NEW:add "camera navigation" function
jira:none code is from OrcaSlicer, thanks for OrcaSlicer and Noisyfox commit bf4d59a6764ddadd23ae566bf178f98e06bc3b5c Author: Noisyfox <timemanager.rick@gmail.com> Date: Tue Feb 27 21:57:31 2024 +0800 QoL: 3D navigator (#4181) Change-Id: I19f83d6dd7244c4daaa9c9993378cbd90333c3b9 (cherry picked from commit 74903968fdc8bd25ab48a722f893c38c801417d3)
This commit is contained in:
parent
b82de541f5
commit
48c1710acf
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@ -25,6 +25,7 @@ add_subdirectory(libslic3r)
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if (SLIC3R_GUI)
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if (SLIC3R_GUI)
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add_subdirectory(imgui)
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add_subdirectory(imgui)
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add_subdirectory(imguizmo)
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add_subdirectory(hidapi)
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add_subdirectory(hidapi)
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include_directories(hidapi/include)
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include_directories(hidapi/include)
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@ -0,0 +1,9 @@
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cmake_minimum_required(VERSION 2.8.12)
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project(imguizmo)
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add_library(imguizmo STATIC
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ImGuizmo.h
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ImGuizmo.cpp
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)
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target_link_libraries(imguizmo PRIVATE imgui)
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Load Diff
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// https://github.com/CedricGuillemet/ImGuizmo
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// v 1.89 WIP
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//
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// The MIT License(MIT)
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//
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// Copyright(c) 2021 Cedric Guillemet
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -------------------------------------------------------------------------------------------
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// History :
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// 2019/11/03 View gizmo
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// 2016/09/11 Behind camera culling. Scaling Delta matrix not multiplied by source matrix scales. local/world rotation and translation fixed. Display message is incorrect (X: ... Y:...) in local mode.
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// 2016/09/09 Hatched negative axis. Snapping. Documentation update.
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// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved
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// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results.
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// 2016/08/31 First version
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//
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// -------------------------------------------------------------------------------------------
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// Future (no order):
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//
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// - Multi view
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// - display rotation/translation/scale infos in local/world space and not only local
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// - finish local/world matrix application
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// - OPERATION as bitmask
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//
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// -------------------------------------------------------------------------------------------
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// Example
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#if 0
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void EditTransform(const Camera& camera, matrix_t& matrix)
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{
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static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
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static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
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if (ImGui::IsKeyPressed(90))
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mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
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if (ImGui::IsKeyPressed(69))
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mCurrentGizmoOperation = ImGuizmo::ROTATE;
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if (ImGui::IsKeyPressed(82)) // r Key
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mCurrentGizmoOperation = ImGuizmo::SCALE;
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if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
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mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
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ImGui::SameLine();
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if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
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mCurrentGizmoOperation = ImGuizmo::ROTATE;
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ImGui::SameLine();
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if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
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mCurrentGizmoOperation = ImGuizmo::SCALE;
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float matrixTranslation[3], matrixRotation[3], matrixScale[3];
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ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale);
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ImGui::InputFloat3("Tr", matrixTranslation, 3);
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ImGui::InputFloat3("Rt", matrixRotation, 3);
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ImGui::InputFloat3("Sc", matrixScale, 3);
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ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16);
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if (mCurrentGizmoOperation != ImGuizmo::SCALE)
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{
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if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
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mCurrentGizmoMode = ImGuizmo::LOCAL;
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ImGui::SameLine();
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if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD))
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mCurrentGizmoMode = ImGuizmo::WORLD;
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}
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static bool useSnap(false);
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if (ImGui::IsKeyPressed(83))
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useSnap = !useSnap;
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ImGui::Checkbox("", &useSnap);
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ImGui::SameLine();
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vec_t snap;
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switch (mCurrentGizmoOperation)
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{
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case ImGuizmo::TRANSLATE:
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snap = config.mSnapTranslation;
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ImGui::InputFloat3("Snap", &snap.x);
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break;
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case ImGuizmo::ROTATE:
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snap = config.mSnapRotation;
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ImGui::InputFloat("Angle Snap", &snap.x);
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break;
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case ImGuizmo::SCALE:
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snap = config.mSnapScale;
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ImGui::InputFloat("Scale Snap", &snap.x);
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break;
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}
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ImGuiIO& io = ImGui::GetIO();
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ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
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ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL);
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}
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#endif
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#pragma once
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#ifdef USE_IMGUI_API
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#include "imconfig.h"
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#endif
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#ifndef IMGUI_API
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#define IMGUI_API
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#endif
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#ifndef IMGUIZMO_NAMESPACE
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#define IMGUIZMO_NAMESPACE ImGuizmo
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#endif
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namespace IMGUIZMO_NAMESPACE
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{
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// call inside your own window and before Manipulate() in order to draw gizmo to that window.
