BambuStudio/libigl/igl/opengl2/TranslateWidget.h

212 lines
5.2 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2016 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#ifndef IGL_OPENGL2_TRANSLATE_WIDGET_H
#define IGL_OPENGL2_TRANSLATE_WIDGET_H
#include "../material_colors.h"
#include <Eigen/Geometry>
#include <Eigen/Core>
#include <vector>
namespace igl
{
namespace opengl2
{
class TranslateWidget
{
public:
// m_pos position of center
// m_trans translation vector
// m_down_xy mouse position on down
// m_drag_xy mouse position on drag
// m_is_enabled whether enabled
Eigen::Vector3d m_pos,m_trans,m_down_trans;
Eigen::Vector2d m_down_xy, m_drag_xy;
bool m_is_enabled;
double m_len;
enum DownType
{
DOWN_TYPE_X = 0,
DOWN_TYPE_Y = 1,
DOWN_TYPE_Z = 2,
DOWN_TYPE_CENTER = 3,
DOWN_TYPE_NONE = 4,
NUM_DOWN_TYPES = 5
} m_down_type, m_selected_type;
inline TranslateWidget(const Eigen::Vector3d & pos = Eigen::Vector3d(0,0,0));
inline bool down(const int x, const int y);
inline bool drag(const int x, const int y);
inline bool up(const int x, const int y);
inline bool is_down() const;
inline void draw() const;
public:
EIGEN_MAKE_ALIGNED_OPERATOR_NEW;
};
}
}
// Implementation
#include "project.h"
#include "unproject.h"
inline igl::opengl2::TranslateWidget::TranslateWidget(
const Eigen::Vector3d & pos):
m_pos(pos),
m_trans(0,0,0),
m_down_xy(-1,-1),
m_drag_xy(-1,-1),
m_is_enabled(true),
m_len(50),
m_down_type(DOWN_TYPE_NONE),
m_selected_type(DOWN_TYPE_NONE)
{
}
inline bool igl::opengl2::TranslateWidget::down(const int x, const int y)
{
using namespace Eigen;
using namespace std;
if(!m_is_enabled)
{
return false;
}
m_down_trans = m_trans;
m_down_xy = Vector2d(x,y);
m_drag_xy = m_down_xy;
m_down_type = DOWN_TYPE_NONE;
m_selected_type = DOWN_TYPE_NONE;
Vector3d ppos = project((m_pos+m_trans).eval());
const double r = (ppos.head(2) - m_down_xy).norm();
const double center_thresh = 10;
if(r < center_thresh)
{
m_down_type = DOWN_TYPE_CENTER;
m_selected_type = m_down_type;
return true;
}else if(r < m_len)
{
// Might be hit on lines
}
return false;
}
inline bool igl::opengl2::TranslateWidget::drag(const int x, const int y)
{
using namespace std;
using namespace Eigen;
if(!m_is_enabled)
{
return false;
}
m_drag_xy = Vector2d(x,y);
switch(m_down_type)
{
case DOWN_TYPE_NONE:
return false;
default:
{
Vector3d ppos = project((m_pos+m_trans).eval());
Vector3d drag3(m_drag_xy(0),m_drag_xy(1),ppos(2));
Vector3d down3(m_down_xy(0),m_down_xy(1),ppos(2));
m_trans = m_down_trans + unproject(drag3)-unproject(down3);
return true;
}
}
}
inline bool igl::opengl2::TranslateWidget::up(const int /*x*/, const int /*y*/)
{
// even if disabled process up
m_down_type = DOWN_TYPE_NONE;
return false;
}
inline bool igl::opengl2::TranslateWidget::is_down() const
{
return m_down_type != DOWN_TYPE_NONE;
}
inline void igl::opengl2::TranslateWidget::draw() const
{
using namespace Eigen;
using namespace std;
glPushAttrib(GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_DEPTH_BUFFER_BIT | GL_LINE_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glLineWidth(2.0);
auto draw_axes = [&]()
{
glBegin(GL_LINES);
glColor3f(1,0,0);
glVertex3f(0,0,0);
glVertex3f(1,0,0);
glColor3f(0,1,0);
glVertex3f(0,0,0);
glVertex3f(0,1,0);
glColor3f(0,0,1);
glVertex3f(0,0,0);
glVertex3f(0,0,1);
glEnd();
};
auto draw_cube = []
{
glBegin(GL_LINES);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glEnd();
};
glPushMatrix();
glTranslated( m_pos(0)+m_trans(0), m_pos(1)+m_trans(1), m_pos(2)+m_trans(2));
{
Vector3d off,ppos,ppos_off,pos_off;
project((m_pos+m_trans).eval(),ppos);
ppos_off = ppos;
ppos_off(0) += m_len;
unproject(ppos_off,pos_off);
const double r = (m_pos+m_trans-pos_off).norm();
glScaled(r,r,r);
}
draw_axes();
glScaled(0.05,0.05,0.05);
if(m_selected_type == DOWN_TYPE_CENTER)
{
glColor3fv(MAYA_YELLOW.data());
}else
{
glColor3fv(MAYA_GREY.data());
}
draw_cube();
glPopMatrix();
glPopAttrib();
}
#endif