Merge branch 'master' into lm_sla_gizmo_clipping_plane

This commit is contained in:
Lukas Matena 2019-04-08 10:50:10 +02:00
commit eadf7daa37
31 changed files with 2444 additions and 2254 deletions

View file

@ -1,5 +1,6 @@
// Include GLGizmoBase.hpp before I18N.hpp as it includes some libigl code, which overrides our localization "L" macro.
#include "GLGizmoSlaSupports.hpp"
#include "slic3r/GUI/GLCanvas3D.hpp"
#include <GL/glew.h>
@ -89,8 +90,8 @@ void GLGizmoSlaSupports::on_render(const Selection& selection) const
return;
}
::glEnable(GL_BLEND);
::glEnable(GL_DEPTH_TEST);
glsafe(::glEnable(GL_BLEND));
glsafe(::glEnable(GL_DEPTH_TEST));
// we'll recover current look direction from the modelview matrix (in world coords):
Eigen::Matrix<double, 4, 4, Eigen::DontAlign> modelview_matrix;
@ -104,7 +105,7 @@ void GLGizmoSlaSupports::on_render(const Selection& selection) const
render_selection_rectangle();
render_clipping_plane(selection, direction_to_camera);
::glDisable(GL_BLEND);
glsafe(::glDisable(GL_BLEND));
}
@ -160,44 +161,44 @@ void GLGizmoSlaSupports::render_selection_rectangle() const
if (!m_selection_rectangle_active)
return;
::glLineWidth(1.5f);
glsafe(::glLineWidth(1.5f));
float render_color[3] = {1.f, 0.f, 0.f};
::glColor3fv(render_color);
glsafe(::glColor3fv(render_color));
::glPushAttrib(GL_TRANSFORM_BIT); // remember current MatrixMode
glsafe(::glPushAttrib(GL_TRANSFORM_BIT)); // remember current MatrixMode
::glMatrixMode(GL_MODELVIEW); // cache modelview matrix and set to identity
::glPushMatrix();
::glLoadIdentity();
glsafe(::glMatrixMode(GL_MODELVIEW)); // cache modelview matrix and set to identity
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
::glMatrixMode(GL_PROJECTION); // cache projection matrix and set to identity
::glPushMatrix();
::glLoadIdentity();
glsafe(::glMatrixMode(GL_PROJECTION)); // cache projection matrix and set to identity
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
::glOrtho(0.f, m_canvas_width, m_canvas_height, 0.f, -1.f, 1.f); // set projection matrix so that world coords = window coords
glsafe(::glOrtho(0.f, m_canvas_width, m_canvas_height, 0.f, -1.f, 1.f)); // set projection matrix so that world coords = window coords
// render the selection rectangle (window coordinates):
::glPushAttrib(GL_ENABLE_BIT);
::glLineStipple(4, 0xAAAA);
::glEnable(GL_LINE_STIPPLE);
glsafe(::glPushAttrib(GL_ENABLE_BIT));
glsafe(::glLineStipple(4, 0xAAAA));
glsafe(::glEnable(GL_LINE_STIPPLE));
::glBegin(GL_LINE_LOOP);
::glVertex3f((GLfloat)m_selection_rectangle_start_corner(0), (GLfloat)m_selection_rectangle_start_corner(1), (GLfloat)0.5f);
::glVertex3f((GLfloat)m_selection_rectangle_end_corner(0), (GLfloat)m_selection_rectangle_start_corner(1), (GLfloat)0.5f);
::glVertex3f((GLfloat)m_selection_rectangle_end_corner(0), (GLfloat)m_selection_rectangle_end_corner(1), (GLfloat)0.5f);
::glVertex3f((GLfloat)m_selection_rectangle_start_corner(0), (GLfloat)m_selection_rectangle_end_corner(1), (GLfloat)0.5f);
::glEnd();
::glPopAttrib();
glsafe(::glEnd());
glsafe(::glPopAttrib());
::glPopMatrix(); // restore former projection matrix
::glMatrixMode(GL_MODELVIEW);
::glPopMatrix(); // restore former modelview matrix
::glPopAttrib(); // restore former MatrixMode
glsafe(::glPopMatrix()); // restore former projection matrix
glsafe(::glMatrixMode(GL_MODELVIEW));
glsafe(::glPopMatrix()); // restore former modelview matrix
glsafe(::glPopAttrib()); // restore former MatrixMode
}
void GLGizmoSlaSupports::on_render_for_picking(const Selection& selection) const
{
::glEnable(GL_DEPTH_TEST);
glsafe(::glEnable(GL_DEPTH_TEST));
// we'll recover current look direction from the modelview matrix (in world coords):
Eigen::Matrix<double, 4, 4, Eigen::DontAlign> modelview_matrix;
@ -210,15 +211,15 @@ void GLGizmoSlaSupports::on_render_for_picking(const Selection& selection) const
void GLGizmoSlaSupports::render_points(const Selection& selection, const Vec3d& direction_to_camera, bool picking) const
{
if (!picking)
::glEnable(GL_LIGHTING);
glsafe(::glEnable(GL_LIGHTING));
const GLVolume* vol = selection.get_volume(*selection.get_volume_idxs().begin());
const Transform3d& instance_scaling_matrix_inverse = vol->get_instance_transformation().get_matrix(true, true, false, true).inverse();
const Transform3d& instance_matrix = vol->get_instance_transformation().get_matrix();
::glPushMatrix();
::glTranslated(0.0, 0.0, m_z_shift);
::glMultMatrixd(instance_matrix.data());
glsafe(::glPushMatrix());
glsafe(::glTranslated(0.0, 0.0, m_z_shift));
glsafe(::glMultMatrixd(instance_matrix.data()));
float render_color[3];
for (int i = 0; i < (int)m_editing_mode_cache.size(); ++i)
@ -253,14 +254,14 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, const Vec3d&
for (unsigned char i=0; i<3; ++i) render_color[i] = 0.5f;
}
}
::glColor3fv(render_color);
glsafe(::glColor3fv(render_color));
float render_color_emissive[4] = { 0.5f * render_color[0], 0.5f * render_color[1], 0.5f * render_color[2], 1.f};
::glMaterialfv(GL_FRONT, GL_EMISSION, render_color_emissive);
glsafe(::glMaterialfv(GL_FRONT, GL_EMISSION, render_color_emissive));
// Inverse matrix of the instance scaling is applied so that the mark does not scale with the object.