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// Or pass a specific ImDrawList to draw to (e.g. ImGui::GetForegroundDrawList()).
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IMGUI_API void SetDrawlist(ImDrawList* drawlist = nullptr);
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// call BeginFrame right after ImGui_XXXX_NewFrame();
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IMGUI_API void BeginFrame();
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// this is necessary because when imguizmo is compiled into a dll, and imgui into another
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// globals are not shared between them.
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// More details at https://stackoverflow.com/questions/19373061/what-happens-to-global-and-static-variables-in-a-shared-library-when-it-is-dynam
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// expose method to set imgui context
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IMGUI_API void SetImGuiContext(ImGuiContext* ctx);
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// return true if mouse cursor is over any gizmo control (axis, plan or screen component)
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IMGUI_API bool IsOver();
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// return true if mouse IsOver or if the gizmo is in moving state
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IMGUI_API bool IsUsing();
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// return true if any gizmo is in moving state
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IMGUI_API bool IsUsingAny();
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// enable/disable the gizmo. Stay in the state until next call to Enable.
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// gizmo is rendered with gray half transparent color when disabled
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IMGUI_API void Enable(bool enable);
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// helper functions for manualy editing translation/rotation/scale with an input float
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// translation, rotation and scale float points to 3 floats each
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// Angles are in degrees (more suitable for human editing)
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// example:
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// float matrixTranslation[3], matrixRotation[3], matrixScale[3];
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// ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale);
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// ImGui::InputFloat3("Tr", matrixTranslation, 3);
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// ImGui::InputFloat3("Rt", matrixRotation, 3);
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// ImGui::InputFloat3("Sc", matrixScale, 3);
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// ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16);
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//
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// These functions have some numerical stability issues for now. Use with caution.
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IMGUI_API void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale);
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IMGUI_API void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix);
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IMGUI_API void SetRect(float x, float y, float width, float height);
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// default is false
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IMGUI_API void SetOrthographic(bool isOrthographic);
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// Render a cube with face color corresponding to face normal. Usefull for debug/tests
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IMGUI_API void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount);
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IMGUI_API void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize);
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// call it when you want a gizmo
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// Needs view and projection matrices.
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// matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional
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// translation is applied in world space
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enum OPERATION
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{
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TRANSLATE_X = (1u << 0),
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TRANSLATE_Y = (1u << 1),
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TRANSLATE_Z = (1u << 2),
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ROTATE_X = (1u << 3),
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ROTATE_Y = (1u << 4),
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ROTATE_Z = (1u << 5),
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ROTATE_SCREEN = (1u << 6),
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SCALE_X = (1u << 7),
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SCALE_Y = (1u << 8),
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SCALE_Z = (1u << 9),
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BOUNDS = (1u << 10),
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SCALE_XU = (1u << 11),
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SCALE_YU = (1u << 12),
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SCALE_ZU = (1u << 13),
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TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z,
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ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN,
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SCALE = SCALE_X | SCALE_Y | SCALE_Z,
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SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU, // universal
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UNIVERSAL = TRANSLATE | ROTATE | SCALEU
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};
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inline OPERATION operator|(OPERATION lhs, OPERATION rhs)
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{
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return static_cast<OPERATION>(static_cast<int>(lhs) | static_cast<int>(rhs));
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}
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enum MODE
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{
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LOCAL,
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WORLD
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};
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IMGUI_API bool Manipulate(const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix = NULL, const float* snap = NULL, const float* localBounds = NULL, const float* boundsSnap = NULL);
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//
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// Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en
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// It seems to be a defensive patent in the US. I don't think it will bring troubles using it as
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// other software are using the same mechanics. But just in case, you are now warned!
