mirror of
https://github.com/FULU-Foundation/OrcaSlicer-bambulab.git
synced 2026-07-11 08:04:25 +00:00
560 lines
13 KiB
C++
560 lines
13 KiB
C++
#include "GLCanvas3D.hpp"
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#include "../../slic3r/GUI/3DScene.hpp"
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#include <wx/glcanvas.h>
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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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// phi / theta angles to orient the camera.
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static const float VIEW_DEFAULT[2] = { 45.0f, 45.0f };
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static const float VIEW_LEFT[2] = { 90.0f, 90.0f };
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static const float VIEW_RIGHT[2] = { -90.0f, 90.0f };
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static const float VIEW_TOP[2] = { 0.0f, 0.0f };
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static const float VIEW_BOTTOM[2] = { 0.0f, 180.0f };
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static const float VIEW_FRONT[2] = { 0.0f, 90.0f };
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static const float VIEW_REAR[2] = { 180.0f, 90.0f };
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namespace Slic3r {
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namespace GUI {
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GLCanvas3D::Camera::Camera()
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: m_type(CT_Ortho)
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, m_zoom(1.0f)
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, m_phi(45.0f)
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, m_theta(45.0f)
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, m_distance(0.0f)
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, m_target(0.0, 0.0, 0.0)
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{
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}
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GLCanvas3D::Camera::EType GLCanvas3D::Camera::get_type() const
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{
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return m_type;
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}
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void GLCanvas3D::Camera::set_type(GLCanvas3D::Camera::EType type)
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{
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m_type = type;
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}
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std::string GLCanvas3D::Camera::get_type_as_string() const
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{
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switch (m_type)
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{
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default:
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case CT_Unknown:
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return "unknown";
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case CT_Perspective:
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return "perspective";
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case CT_Ortho:
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return "ortho";
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};
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}
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float GLCanvas3D::Camera::get_zoom() const
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{
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return m_zoom;
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}
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void GLCanvas3D::Camera::set_zoom(float zoom)
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{
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m_zoom = zoom;
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}
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float GLCanvas3D::Camera::get_phi() const
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{
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return m_phi;
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}
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void GLCanvas3D::Camera::set_phi(float phi)
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{
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m_phi = phi;
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}
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float GLCanvas3D::Camera::get_theta() const
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{
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return m_theta;
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}
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void GLCanvas3D::Camera::set_theta(float theta)
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{
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m_theta = theta;
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// clamp angle
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if (m_theta > GIMBALL_LOCK_THETA_MAX)
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m_theta = GIMBALL_LOCK_THETA_MAX;
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if (m_theta < 0.0f)
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m_theta = 0.0f;
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}
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float GLCanvas3D::Camera::get_distance() const
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{
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return m_distance;
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}
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void GLCanvas3D::Camera::set_distance(float distance)
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{
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m_distance = distance;
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}
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const Pointf3& GLCanvas3D::Camera::get_target() const
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{
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return m_target;
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}
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void GLCanvas3D::Camera::set_target(const Pointf3& target)
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{
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m_target = target;
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}
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const Pointfs& GLCanvas3D::Bed::get_shape() const
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{
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return m_shape;
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}
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void GLCanvas3D::Bed::set_shape(const Pointfs& shape)
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{
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m_shape = shape;
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_calc_bounding_box();
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}
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const BoundingBoxf3& GLCanvas3D::Bed::get_bounding_box() const
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{
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return m_bounding_box;
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}
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const Pointf& GLCanvas3D::Bed::get_origin() const
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{
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return m_origin;
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}
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void GLCanvas3D::Bed::set_origin(const Pointf& origin)
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{
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m_origin = origin;
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}
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void GLCanvas3D::Bed::_calc_bounding_box()
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{
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m_bounding_box = BoundingBoxf3();
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for (const Pointf& p : m_shape)
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{
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m_bounding_box.merge(Pointf3(p.x, p.y, 0.0));