::glPushMatrix();
::glTranslated(support_point.pos(0), support_point.pos(1), support_point.pos(2));
::glMultMatrixd(instance_scaling_matrix_inverse.data());
glsafe(::glPushMatrix());
glsafe(::glTranslated(support_point.pos(0), support_point.pos(1), support_point.pos(2)));
glsafe(::glMultMatrixd(instance_scaling_matrix_inverse.data()));
// Matrices set, we can render the point mark now.
// If in editing mode, we'll also render a cone pointing to the sphere.
@ -271,31 +272,31 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, const Vec3d&
Eigen::Quaterniond q;
q.setFromTwoVectors(Vec3d{0., 0., 1.}, instance_scaling_matrix_inverse * m_editing_mode_cache[i].normal.cast<double>());
Eigen::AngleAxisd aa(q);
::glRotated(aa.angle() * (180./M_PI), aa.axis()(0), aa.axis()(1), aa.axis()(2));
glsafe(::glRotated(aa.angle() * (180. / M_PI), aa.axis()(0), aa.axis()(1), aa.axis()(2)));
const float cone_radius = 0.25f; // mm
const float cone_height = 0.75f;
::glPushMatrix();
::glTranslatef(0.f, 0.f, m_editing_mode_cache[i].support_point.head_front_radius * RenderPointScale);
glsafe(::glPushMatrix());
glsafe(::glTranslatef(0.f, 0.f, m_editing_mode_cache[i].support_point.head_front_radius * RenderPointScale));
::gluCylinder(m_quadric, 0.f, cone_radius, cone_height, 24, 1);
::glTranslatef(0.f, 0.f, cone_height);
glsafe(::glTranslatef(0.f, 0.f, cone_height));
::gluDisk(m_quadric, 0.0, cone_radius, 24, 1);
::glPopMatrix();
glsafe(::glPopMatrix());
}
::gluSphere(m_quadric, m_editing_mode_cache[i].support_point.head_front_radius * RenderPointScale, 24, 12);
::glPopMatrix();
glsafe(::glPopMatrix());
}
{
// Reset emissive component to zero (the default value)
float render_color_emissive[4] = { 0.f, 0.f, 0.f, 1.f };
::glMaterialfv(GL_FRONT, GL_EMISSION, render_color_emissive);
glsafe(::glMaterialfv(GL_FRONT, GL_EMISSION, render_color_emissive));
}
if (!picking)
::glDisable(GL_LIGHTING);
glsafe(::glDisable(GL_LIGHTING));
::glPopMatrix();
glsafe(::glPopMatrix());
}
@ -354,17 +355,15 @@ std::pair<Vec3f, Vec3f> GLGizmoSlaSupports::unproject_on_mesh(const Vec2d& mouse
if (m_V.size() == 0)
update_mesh();
Eigen::Matrix<GLint, 4, 1, Eigen::DontAlign> viewport;
::glGetIntegerv(GL_VIEWPORT, viewport.data());
Eigen::Matrix<GLdouble, 4, 4, Eigen::DontAlign> modelview_matrix;
::glGetDoublev(GL_MODELVIEW_MATRIX, modelview_matrix.data());
Eigen::Matrix<GLdouble, 4, 4, Eigen::DontAlign> projection_matrix;
::glGetDoublev(GL_PROJECTION_MATRIX, projection_matrix.data());
const Camera& camera = m_parent.get_camera();
const std::array<int, 4>& viewport = camera.get_viewport();
const Transform3d& modelview_matrix = camera.get_view_matrix();
const Transform3d& projection_matrix = camera.get_projection_matrix();
Vec3d point1;
Vec3d point2;
::gluUnProject(mouse_pos(0), viewport(3)-mouse_pos(1), 0.f, modelview_matrix.data(), projection_matrix.data(), viewport.data(), &point1(0), &point1(1), &point1(2));
::gluUnProject(mouse_pos(0), viewport(3)-mouse_pos(1), 1.f, modelview_matrix.data(), projection_matrix.data(), viewport.data(), &point2(0), &point2(1), &point2(2));
::gluUnProject(mouse_pos(0), viewport[3] - mouse_pos(1), 0.f, modelview_matrix.data(), projection_matrix.data(), viewport.data(), &point1(0), &point1(1), &point1(2));
::gluUnProject(mouse_pos(0), viewport[3] - mouse_pos(1), 1.f, modelview_matrix.data(), projection_matrix.data(), viewport.data(), &point2(0), &point2(1), &point2(2));
std::vector<igl::Hit> hits;
@ -472,12 +471,10 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
