std::max(max_y, std::abs(y_on_plane));
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}
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if ((max_x == 0.0) || (max_y == 0.0))
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return -1.0f;
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max_x *= margin_factor;
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max_y *= margin_factor;
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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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} // GUI
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} // Slic3r
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