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			122 lines
		
	
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "GLSelectionRectangle.hpp"
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| #include "Camera.hpp"
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| #include "3DScene.hpp"
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| #include "GLCanvas3D.hpp"
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| 
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| #include <GL/glew.h>
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| 
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| namespace Slic3r {
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| namespace GUI {
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| 
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|     void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, EState state)
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|     {
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|         if (is_dragging() || (state == Off))
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|             return;
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| 
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|         m_state = state;
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|         m_start_corner = mouse_position;
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|         m_end_corner = mouse_position;
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|     }
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| 
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|     void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
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|     {
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|         if (!is_dragging())
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|             return;
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| 
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|         m_end_corner = mouse_position;
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|     }
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| 
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|     std::vector<unsigned int> GLSelectionRectangle::stop_dragging(const GLCanvas3D& canvas, const std::vector<Vec3d>& points)
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|     {
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|         std::vector<unsigned int> out;
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| 
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|         if (!is_dragging())
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|             return out;
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| 
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|         m_state = Off;
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| 
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|         const Camera& camera = canvas.get_camera();
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|         const std::array<int, 4>& viewport = camera.get_viewport();
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|         const Transform3d& modelview_matrix = camera.get_view_matrix();
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|         const Transform3d& projection_matrix = camera.get_projection_matrix();
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| 
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|         // bounding box created from the rectangle corners - will take care of order of the corners
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|         BoundingBox rectangle(Points{ Point(m_start_corner.cast<int>()), Point(m_end_corner.cast<int>()) });
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| 
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|         // Iterate over all points and determine whether they're in the rectangle.
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|         for (unsigned int i = 0; i<points.size(); ++i) {
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|             const Vec3d& point = points[i];
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|             GLdouble out_x, out_y, out_z;
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|             ::gluProject((GLdouble)point(0), (GLdouble)point(1), (GLdouble)point(2), (GLdouble*)modelview_matrix.data(), (GLdouble*)projection_matrix.data(), (GLint*)viewport.data(), &out_x, &out_y, &out_z);
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|             out_y = canvas.get_canvas_size().get_height() - out_y;
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| 
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|             if (rectangle.contains(Point(out_x, out_y)))
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|                 out.push_back(i);
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|         }
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| 
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|         return out;
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|     }
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| 
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|     void GLSelectionRectangle::stop_dragging()
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|     {
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|         if (is_dragging())
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|             m_state = Off;
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|     }
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| 
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|     void GLSelectionRectangle::render(const GLCanvas3D& canvas) const
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|     {
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|         if (!is_dragging())
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|             return;
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| 
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|         const Camera& camera = canvas.get_camera();
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|         float inv_zoom = (float)camera.get_inv_zoom();
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| 
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|         Size cnv_size = canvas.get_canvas_size();
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|         float cnv_half_width = 0.5f * (float)cnv_size.get_width();
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|         float cnv_half_height = 0.5f * (float)cnv_size.get_height();
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|         if ((cnv_half_width == 0.0f) || (cnv_half_height == 0.0f))
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|             return;
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| 
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|         Vec2d start(m_start_corner(0) - cnv_half_width, cnv_half_height - m_start_corner(1));
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|         Vec2d end(m_end_corner(0) - cnv_half_width, cnv_half_height - m_end_corner(1));
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| 
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|         float left = (float)std::min(start(0), end(0)) * inv_zoom;
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|         float top = (float)std::max(start(1), end(1)) * inv_zoom;
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|         float right = (float)std::max(start(0), end(0)) * inv_zoom;
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|         float bottom = (float)std::min(start(1), end(1)) * inv_zoom;
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| 
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|         glsafe(::glLineWidth(1.5f));
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|         float color[3];
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|         color[0] = (m_state == Select) ? 0.3f : 1.0f;
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|         color[1] = (m_state == Select) ? 1.0f : 0.3f;
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|         color[2] = 0.3f;
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|         glsafe(::glColor3fv(color));
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| 
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|         glsafe(::glDisable(GL_DEPTH_TEST));
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| 
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|         glsafe(::glPushMatrix());
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|         glsafe(::glLoadIdentity());
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|         // ensure that the rectangle is renderered inside the frustrum
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|         glsafe(::glTranslated(0.0, 0.0, -(camera.get_near_z() + 0.5)));
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|         // ensure that the overlay fits the frustrum near z plane
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|         double gui_scale = camera.get_gui_scale();
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|         glsafe(::glScaled(gui_scale, gui_scale, 1.0));
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| 
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|         glsafe(::glPushAttrib(GL_ENABLE_BIT));
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|         glsafe(::glLineStipple(4, 0xAAAA));
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|         glsafe(::glEnable(GL_LINE_STIPPLE));
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| 
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|         ::glBegin(GL_LINE_LOOP);
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|         ::glVertex2f((GLfloat)left, (GLfloat)bottom);
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|         ::glVertex2f((GLfloat)right, (GLfloat)bottom);
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|         ::glVertex2f((GLfloat)right, (GLfloat)top);
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|         ::glVertex2f((GLfloat)left, (GLfloat)top);
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|         glsafe(::glEnd());
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| 
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|         glsafe(::glPopAttrib());
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| 
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|         glsafe(::glPopMatrix());
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|     }
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| 
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| } // namespace GUI
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| } // namespace Slic3r
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