// left up with selection rectangle - select points inside the rectangle:
if ((action == SLAGizmoEventType::LeftUp || action == SLAGizmoEventType::ShiftUp) && m_selection_rectangle_active) {
const Transform3d& instance_matrix = m_model_object->instances[m_active_instance]->get_transformation().get_matrix();
GLint viewport[4];
::glGetIntegerv(GL_VIEWPORT, viewport);
GLdouble modelview_matrix[16];
::glGetDoublev(GL_MODELVIEW_MATRIX, modelview_matrix);
GLdouble projection_matrix[16];
::glGetDoublev(GL_PROJECTION_MATRIX, projection_matrix);
const Camera& camera = m_parent.get_camera();
const std::array<int, 4>& viewport = camera.get_viewport();
const Transform3d& modelview_matrix = camera.get_view_matrix();
const Transform3d& projection_matrix = camera.get_projection_matrix();
const Selection& selection = m_parent.get_selection();
const GLVolume* volume = selection.get_volume(*selection.get_volume_idxs().begin());
@ -488,7 +485,7 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
const Transform3d& instance_matrix_no_translation_no_scaling = volume->get_instance_transformation().get_matrix(true,false,true);
// we'll recover current look direction from the modelview matrix (in world coords)...
Vec3f direction_to_camera(modelview_matrix[2], modelview_matrix[6], modelview_matrix[10]);
Vec3f direction_to_camera = camera.get_dir_forward().cast<float>();
// ...and transform it to model coords.
Vec3f direction_to_camera_mesh = (instance_matrix_no_translation_no_scaling.inverse().cast<float>() * direction_to_camera).normalized().eval();
Vec3f scaling = volume->get_instance_scaling_factor().cast<float>();
@ -500,8 +497,8 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
Vec3f pos = instance_matrix.cast<float>() * support_point.pos;
pos(2) += m_z_shift;
GLdouble out_x, out_y, out_z;
::gluProject((GLdouble)pos(0), (GLdouble)pos(1), (GLdouble)pos(2), modelview_matrix, projection_matrix, viewport, &out_x, &out_y, &out_z);
out_y = m_canvas_height - out_y;
::gluProject((GLdouble)pos(0), (GLdouble)pos(1), (GLdouble)pos(2), (GLdouble*)modelview_matrix.data(), (GLdouble*)projection_matrix.data(), (GLint*)viewport.data(), &out_x, &out_y, &out_z);
out_y = m_canvas_height - out_y;
if (rectangle.contains(Point(out_x, out_y)) && !is_point_clipped(support_point.pos.cast<double>(), direction_to_camera.cast<double>())) {
bool is_obscured = false;
@ -692,10 +689,10 @@ void GLGizmoSlaSupports::update_cache_entry_normal(unsigned int i) const
GLCanvas3D::ClippingPlane GLGizmoSlaSupports::get_sla_clipping_plane() const
ClippingPlane GLGizmoSlaSupports::get_sla_clipping_plane() const
{
if (!m_model_object)
return GLCanvas3D::ClippingPlane::ClipsNothing();
return ClippingPlane::ClipsNothing();
Eigen::Matrix<GLdouble, 4, 4, Eigen::DontAlign> modelview_matrix;
::glGetDoublev(GL_MODELVIEW_MATRIX, modelview_matrix.data());
@ -704,7 +701,7 @@ GLCanvas3D::ClippingPlane GLGizmoSlaSupports::get_sla_clipping_plane() const
Vec3d direction_to_camera(modelview_matrix.data()[2], modelview_matrix.data()[6], modelview_matrix.data()[10]);
float dist = direction_to_camera.dot(m_model_object->instances[m_active_instance]->get_offset() + Vec3d(0., 0., m_z_shift));
return GLCanvas3D::ClippingPlane(-direction_to_camera.normalized(),(dist - (-m_active_instance_bb_radius) - m_clipping_plane_distance * 2*m_active_instance_bb_radius));
return ClippingPlane(-direction_to_camera.normalized(),(dist - (-m_active_instance_bb_radius) - m_clipping_plane_distance * 2*m_active_instance_bb_radius));
}