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}
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}
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GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
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: m_canvas(canvas)
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, m_context(context)
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, m_volumes(nullptr)
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, m_dirty(true)
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, m_apply_zoom_to_volumes_filter(false)
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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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m_canvas->SetCurrent(*m_context);
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}
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bool GLCanvas3D::is_shown_on_screen() const
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{
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return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
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}
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void GLCanvas3D::resize(unsigned int w, unsigned int h)
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{
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if (m_context == nullptr)
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return;
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set_current();
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::glViewport(0, 0, w, h);
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::glMatrixMode(GL_PROJECTION);
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::glLoadIdentity();
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BoundingBoxf3 bbox = max_bounding_box();
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switch (get_camera_type())
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{
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case Camera::CT_Ortho:
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{
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float w2 = w;
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float h2 = h;
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float two_zoom = 2.0f * get_camera_zoom();
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if (two_zoom != 0.0f)
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{
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float inv_two_zoom = 1.0f / two_zoom;
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w2 *= inv_two_zoom;
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h2 *= inv_two_zoom;
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}
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// FIXME: calculate a tighter value for depth will improve z-fighting
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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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}
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case Camera::CT_Perspective:
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{
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float bbox_r = (float)bbox.radius();
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float fov = PI * 45.0f / 180.0f;
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float fov_tan = tan(0.5f * fov);
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float cam_distance = 0.5f * bbox_r / fov_tan;
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set_camera_distance(cam_distance);
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float nr = cam_distance - bbox_r * 1.1f;
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float fr = cam_distance + bbox_r * 1.1f;
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if (nr < 1.0f)
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nr = 1.0f;
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if (fr < nr + 1.0f)
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fr = nr + 1.0f;
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float h2 = fov_tan * nr;
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float w2 = h2 * w / h;
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::glFrustum(-w2, w2, -h2, h2, nr, fr);
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break;
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}
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default:
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{
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throw std::runtime_error("Invalid camera type.");
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break;
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}
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}
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::glMatrixMode(GL_MODELVIEW);
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set_dirty(false);
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}
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GLVolumeCollection* GLCanvas3D::get_volumes()
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{
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return m_volumes;
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}
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void GLCanvas3D::set_volumes(GLVolumeCollection* volumes)
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{
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m_volumes = volumes;
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}
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void GLCanvas3D::set_bed_shape(const Pointfs& shape)
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{
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m_bed.set_shape(shape);
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}
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const Pointf& GLCanvas3D::get_bed_origin() const
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{
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return m_bed.get_origin();
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}
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void GLCanvas3D::set_bed_origin(const Pointf& origin)
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{
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m_bed.set_origin(origin);
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}
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bool GLCanvas3D::is_dirty() const
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{
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return m_dirty;
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}
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void GLCanvas3D::set_dirty(bool dirty)
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{
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m_dirty = dirty;
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}
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GLCanvas3D::Camera::EType GLCanvas3D::get_camera_type() const
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{
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return m_camera.get_type();
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}
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void GLCanvas3D::set_camera_type(GLCanvas3D::Camera::EType type)
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{
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m_camera.set_type(type);
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}
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std::string GLCanvas3D::get_camera_type_as_string() const
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{
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return m_camera.get_type_as_string();
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}
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float GLCanvas3D::get_camera_zoom() const
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{
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return m_camera.get_zoom();
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}
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void GLCanvas3D::set_camera_zoom(float zoom)
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{
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m_camera.set_zoom(zoom);
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}
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float GLCanvas3D::get_camera_phi() const
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{