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//
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IMGUI_API bool ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
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// use this version if you did not call Manipulate before and you are just using ViewManipulate
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IMGUI_API bool ViewManipulate(float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
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IMGUI_API void SetID(int id);
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// return true if the cursor is over the operation's gizmo
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IMGUI_API bool IsOver(OPERATION op);
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IMGUI_API void SetGizmoSizeClipSpace(float value);
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// Allow axis to flip
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// When true (default), the guizmo axis flip for better visibility
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// When false, they always stay along the positive world/local axis
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IMGUI_API void AllowAxisFlip(bool value);
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// Configure the limit where axis are hidden
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IMGUI_API void SetAxisLimit(float value);
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// Configure the limit where planes are hiden
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IMGUI_API void SetPlaneLimit(float value);
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enum COLOR
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{
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DIRECTION_X, // directionColor[0]
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DIRECTION_Y, // directionColor[1]
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DIRECTION_Z, // directionColor[2]
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PLANE_X, // planeColor[0]
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PLANE_Y, // planeColor[1]
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PLANE_Z, // planeColor[2]
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SELECTION, // selectionColor
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INACTIVE, // inactiveColor
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TRANSLATION_LINE, // translationLineColor
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SCALE_LINE,
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ROTATION_USING_BORDER,
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ROTATION_USING_FILL,
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HATCHED_AXIS_LINES,
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TEXT,
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TEXT_SHADOW,
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FACE,
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COUNT
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};
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enum Axis
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{
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Axis_X,
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Axis_Y,
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Axis_Z,
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Axis_COUNT,
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};
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enum FACES
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{
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FACE_BACK,
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FACE_TOP,
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FACE_RIGHT,
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FACE_FRONT,
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FACE_BOTTOM,
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FACE_LEFT,
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FACES_COUNT
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};
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struct Style
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{
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IMGUI_API Style();
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float TranslationLineThickness; // Thickness of lines for translation gizmo
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float TranslationLineArrowSize; // Size of arrow at the end of lines for translation gizmo
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float RotationLineThickness; // Thickness of lines for rotation gizmo
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float RotationOuterLineThickness; // Thickness of line surrounding the rotation gizmo
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float ScaleLineThickness; // Thickness of lines for scale gizmo
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float ScaleLineCircleSize; // Size of circle at the end of lines for scale gizmo
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float HatchedAxisLineThickness; // Thickness of hatched axis lines
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float CenterCircleSize; // Size of circle at the center of the translate/scale gizmo
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ImVec4 Colors[COLOR::COUNT];
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char AxisLabels[Axis::Axis_COUNT][32];
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char FaceLabels[FACES::FACES_COUNT][32];
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};
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IMGUI_API Style& GetStyle();
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}
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@ -0,0 +1,21 @@
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The MIT License (MIT)
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Copyright (c) 2016 Cedric Guillemet
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Permission is hereby granted, free of charge, to any person obtaining a copy
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||||||
|
of this software and associated documentation files (the "Software"), to deal
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||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all
|
||||||
|
copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
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SOFTWARE.
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@ -0,0 +1,192 @@
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# ImGuizmo
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Latest stable tagged version is 1.83. Current master version is 1.84 WIP.
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||||||
|
What started with the gizmo is now a collection of dear imgui widgets and more advanced controls.
|
||||||
|
|
||||||
|
## Guizmos
|
||||||
|
|
||||||
|
### ImViewGizmo
|
||||||
|
|
||||||
|
Manipulate view orientation with 1 single line of code
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
### ImGuizmo
|
||||||
|
|
||||||
|
ImGizmo is a small (.h and .cpp) library built ontop of Dear ImGui that allow you to manipulate(Rotate & translate at the moment) 4x4 float matrices. No other dependancies. Coded with Immediate Mode (IM) philosophy in mind.
|
||||||
|
|
||||||
|
Built against DearImgui 1.53WIP
|
||||||
|
|
||||||
|

|
||||||
|

|
||||||
|

|
||||||
|
|
||||||
|
There is now a sample for Win32/OpenGL ! With a binary in bin directory.
|
||||||
|

|
||||||
|
|
||||||
|
### ImSequencer
|
||||||
|
|
||||||
|
A WIP little sequencer used to edit frame start/end for different events in a timeline.
|
||||||
|

|
||||||
|
Check the sample for the documentation. More to come...
|
||||||
|
|
||||||
|
### Graph Editor
|
||||||
|
|
||||||
|
Nodes + connections. Custom draw inside nodes is possible with the delegate system in place.
|
||||||
|

|
||||||
|
|
||||||
|
### API doc
|
||||||
|
|
||||||
|
Call BeginFrame right after ImGui_XXXX_NewFrame();
|
||||||
|
|
||||||
|
```C++
|
||||||
|
void BeginFrame();
|
||||||
|
```
|
||||||
|
|
||||||
|
return true if mouse cursor is over any gizmo control (axis, plan or screen component)
|
||||||
|
|
||||||
|
```C++
|
||||||
|
bool IsOver();**
|
||||||
|
```
|
||||||
|
|
||||||
|
return true if mouse IsOver or if the gizmo is in moving state
|
||||||
|
|
||||||
|
```C++
|
||||||
|
bool IsUsing();**
|
||||||
|
```
|
||||||
|
|
||||||
|
enable/disable the gizmo. Stay in the state until next call to Enable. gizmo is rendered with gray half transparent color when disabled
|
||||||
|
|
||||||
|
```C++
|
||||||
|
void Enable(bool enable);**
|
||||||
|
```
|
||||||
|
|
||||||
|
helper functions for manualy editing translation/rotation/scale with an input float
|
||||||
|
translation, rotation and scale float points to 3 floats each
|
||||||
|
Angles are in degrees (more suitable for human editing)
|
||||||
|
example:
|
||||||
|
|
||||||
|
```C++
|
||||||
|
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
|
||||||
|
ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale);
|
||||||
|
ImGui::InputFloat3("Tr", matrixTranslation, 3);
|
||||||
|
ImGui::InputFloat3("Rt", matrixRotation, 3);
|
||||||
|
ImGui::InputFloat3("Sc", matrixScale, 3);
|
||||||
|
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16);
|
||||||
|
```
|
||||||
|
|
||||||
|
These functions have some numerical stability issues for now. Use with caution.
