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			149 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			149 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef slic3r_Camera_hpp_
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| #define slic3r_Camera_hpp_
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| 
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| #include "libslic3r/BoundingBox.hpp"
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| #include "3DScene.hpp"
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| #include <array>
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| 
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| namespace Slic3r {
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| namespace GUI {
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| 
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| struct Camera
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| {
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|     static const double DefaultDistance;
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|     static const double DefaultZoomToBoxMarginFactor;
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|     static const double DefaultZoomToVolumesMarginFactor;
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|     static double FrustrumMinZRange;
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|     static double FrustrumMinNearZ;
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|     static double FrustrumZMargin;
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|     static double MaxFovDeg;
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| 
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|     enum class EType : unsigned char
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|     {
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|         Unknown,
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|         Ortho,
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|         Perspective,
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|         Num_types
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|     };
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| 
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|     bool requires_zoom_to_bed{ false };
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| 
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| private:
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|     EType m_type{ EType::Perspective };
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|     bool m_update_config_on_type_change_enabled{ false };
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|     Vec3d m_target{ Vec3d::Zero() };
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|     float m_zenit{ 45.0f };
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|     double m_zoom{ 1.0 };
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|     // Distance between camera position and camera target measured along the camera Z axis
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|     double m_distance{ DefaultDistance };
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|     double m_gui_scale{ 1.0 };
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| 
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|     std::array<int, 4> m_viewport;
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|     Transform3d m_view_matrix{ Transform3d::Identity() };
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|     // We are calculating the rotation part of the m_view_matrix from m_view_rotation.
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|     Eigen::Quaterniond m_view_rotation{ 1.0, 0.0, 0.0, 0.0 };
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|     Transform3d m_projection_matrix{ Transform3d::Identity() };
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|     std::pair<double, double> m_frustrum_zs;
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| 
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|     BoundingBoxf3 m_scene_box;
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| 
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| public:
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|     Camera() { set_default_orientation(); }
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| 
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|     EType get_type() const { return m_type; }
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|     std::string get_type_as_string() const;
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|     void set_type(EType type);
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|     // valid values for type: "0" -> ortho, "1" -> perspective
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|     void set_type(const std::string& type) { set_type((type == "1") ? EType::Perspective : EType::Ortho); }
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|     void select_next_type();
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| 
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|     void enable_update_config_on_type_change(bool enable) { m_update_config_on_type_change_enabled = enable; }
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| 
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|     const Vec3d& get_target() const { return m_target; }
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|     void set_target(const Vec3d& target);
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| 
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|     double get_distance() const { return (get_position() - m_target).norm(); }
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|     double get_gui_scale() const { return m_gui_scale; }
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| 
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|     double get_zoom() const { return m_zoom; }
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|     double get_inv_zoom() const { assert(m_zoom != 0.0); return 1.0 / m_zoom; }
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|     void update_zoom(double delta_zoom) { set_zoom(m_zoom / (1.0 - std::max(std::min(delta_zoom, 4.0), -4.0) * 0.1)); }
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|     void set_zoom(double zoom);
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| 
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|     const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
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|     void set_scene_box(const BoundingBoxf3& box) { m_scene_box = box; }
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| 
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|     void select_view(const std::string& direction);
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| 
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|     const std::array<int, 4>& get_viewport() const { return m_viewport; }
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|     const Transform3d& get_view_matrix() const { return m_view_matrix; }
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|     const Transform3d& get_projection_matrix() const { return m_projection_matrix; }
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| 
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|     Vec3d get_dir_right() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(0); }
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|     Vec3d get_dir_up() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(1); }
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|     Vec3d get_dir_forward() const { return -m_view_matrix.matrix().block(0, 0, 3, 3).row(2); }
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| 
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|     Vec3d get_position() const { return m_view_matrix.matrix().inverse().block(0, 3, 3, 1); }
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| 
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|     double get_near_z() const { return m_frustrum_zs.first; }
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|     double get_far_z() const { return m_frustrum_zs.second; }
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|     const std::pair<double, double>& get_z_range() const { return m_frustrum_zs; }
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| 
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|     double get_fov() const;
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| 
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|     void apply_viewport(int x, int y, unsigned int w, unsigned int h);
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|     void apply_view_matrix();
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|     // Calculates and applies the projection matrix tighting the frustrum z range around the given box.
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|     // If larger z span is needed, pass the desired values of near and far z (negative values are ignored)
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|     void apply_projection(const BoundingBoxf3& box, double near_z = -1.0, double far_z = -1.0);
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| 
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|     void zoom_to_box(const BoundingBoxf3& box, double margin_factor = DefaultZoomToBoxMarginFactor);
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|     void zoom_to_volumes(const GLVolumePtrs& volumes, double margin_factor = DefaultZoomToVolumesMarginFactor);
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| 
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| #if ENABLE_CAMERA_STATISTICS
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|     void debug_render() const;
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| #endif // ENABLE_CAMERA_STATISTICS
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| 
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|     // translate the camera in world space
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|     void translate_world(const Vec3d& displacement) { set_target(m_target + displacement); }
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| 
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|     // rotate the camera on a sphere having center == m_target and radius == m_distance
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|     // using the given variations of spherical coordinates
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|     // if apply_limits == true the camera stops rotating when its forward vector is parallel to the world Z axis
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|     void rotate_on_sphere(double delta_azimut_rad, double delta_zenit_rad, bool apply_limits);
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| 
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|     // rotate the camera around three axes parallel to the camera local axes and passing through m_target
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|     void rotate_local_around_target(const Vec3d& rotation_rad);
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| 
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|     // returns true if the camera z axis (forward) is pointing in the negative direction of the world z axis
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|     bool is_looking_downward() const { return get_dir_forward().dot(Vec3d::UnitZ()) < 0.0; }
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| 
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|     // forces camera right vector to be parallel to XY plane
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|     void recover_from_free_camera() {
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|         if (std::abs(get_dir_right()(2)) > EPSILON)
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|             look_at(get_position(), m_target, Vec3d::UnitZ());
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|     }
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| 
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|     void look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up);
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| 
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|     double max_zoom() const { return 250.0; }
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|     double min_zoom() const { return 0.7 * calc_zoom_to_bounding_box_factor(m_scene_box); }
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| 
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| private:
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|     // returns tight values for nearZ and farZ plane around the given bounding box
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|     // the camera MUST be outside of the bounding box in eye coordinate of the given box
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|     std::pair<double, double> calc_tight_frustrum_zs_around(const BoundingBoxf3& box);
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|     double calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, double margin_factor = DefaultZoomToBoxMarginFactor) const;
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|     double calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& center, double margin_factor = DefaultZoomToVolumesMarginFactor) const;
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|     void set_distance(double distance);
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| 
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|     void set_default_orientation();
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|     Vec3d validate_target(const Vec3d& target) const;
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|     void update_zenit();
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| };
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| 
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| } // GUI
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| } // Slic3r
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| 
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| #endif // slic3r_Camera_hpp_
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| 
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