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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-25 15:44:12 -06:00
1st attempt of perl callback from c++ for 3DScene
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commit
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11 changed files with 181 additions and 10 deletions
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@ -6,6 +6,7 @@
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#include <iostream>
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static const bool TURNTABLE_MODE = true;
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static const float GIMBALL_LOCK_THETA_MAX = 180.0f;
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namespace Slic3r {
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@ -136,6 +137,11 @@ GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
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{
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}
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GLCanvas3D::~GLCanvas3D()
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{
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_deregister_callbacks();
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}
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void GLCanvas3D::set_current()
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{
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if ((m_canvas != nullptr) && (m_context != nullptr))
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@ -175,8 +181,7 @@ void GLCanvas3D::resize(unsigned int w, unsigned int h)
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}
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// FIXME: calculate a tighter value for depth will improve z-fighting
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Pointf3 bb_size = bbox.size();
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float depth = 5.0f * (float)std::max(bb_size.x, std::max(bb_size.y, bb_size.z));
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float depth = 5.0f * (float)bbox.max_size();
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::glOrtho(-w2, w2, -h2, h2, -depth, depth);
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break;
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@ -331,6 +336,12 @@ BoundingBoxf3 GLCanvas3D::max_bounding_box() const
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return bb;
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}
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void GLCanvas3D::register_on_viewport_changed_callback(void* callback)
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{
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if (callback != nullptr)
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m_on_viewport_changed_callback.register_callback(callback);
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}
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void GLCanvas3D::on_size(wxSizeEvent& evt)
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{
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set_dirty(true);
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@ -363,7 +374,24 @@ void GLCanvas3D::_zoom_to_volumes()
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void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
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{
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// >>>>>>>>>>>>>>>>>>>> TODO <<<<<<<<<<<<<<<<<<<<<<<<
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// Calculate the zoom factor needed to adjust viewport to bounding box.
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float zoom = _get_zoom_to_bounding_box_factor(bbox);
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if (zoom > 0.0f)
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{
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set_camera_zoom(zoom);
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// center view around bounding box center
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set_camera_target(bbox.center());
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m_on_viewport_changed_callback.call();
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if (is_shown_on_screen())
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{
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std::pair<int, int> size = _get_canvas_size();
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resize((unsigned int)size.first, (unsigned int)size.second);
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if (m_canvas != nullptr)
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m_canvas->Refresh();
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}
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}
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}
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std::pair<int, int> GLCanvas3D::_get_canvas_size() const
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@ -376,5 +404,96 @@ std::pair<int, int> GLCanvas3D::_get_canvas_size() const
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return ret;
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}
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float GLCanvas3D::_get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const
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{
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float max_bb_size = bbox.max_size();
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if (max_bb_size == 0.0f)
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return -1.0f;
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// project the bbox 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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// we need the view matrix, we let opengl calculate it(same as done in render sub)
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::glMatrixMode(GL_MODELVIEW);
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::glLoadIdentity();
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if (TURNTABLE_MODE)
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{
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// Turntable mode is enabled by default.
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::glRotatef(-get_camera_theta(), 1.0f, 0.0f, 0.0f); // pitch
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::glRotatef(get_camera_phi(), 0.0f, 0.0f, 1.0f); // yaw
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}
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else
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{
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// Shift the perspective camera.
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Pointf3 camera_pos(0.0, 0.0, -(coordf_t)get_camera_distance());
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::glTranslatef((float)camera_pos.x, (float)camera_pos.y, (float)camera_pos.z);
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// my @rotmat = quat_to_rotmatrix($self->quat); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT
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// glMultMatrixd_p(@rotmat[0..15]); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT
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}
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const Pointf3& target = get_camera_target();
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::glTranslatef(-(float)target.x, -(float)target.y, -(float)target.z);
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// get the view matrix back from opengl
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GLfloat matrix[16];
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::glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
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// camera axes
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Pointf3 right((coordf_t)matrix[0], (coordf_t)matrix[4], (coordf_t)matrix[8]);
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Pointf3 up((coordf_t)matrix[1], (coordf_t)matrix[5], (coordf_t)matrix[9]);
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Pointf3 forward((coordf_t)matrix[2], (coordf_t)matrix[6], (coordf_t)matrix[10]);
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Pointf3 bb_min = bbox.min;
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Pointf3 bb_max = bbox.max;
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Pointf3 bb_center = bbox.center();
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// bbox vertices in world space
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std::vector<Pointf3> 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.x, bb_min.y, bb_min.z);
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vertices.emplace_back(bb_max.x, bb_max.y, bb_min.z);
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vertices.emplace_back(bb_min.x, bb_max.y, bb_min.z);
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vertices.emplace_back(bb_min.x, bb_min.y, bb_max.z);
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vertices.emplace_back(bb_max.x, bb_min.y, bb_max.z);
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vertices.push_back(bb_max);
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vertices.emplace_back(bb_min.x, bb_max.y, bb_max.z);
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coordf_t max_x = 0.0;
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coordf_t max_y = 0.0;
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// margin factor to give some empty space around the bbox
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coordf_t margin_factor = 1.25;
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for (const Pointf3 v : vertices)
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{
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// project vertex on the plane perpendicular to camera forward axis
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Pointf3 pos(v.x - bb_center.x, v.y - bb_center.y, v.z - bb_center.z);
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Pointf3 proj_on_plane = pos - dot(pos, forward) * forward;
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// calculates vertex coordinate along camera xy axes
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coordf_t x_on_plane = dot(proj_on_plane, right);
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coordf_t y_on_plane = dot(proj_on_plane, up);
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max_x = std::max(max_x, margin_factor * std::abs(x_on_plane));
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max_y = std::max(max_y, margin_factor * 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 *= 2.0;
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max_y *= 2.0;
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std::pair<int, int> cvs_size = _get_canvas_size();
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return (float)std::min((coordf_t)cvs_size.first / max_x, (coordf_t)cvs_size.second / max_y);
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}
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void GLCanvas3D::_deregister_callbacks()
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{
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m_on_viewport_changed_callback.deregister_callback();
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}
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} // namespace GUI
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} // namespace Slic3r
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