|
||||||
|
|
||||||
|
```C++
|
||||||
|
void DecomposeMatrixToComponents(const float *matrix, float *translation, float *rotation, float *scale);
|
||||||
|
void RecomposeMatrixFromComponents(const float *translation, const float *rotation, const float *scale, float *matrix);**
|
||||||
|
```
|
||||||
|
|
||||||
|
Render a cube with face color corresponding to face normal. Usefull for debug/test
|
||||||
|
|
||||||
|
```C++
|
||||||
|
void DrawCube(const float *view, const float *projection, float *matrix);**
|
||||||
|
```
|
||||||
|
|
||||||
|
Call it when you want a gizmo
|
||||||
|
Needs view and projection matrices.
|
||||||
|
Matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional. snap points to a float[3] for translation and to a single float for scale or rotation. Snap angle is in Euler Degrees.
|
||||||
|
|
||||||
|
```C++
|
||||||
|
enum OPERATION
|
||||||
|
{
|
||||||
|
TRANSLATE,
|
||||||
|
ROTATE,
|
||||||
|
SCALE
|
||||||
|
};
|
||||||
|
|
||||||
|
enum MODE
|
||||||
|
{
|
||||||
|
LOCAL,
|
||||||
|
WORLD
|
||||||
|
};
|
||||||
|
|
||||||
|
void Manipulate(const float *view, const float *projection, OPERATION operation, MODE mode, float *matrix, float *deltaMatrix = 0, float *snap = 0);**
|
||||||
|
```
|
||||||
|
|
||||||
|
### ImGui Example
|
||||||
|
|
||||||
|
Code for :
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
```C++
|
||||||
|
void EditTransform(const Camera& camera, matrix_t& matrix)
|
||||||
|
{
|
||||||
|
static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
|
||||||
|
static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
|
||||||
|
if (ImGui::IsKeyPressed(90))
|
||||||
|
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
|
||||||
|
if (ImGui::IsKeyPressed(69))
|
||||||
|
mCurrentGizmoOperation = ImGuizmo::ROTATE;
|
||||||
|
if (ImGui::IsKeyPressed(82)) // r Key
|
||||||
|
mCurrentGizmoOperation = ImGuizmo::SCALE;
|
||||||
|
if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
|
||||||
|
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
|
||||||
|
ImGui::SameLine();
|
||||||
|
if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
|
||||||
|
mCurrentGizmoOperation = ImGuizmo::ROTATE;
|
||||||
|
ImGui::SameLine();
|
||||||
|
if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
|
||||||
|
mCurrentGizmoOperation = ImGuizmo::SCALE;
|
||||||
|
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
|
||||||
|
ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale);
|
||||||
|
ImGui::InputFloat3("Tr", matrixTranslation, 3);
|
||||||
|
ImGui::InputFloat3("Rt", matrixRotation, 3);
|
||||||
|
ImGui::InputFloat3("Sc", matrixScale, 3);
|
||||||
|
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16);
|
||||||
|
|
||||||
|
if (mCurrentGizmoOperation != ImGuizmo::SCALE)
|
||||||
|
{
|
||||||
|
if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
|
||||||
|
mCurrentGizmoMode = ImGuizmo::LOCAL;
|
||||||
|
ImGui::SameLine();
|
||||||
|
if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD))
|
||||||
|
mCurrentGizmoMode = ImGuizmo::WORLD;
|
||||||
|
}
|
||||||
|
static bool useSnap(false);
|
||||||
|
if (ImGui::IsKeyPressed(83))
|
||||||
|
useSnap = !useSnap;
|
||||||
|
ImGui::Checkbox("", &useSnap);
|
||||||
|
ImGui::SameLine();
|
||||||
|
vec_t snap;
|
||||||
|
switch (mCurrentGizmoOperation)
|
||||||
|
{
|
||||||
|
case ImGuizmo::TRANSLATE:
|
||||||
|
snap = config.mSnapTranslation;
|
||||||
|
ImGui::InputFloat3("Snap", &snap.x);
|
||||||
|
break;
|
||||||
|
case ImGuizmo::ROTATE:
|
||||||
|
snap = config.mSnapRotation;
|
||||||
|
ImGui::InputFloat("Angle Snap", &snap.x);
|
||||||
|
break;
|
||||||
|
case ImGuizmo::SCALE:
|
||||||
|
snap = config.mSnapScale;
|
||||||
|
ImGui::InputFloat("Scale Snap", &snap.x);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
|
||||||
|
ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL);
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## Install
|
||||||
|
|
||||||
|
ImGuizmo can be installed via [vcpkg](https://github.com/microsoft/vcpkg) and used cmake
|
||||||
|
|
||||||
|
```bash
|
||||||
|
vcpkg install imguizmo
|
||||||
|
```
|
||||||
|
|
||||||
|
See the [vcpkg example](/vcpkg-example) for more details
|
||||||
|
|
||||||
|
## License
|
||||||
|
|
||||||
|
ImGuizmo is licensed under the MIT License, see [LICENSE](/LICENSE) for more information.