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return m_camera.get_phi();
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}
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void GLCanvas3D::set_camera_phi(float phi)
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{
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m_camera.set_phi(phi);
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}
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float GLCanvas3D::get_camera_theta() const
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{
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return m_camera.get_theta();
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}
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void GLCanvas3D::set_camera_theta(float theta)
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{
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m_camera.set_theta(theta);
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}
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float GLCanvas3D::get_camera_distance() const
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{
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return m_camera.get_distance();
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}
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void GLCanvas3D::set_camera_distance(float distance)
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{
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m_camera.set_distance(distance);
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}
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const Pointf3& GLCanvas3D::get_camera_target() const
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{
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return m_camera.get_target();
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}
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void GLCanvas3D::set_camera_target(const Pointf3& target)
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{
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m_camera.set_target(target);
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}
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BoundingBoxf3 GLCanvas3D::bed_bounding_box() const
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{
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return m_bed.get_bounding_box();
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}
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BoundingBoxf3 GLCanvas3D::volumes_bounding_box() const
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{
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BoundingBoxf3 bb;
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if (m_volumes != nullptr)
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{
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for (const GLVolume* volume : m_volumes->volumes)
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{
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if (!m_apply_zoom_to_volumes_filter || ((volume != nullptr) && volume->zoom_to_volumes))
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bb.merge(volume->transformed_bounding_box());
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}
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}
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return bb;
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}
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BoundingBoxf3 GLCanvas3D::max_bounding_box() const
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{
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BoundingBoxf3 bb = bed_bounding_box();
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bb.merge(volumes_bounding_box());
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return bb;
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}
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void GLCanvas3D::zoom_to_bed()
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{
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_zoom_to_bounding_box(bed_bounding_box());
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}
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void GLCanvas3D::zoom_to_volumes()
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{
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m_apply_zoom_to_volumes_filter = true;
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_zoom_to_bounding_box(volumes_bounding_box());
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m_apply_zoom_to_volumes_filter = false;
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}
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void GLCanvas3D::select_view(const std::string& direction)
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{
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const float* dir_vec = nullptr;
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if (direction == "iso")
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dir_vec = VIEW_DEFAULT;
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else if (direction == "left")
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dir_vec = VIEW_LEFT;
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else if (direction == "right")
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dir_vec = VIEW_RIGHT;
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else if (direction == "top")
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dir_vec = VIEW_TOP;
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else if (direction == "bottom")
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dir_vec = VIEW_BOTTOM;
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else if (direction == "front")
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dir_vec = VIEW_FRONT;
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else if (direction == "rear")
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dir_vec = VIEW_REAR;
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if ((dir_vec != nullptr) && !empty(volumes_bounding_box()))
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{
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m_camera.set_phi(dir_vec[0]);
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m_camera.set_theta(dir_vec[1]);
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m_on_viewport_changed_callback.call();
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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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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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}
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void GLCanvas3D::on_idle(wxIdleEvent& evt)
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{
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if (!is_dirty() || !is_shown_on_screen())
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return;
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if (m_canvas != nullptr)
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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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m_canvas->Refresh();
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}
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}
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void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
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{
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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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{
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std::pair<int, int> ret(0, 0);
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if (m_canvas != nullptr)
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m_canvas->GetSize(&ret.first, &ret.second);
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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);
|
||
|
||
max_x = std::max(max_x, margin_factor * std::abs(x_on_plane));
|
||
max_y = std::max(max_y, margin_factor * std::abs(y_on_plane));
|
||
}
|
||
|
||
if ((max_x == 0.0) || (max_y == 0.0))
|
||
return -1.0f;
|
||
|
||
max_x *= 2.0;
|
||
max_y *= 2.0;
|
||
|
||
std::pair<int, int> cvs_size = _get_canvas_size();
|
||
return (float)std::min((coordf_t)cvs_size.first / max_x, (coordf_t)cvs_size.second / max_y);
|
||
}
|
||
|
||
void GLCanvas3D::_deregister_callbacks()
|
||
{
|
||
m_on_viewport_changed_callback.deregister_callback();
|
||
}
|
||
|
||
} // namespace GUI
|
||
} // namespace Slic3r
|