OrcaSlicer/src/slic3r/GUI/CameraUtils.hpp
Mack f91b520bb8 ENH: step mesh operation adjustment
1.Put commctrl.h into pch precompilation(OCCT conflicts)

2.Replace input wxWidgets to support loss focus verification(STUDIO-8101)

3.Optimize slider interaction and trigger mesh when push up slider(STUDIO-8099)

4.Optimize step loading method, separate import of step and mesh

5.Fix dialog cancel button logic;

6.mesh tasks into sub-threads to prevent blocking the UI;

JIRA: STUDIO-8101 STUDIO-8099
Change-Id: I50bbb43953a5128f358c6880032d20693531333b
(cherry picked from commit ed7ab6b505a2becf8f38edb3c43b96e51eac3317)
2025-03-27 21:56:09 +08:00

69 lines
2.6 KiB
C++

#ifndef slic3r_CameraUtils_hpp_
#define slic3r_CameraUtils_hpp_
#include "Camera.hpp"
#include "libslic3r/Point.hpp"
namespace Slic3r {
class GLVolume;
}
namespace Slic3r::GUI {
/// <summary>
/// Help divide camera data and camera functions
/// This utility work with camera data by static funtions
/// </summary>
class CameraUtils
{
public:
CameraUtils() = delete; // only static functions
/// <summary>
/// Project point throw camera to 2d coordinate into imgui window
/// </summary>
/// <param name="camera">Projection params</param>
/// <param name="points">Point to project.</param>
/// <returns>projected points by camera into coordinate of camera.
/// x(from left to right), y(from top to bottom)</returns>
static Points project(const Camera& camera, const std::vector<Vec3d> &points);
static Slic3r::Point project(const Camera& camera, const Vec3d &point);
/// <summary>
/// Create hull around GLVolume in 2d space of camera
/// </summary>
/// <param name="camera">Projection params</param>
/// <param name="volume">Outline by 3d object</param>
/// <returns>Polygon around object</returns>
static Polygon create_hull2d(const Camera &camera, const GLVolume &volume);
/// <summary>
/// Create ray(point and direction) for screen coordinate
/// </summary>
/// <param name="camera">Definition of camera</param>
/// <param name="position">Position on screen(aka mouse position) </param>
/// <param name="point">OUT start of ray</param>
/// <param name="direction">OUT direction of ray</param>
static void ray_from_screen_pos(const Camera &camera, const Vec2d &position, Vec3d &point, Vec3d &direction);
static void ray_from_ortho_screen_pos(const Camera &camera, const Vec2d &position, Vec3d &point, Vec3d &direction);
static void ray_from_persp_screen_pos(const Camera &camera, const Vec2d &position, Vec3d &point, Vec3d &direction);
/// <summary>
/// Unproject mouse coordinate to get position in space where z coor is zero
/// Platter surface should be in z == 0
/// </summary>
/// <param name="camera">Projection params</param>
/// <param name="coor">Mouse position</param>
/// <returns>Position on platter under mouse</returns>
static Vec2d get_z0_position(const Camera &camera, const Vec2d &coor);
/// <summary>
/// Create 3d screen point from 2d position
/// </summary>
/// <param name="camera">Define camera viewport</param>
/// <param name="position">Position on screen(aka mouse position)</param>
/// <returns>Point represented screen coor in 3d</returns>
static Vec3d screen_point(const Camera &camera, const Vec2d &position);
};
} // Slic3r::GUI
#endif /* slic3r_CameraUtils_hpp_ */