|
|
@ -191,6 +191,8 @@ void AppConfig::set_defaults()
|
||||||
if (get("enable_multi_machine").empty())
|
if (get("enable_multi_machine").empty())
|
||||||
set_bool("enable_multi_machine", false);
|
set_bool("enable_multi_machine", false);
|
||||||
|
|
||||||
|
if (get("show_3d_navigator").empty())
|
||||||
|
set_bool("show_3d_navigator", true);
|
||||||
|
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
|
|
||||||
|
|
|
@ -577,8 +577,8 @@ source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} FILES ${SLIC3R_GUI_SOURCES})
|
||||||
|
|
||||||
encoding_check(libslic3r_gui)
|
encoding_check(libslic3r_gui)
|
||||||
|
|
||||||
target_link_libraries(libslic3r_gui libslic3r cereal imgui minilzo GLEW::GLEW OpenGL::GL hidapi ${wxWidgets_LIBRARIES} glfw libcurl OpenSSL::SSL OpenSSL::Crypto)
|
target_link_libraries(libslic3r_gui libslic3r cereal imgui imguizmo minilzo GLEW::GLEW OpenGL::GL hidapi ${wxWidgets_LIBRARIES} glfw libcurl OpenSSL::SSL OpenSSL::Crypto)
|
||||||
#target_link_libraries(libslic3r_gui libslic3r cereal imgui minilzo GLEW::GLEW OpenGL::GL hidapi libcurl OpenSSL::SSL OpenSSL::Crypto ${wxWidgets_LIBRARIES} glfw)
|
#target_link_libraries(libslic3r_gui libslic3r cereal imgui imguizmo minilzo GLEW::GLEW OpenGL::GL hidapi libcurl OpenSSL::SSL OpenSSL::Crypto ${wxWidgets_LIBRARIES} glfw)
|
||||||
|
|
||||||
if (MSVC)
|
if (MSVC)
|
||||||
target_link_libraries(libslic3r_gui Setupapi.lib)
|
target_link_libraries(libslic3r_gui Setupapi.lib)
|
||||||
|
|
|
@ -517,6 +517,15 @@ void Camera::rotate_local_around_target(const Vec3d& rotation_rad)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Camera::set_rotation(const Transform3d &rotation)
|
||||||
|
{
|
||||||
|
const Vec3d translation = m_view_matrix.translation() + m_view_rotation * m_target;
|
||||||
|
m_view_rotation = Eigen::Quaterniond(rotation.matrix().template block<3, 3>(0, 0));
|
||||||
|
m_view_rotation.normalize();
|
||||||
|
m_view_matrix.fromPositionOrientationScale(m_view_rotation * (-m_target) + translation, m_view_rotation, Vec3d(1., 1., 1.));
|
||||||
|
update_zenit();
|
||||||
|
}
|
||||||
|
|
||||||
std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBoxf3& box)
|
std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBoxf3& box)
|
||||||
{
|
{
|
||||||
std::pair<double, double> ret;
|
std::pair<double, double> ret;
|
||||||
|
|
|
@ -140,7 +140,7 @@ public:
|
||||||
|
|
||||||
// rotate the camera around three axes parallel to the camera local axes and passing through m_target
|
// rotate the camera around three axes parallel to the camera local axes and passing through m_target
|
||||||
void rotate_local_around_target(const Vec3d& rotation_rad);
|
void rotate_local_around_target(const Vec3d& rotation_rad);
|
||||||
|
void set_rotation(const Transform3d &rotation);
|
||||||
// returns true if the camera z axis (forward) is pointing in the negative direction of the world z axis
|
// returns true if the camera z axis (forward) is pointing in the negative direction of the world z axis
|
||||||
bool is_looking_downward() const { return get_dir_forward().dot(Vec3d::UnitZ()) < 0.0; }
|
bool is_looking_downward() const { return get_dir_forward().dot(Vec3d::UnitZ()) < 0.0; }
|
||||||
bool is_looking_front() const { return abs(get_dir_up().dot(Vec3d::UnitZ())-1) < 0.001; }
|
bool is_looking_front() const { return abs(get_dir_up().dot(Vec3d::UnitZ())-1) < 0.001; }
|
||||||
|
|
|
