170 lines
6.8 KiB
C++
170 lines
6.8 KiB
C++
#ifndef slic3r_SurfaceDrag_hpp_
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#define slic3r_SurfaceDrag_hpp_
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#include <optional>
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#include "libslic3r/Point.hpp" // Vec2d, Transform3d
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#include "slic3r/Utils/RaycastManager.hpp"
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#include "wx/event.h" // wxMouseEvent
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#include <functional>
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namespace Slic3r {
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class GLVolume;
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class ModelVolume;
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} // namespace Slic3r
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namespace Slic3r::GUI {
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class GLCanvas3D;
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class Selection;
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class TransformationType;
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struct Camera;
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// Data for drag&drop over surface with mouse
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struct SurfaceDrag
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{
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// hold screen coor offset of cursor from object center
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Vec2d mouse_offset;
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// Start dragging text transformations to world
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Transform3d world;
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// Invers transformation of text volume instance
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// Help convert world transformation to instance space
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Transform3d instance_inv;
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// Dragged gl volume
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GLVolume *gl_volume;
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// condition for raycaster
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RaycastManager::AllowVolumes condition;
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// initial rotation in Z axis of volume
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std::optional<float> start_angle;
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// initial Z distance from surface
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std::optional<float> start_distance;
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// Flag whether coordinate hit some volume
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bool exist_hit = true;
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// hold screen coor offset of cursor from object center without SLA shift
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Vec2d mouse_offset_without_sla_shift;
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};
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// Limit direction of up vector on model
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// Between side and top surface
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constexpr double UP_LIMIT = 0.9;
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/// <summary>
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/// Mouse event handler, when move(drag&drop) volume over model surface
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/// NOTE: Dragged volume has to be selected. And also has to be hovered on start of dragging.
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/// </summary>
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/// <param name="mouse_event">Contain type of event and mouse position</param>
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/// <param name="camera">Actual viewport of camera</param>
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/// <param name="surface_drag">Structure which keep information about dragging</param>
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/// <param name="canvas">Contain gl_volumes and selection</param>
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/// <param name="raycast_manager">AABB trees for raycast in object
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/// Refresh state inside of function </param>
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/// <param name="up_limit">When set than use correction of up vector</param>
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/// <returns>True when event is processed otherwise false</returns>
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bool on_mouse_surface_drag(const wxMouseEvent &mouse_event,
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const Camera &camera,
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std::optional<SurfaceDrag> &surface_drag,
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GLCanvas3D &canvas,
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RaycastManager &raycast_manager,
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const std::optional<double>&up_limit = {});
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/// <summary>
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/// Calculate translation of volume onto surface of model
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/// </summary>
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/// <param name="selection">Must contain only one selected volume, Transformation of current instance</param>
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/// <param name="raycast_manager">AABB trees of object. Actualize object</param>
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/// <returns>Offset of volume in volume coordinate</returns>
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std::optional<Vec3d> calc_surface_offset(const Selection &selection, RaycastManager &raycast_manager);
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/// <summary>
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/// Calculate distance by ray to surface of object in emboss direction
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/// </summary>
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/// <param name="gl_volume">Define embossed volume</param>
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/// <param name="raycaster">Way to cast rays to object</param>
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/// <param name="canvas">Contain model</param>
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/// <returns>Calculated distance from surface</returns>
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std::optional<float> calc_distance(const GLVolume &gl_volume, RaycastManager &raycaster, GLCanvas3D &canvas);
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std::optional<float> calc_distance(const GLVolume &gl_volume, const RaycastManager &raycaster,
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const RaycastManager::ISkip *condition, const std::optional<Slic3r::Transform3d>& fix);
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/// <summary>
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/// Calculate up vector angle
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/// </summary>
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/// <param name="selection">Calculation of angle is for selected one volume</param>
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/// <returns></returns>
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std::optional<float> calc_angle(const Selection &selection);
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/// <summary>
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/// Get transformation to world
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/// - use fix after store to 3mf when exists
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/// </summary>
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/// <param name="gl_volume">Scene volume</param>
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/// <param name="objects">To identify Model volume with fix transformation</param>
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/// <returns>Fixed Transformation of gl_volume</returns>
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Transform3d world_matrix_fixed(const GLVolume &gl_volume, const ModelObjectPtrs& objects);
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/// <summary>
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/// Get transformation to world
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/// - use fix after store to 3mf when exists
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/// NOTE: when not one volume selected return identity
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/// </summary>
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/// <param name="selection">Selected volume</param>
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/// <returns>Fixed Transformation of selected volume in selection</returns>
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Transform3d world_matrix_fixed(const Selection &selection);
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/// <summary>
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/// Wrap function around selection transformation to apply fix transformation
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/// Fix transformation is needed because of (store/load) volume (to/from) 3mf
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/// </summary>
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/// <param name="selection">Selected gl volume will be modified</param>
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/// <param name="selection_transformation_fnc">Function modified Selection transformation</param>
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void selection_transform(Selection &selection, const std::function<void()>& selection_transformation_fnc);
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/// <summary>
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/// Apply camera direction for emboss direction
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/// </summary>
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/// <param name="camera">Define view vector</param>
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/// <param name="canvas">Containe Selected ModelVolume to modify orientation</param>
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/// <param name="wanted_up_limit">[Optional]Limit for direction of up vector</param>
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/// <returns>True when apply change otherwise false</returns>
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bool face_selected_volume_to_camera(const Camera &camera, GLCanvas3D &canvas, const std::optional<double> &wanted_up_limit = {});
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/// <summary>
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/// Rotation around z Axis(emboss direction)
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/// </summary>
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/// <param name="selection">Selected volume for rotation</param>
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/// <param name="relative_angle">Relative angle to rotate around emboss direction</param>
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void do_local_z_rotate(Selection &selection, double relative_angle);
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/// <summary>
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/// Translation along local z Axis (emboss direction)
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/// </summary>
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/// <param name="selection">Selected volume for translate</param>
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/// <param name="relative_move">Relative move along emboss direction</param>
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void do_local_z_move(Selection &selection, double relative_move);
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/// <summary>
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/// Distiguish between object and volume
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/// Differ in possible transformation type
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/// </summary>
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/// <param name="selection">Contain selected volume/object</param>
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/// <returns>Transformation to use</returns>
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TransformationType get_drag_transformation_type(const Selection &selection);
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/// <summary>
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/// On dragging rotate gizmo func
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/// Transform GLVolume from selection
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/// </summary>
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/// <param name="gizmo_angle">GLGizmoRotate::get_angle()</param>
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/// <param name="current_angle">In/Out current angle visible in UI</param>
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/// <param name="start_angle">Cache for start dragging angle</param>
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/// <param name="selection">Selected only Actual embossed volume</param>
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void dragging_rotate_gizmo(double gizmo_angle, std::optional<float>& current_angle, std::optional<float> &start_angle, Selection &selection);
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} // namespace Slic3r::GUI
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#endif // slic3r_SurfaceDrag_hpp_
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