@ -73,7 +73,7 @@
|
||||||
#define IMGUI_DEFINE_MATH_OPERATORS
|
#define IMGUI_DEFINE_MATH_OPERATORS
|
||||||
#endif
|
#endif
|
||||||
#include <imgui/imgui_internal.h>
|
#include <imgui/imgui_internal.h>
|
||||||
|
#include <imguizmo/ImGuizmo.h>
|
||||||
static constexpr const float TRACKBALLSIZE = 0.8f;
|
static constexpr const float TRACKBALLSIZE = 0.8f;
|
||||||
|
|
||||||
static const float SLIDER_DEFAULT_RIGHT_MARGIN = 10.0f;
|
static const float SLIDER_DEFAULT_RIGHT_MARGIN = 10.0f;
|
||||||
|
@ -5765,6 +5765,72 @@ bool GLCanvas3D::_render_arrange_menu(float left, float right, float bottom, flo
|
||||||
return settings_changed;
|
return settings_changed;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static float identityMatrix[16] = {1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f};
|
||||||
|
static const float cameraProjection[16] = {1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f};
|
||||||
|
void GLCanvas3D::_render_3d_navigator()
|
||||||
|
{
|
||||||
|
if (!wxGetApp().show_3d_navigator()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGuizmo::BeginFrame();
|
||||||
|
ImGuizmo::AllowAxisFlip(false);
|
||||||
|
|
||||||
|
auto &style = ImGuizmo::GetStyle();
|
||||||
|
style.Colors[ImGuizmo::COLOR::DIRECTION_X] = ImGuiWrapper::to_ImVec4(ColorRGBA::Y());
|
||||||
|
style.Colors[ImGuizmo::COLOR::DIRECTION_Y] = ImGuiWrapper::to_ImVec4(ColorRGBA::Z());
|
||||||
|
style.Colors[ImGuizmo::COLOR::DIRECTION_Z] = ImGuiWrapper::to_ImVec4(ColorRGBA::X());
|
||||||
|
style.Colors[ImGuizmo::COLOR::TEXT] = m_is_dark ? ImVec4(224 / 255.f, 224 / 255.f, 224 / 255.f, 1.f) : ImVec4(.2f, .2f, .2f, 1.0f);
|
||||||
|
style.Colors[ImGuizmo::COLOR::FACE] = m_is_dark ? ImVec4(0.23f, 0.23f, 0.23f, 1.f) : ImVec4(0.77f, 0.77f, 0.77f, 1);
|
||||||
|
strcpy(style.AxisLabels[ImGuizmo::Axis::Axis_X], "y");
|
||||||
|
strcpy(style.AxisLabels[ImGuizmo::Axis::Axis_Y], "z");
|
||||||
|
strcpy(style.AxisLabels[ImGuizmo::Axis::Axis_Z], "x");
|
||||||
|
strcpy(style.FaceLabels[ImGuizmo::FACES::FACE_FRONT], _utf8("Front").c_str());
|
||||||
|
strcpy(style.FaceLabels[ImGuizmo::FACES::FACE_BACK], _utf8("Back").c_str());
|
||||||
|
strcpy(style.FaceLabels[ImGuizmo::FACES::FACE_TOP], _utf8("Top").c_str());
|
||||||
|
strcpy(style.FaceLabels[ImGuizmo::FACES::FACE_BOTTOM], _utf8("Bottom").c_str());
|
||||||
|
strcpy(style.FaceLabels[ImGuizmo::FACES::FACE_LEFT], _utf8("Left").c_str());
|
||||||
|
strcpy(style.FaceLabels[ImGuizmo::FACES::FACE_RIGHT], _utf8("Right").c_str());
|
||||||
|
|
||||||
|
float sc = get_scale();
|
||||||
|
#ifdef WIN32
|
||||||
|
const int dpi = get_dpi_for_window(wxGetApp().GetTopWindow());
|
||||||
|
sc *= (float) dpi / (float) DPI_DEFAULT;
|
||||||
|
#endif // WIN32
|
||||||
|
|
||||||
|
const ImGuiIO &io = ImGui::GetIO();
|
||||||
|
const float viewManipulateLeft = 0;
|
||||||
|
const float viewManipulateTop = io.DisplaySize.y;
|
||||||
|
const float camDistance = 8.f;
|
||||||
|
ImGuizmo::SetID(0);
|
||||||
|
|
||||||
|
Camera & camera = wxGetApp().plater()->get_camera();
|
||||||
|
Transform3d m = Transform3d::Identity();
|
||||||
|
m.matrix().block(0, 0, 3, 3) = camera.get_view_rotation().toRotationMatrix();
|
||||||
|
// Rotate along X and Z axis for 90 degrees to have Y-up
|
||||||
|
const auto coord_mapping_transform = Geometry::rotation_transform(Vec3d(0.5 * PI, 0, 0.5 * PI));
|
||||||
|
m = m * coord_mapping_transform;
|
||||||
|
float cameraView[16];
|
||||||
|
for (unsigned int c = 0; c < 4; ++c) {
|
||||||
|
for (unsigned int r = 0; r < 4; ++r) { cameraView[c * 4 + r] = m(r, c); }
|
||||||
|
}
|
||||||
|
|
||||||
|
const float size = 128 * sc;
|
||||||
|
const bool dirty = ImGuizmo::ViewManipulate(cameraView, cameraProjection, ImGuizmo::OPERATION::ROTATE, ImGuizmo::MODE::WORLD, identityMatrix, camDistance,
|
||||||
|
ImVec2(viewManipulateLeft, viewManipulateTop - size), ImVec2(size, size), 0x00101010);
|
||||||
|
|
||||||
|
if (dirty) {
|
||||||
|
for (unsigned int c = 0; c < 4; ++c) {
|
||||||
|
for (unsigned int r = 0; r < 4; ++r) { m(r, c) = cameraView[c * 4 + r]; }
|
||||||
|
}
|
||||||
|
// Rotate back
|
||||||
|
m = m * (coord_mapping_transform.inverse());
|
||||||
|
camera.set_rotation(m);
|
||||||
|
|
||||||
|
request_extra_frame();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#define ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT 0
|
#define ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT 0
|
||||||
#if ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
|
#if ENABLE_THUMBNAIL_GENERATOR_DEBUG_OUTPUT
|
||||||
static void debug_output_thumbnail(const ThumbnailData& thumbnail_data)
|
static void debug_output_thumbnail(const ThumbnailData& thumbnail_data)
|
||||||
|
@ -7504,7 +7570,7 @@ void GLCanvas3D::_render_overlays()
|
||||||
}*/
|
}*/
|
||||||
}
|
}
|
||||||
m_labels.render(sorted_instances);
|
m_labels.render(sorted_instances);
|
||||||
|
_render_3d_navigator();
|
||||||
glsafe(::glPopMatrix());
|
glsafe(::glPopMatrix());
|
||||||
}
|
}
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||||||
|
|
||||||
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@ -7805,6 +7871,18 @@ void GLCanvas3D::_render_imgui_select_plate_toolbar()
|
||||||
float margin_size = 4.0f * f_scale;
|
float margin_size = 4.0f * f_scale;
|
||||||
float button_margin = frame_padding;
|
float button_margin = frame_padding;
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||||||
|
|
||||||
|
const float y_offset = 0; // is_collapse_toolbar_on_left() ? (get_collapse_toolbar_height() + 5) : 0;
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||||||
|
// Make sure the window does not overlap the 3d navigator
|
||||||
|
auto window_height_max = canvas_h - y_offset;
|
||||||
|
if (wxGetApp().show_3d_navigator()) {
|
||||||
|
float sc = get_scale();
|
||||||
|
#ifdef WIN32
|
||||||
|
const int dpi = get_dpi_for_window(wxGetApp().GetTopWindow());
|
||||||
|
sc *= (float) dpi / (float) DPI_DEFAULT;
|
||||||
|
#endif // WIN32
|
||||||
|
window_height_max -= (128 * sc + 5);
|
||||||
|
}
|
||||||
|
|
||||||
ImGuiWrapper& imgui = *wxGetApp().imgui();
|
ImGuiWrapper& imgui = *wxGetApp().imgui();
|
||||||
int item_count = m_sel_plate_toolbar.m_items.size() + (m_sel_plate_toolbar.show_stats_item ? 1 : 0);
|
int item_count = m_sel_plate_toolbar.m_items.size() + (m_sel_plate_toolbar.show_stats_item ? 1 : 0);
|
||||||
bool show_scroll = item_count * (button_height + frame_padding * 2.0f + button_margin) - button_margin + 22.0f * f_scale > canvas_h ? true: false;
|
bool show_scroll = item_count * (button_height + frame_padding * 2.0f + button_margin) - button_margin + 22.0f * f_scale > canvas_h ? true: false;
|
||||||
|
|
|
@ -1168,6 +1168,7 @@ private:
|
||||||
//BBS: GUI refactor: adjust main toolbar position
|
//BBS: GUI refactor: adjust main toolbar position
|
||||||
bool _render_orient_menu(float left, float right, float bottom, float top);
|
bool _render_orient_menu(float left, float right, float bottom, float top);
|
||||||
bool _render_arrange_menu(float left, float right, float bottom, float top);
|
bool _render_arrange_menu(float left, float right, float bottom, float top);
|
||||||
|
void _render_3d_navigator();
|
||||||
// render thumbnail using the default framebuffer
|
// render thumbnail using the default framebuffer
|
||||||
void render_thumbnail_legacy(ThumbnailData & thumbnail_data,
|
void render_thumbnail_legacy(ThumbnailData & thumbnail_data,
|
||||||
unsigned int w,
|
unsigned int w,
|
||||||
|
|
|
@ -337,6 +337,10 @@ public:
|
||||||
bool is_gcode_viewer() const { return m_app_mode == EAppMode::GCodeViewer; }
|
bool is_gcode_viewer() const { return m_app_mode == EAppMode::GCodeViewer; }
|
||||||
bool is_recreating_gui() const { return m_is_recreating_gui; }
|
bool is_recreating_gui() const { return m_is_recreating_gui; }
|
||||||
std::string logo_name() const { return is_editor() ? "BambuStudio" : "BambuStudio-gcodeviewer"; }
|
std::string logo_name() const { return is_editor() ? "BambuStudio" : "BambuStudio-gcodeviewer"; }
|
||||||
|
|
||||||
|
bool show_3d_navigator() const { return app_config->get_bool("show_3d_navigator"); }
|
||||||
|
void toggle_show_3d_navigator() const { app_config->set_bool("show_3d_navigator", !show_3d_navigator()); }
|
||||||
|
|
||||||
wxString get_inf_dialog_contect () {return m_info_dialog_content;};
|
wxString get_inf_dialog_contect () {return m_info_dialog_content;};
|
||||||
|
|
||||||
std::vector<std::string> split_str(std::string src, std::string separator);
|
std::vector<std::string> split_str(std::string src, std::string separator);
|
||||||
|
|
|
@ -2695,7 +2695,15 @@ void MainFrame::init_menubar_as_editor()
|
||||||
viewMenu->Check(wxID_CAMERA_PERSPECTIVE + camera_id_base, true);
|
viewMenu->Check(wxID_CAMERA_PERSPECTIVE + camera_id_base, true);
|
||||||
else
|
else
|
||||||
viewMenu->Check(wxID_CAMERA_ORTHOGONAL + camera_id_base, true);
|
viewMenu->Check(wxID_CAMERA_ORTHOGONAL + camera_id_base, true);
|
||||||
|
viewMenu->AppendSeparator();
|
||||||
|
append_menu_check_item(
|
||||||
|
viewMenu, wxID_ANY, _L("Show 3D Navigator"), _L("Show 3D navigator in Prepare and Preview scene"),
|
||||||
|
[this](wxCommandEvent &) {
|
||||||
|
wxGetApp().toggle_show_3d_navigator();
|
||||||
|
m_plater->get_current_canvas3D()->post_event(SimpleEvent(wxEVT_PAINT));
|
||||||
|
},
|
||||||
|
this, [this]() { return m_tabpanel->GetSelection() == TabPosition::tp3DEditor || m_tabpanel->GetSelection() == TabPosition::tpPreview; },
|
||||||
|
[this]() { return wxGetApp().show_3d_navigator(); }, this);
|
||||||
viewMenu->AppendSeparator();
|
viewMenu->AppendSeparator();
|
||||||
append_menu_check_item(viewMenu, wxID_ANY, _L("Show Labels") + "\t" + ctrl + "E", _L("Show object labels in 3D scene"),
|
append_menu_check_item(viewMenu, wxID_ANY, _L("Show Labels") + "\t" + ctrl + "E", _L("Show object labels in 3D scene"),
|
||||||
[this](wxCommandEvent&) { m_plater->show_view3D_labels(!m_plater->are_view3D_labels_shown()); m_plater->get_current_canvas3D()->post_event(SimpleEvent(wxEVT_PAINT)); }, this,
|
[this](wxCommandEvent&) { m_plater->show_view3D_labels(!m_plater->are_view3D_labels_shown()); m_plater->get_current_canvas3D()->post_event(SimpleEvent(wxEVT_PAINT)); }, this,
|
||||||
|
|
Loading…
Reference in New Issue