#include "GLGizmoBase.hpp" #include "slic3r/GUI/GLCanvas3D.hpp" #include #include "slic3r/GUI/GUI_App.hpp" #include "slic3r/GUI/GUI_ObjectManipulation.hpp" #include "slic3r/GUI/Plater.hpp" // TODO: Display tooltips quicker on Linux namespace Slic3r { namespace GUI { const float GLGizmoBase::Grabber::SizeFactor = 0.05f; const float GLGizmoBase::Grabber::MinHalfSize = 1.5f; const float GLGizmoBase::Grabber::DraggingScaleFactor = 1.25f; PickingModel GLGizmoBase::Grabber::s_cube; PickingModel GLGizmoBase::Grabber::s_cone; GLGizmoBase::Grabber::~Grabber() { if (s_cube.model.is_initialized()) s_cube.model.reset(); if (s_cone.model.is_initialized()) s_cone.model.reset(); } float GLGizmoBase::Grabber::get_half_size(float size) const { return std::max(size * SizeFactor, MinHalfSize); } float GLGizmoBase::Grabber::get_dragging_half_size(float size) const { return get_half_size(size) * DraggingScaleFactor; } void GLGizmoBase::Grabber::register_raycasters_for_picking(int id) { picking_id = id; // registration will happen on next call to render() } void GLGizmoBase::Grabber::unregister_raycasters_for_picking() { wxGetApp().plater()->canvas3D()->remove_raycasters_for_picking(SceneRaycaster::EType::Gizmo, picking_id); picking_id = -1; raycasters = { nullptr }; } void GLGizmoBase::Grabber::render(float size, const ColorRGBA& render_color) { GLShaderProgram* shader = wxGetApp().get_current_shader(); if (shader == nullptr) return; if (!s_cube.model.is_initialized()) { // This cannot be done in constructor, OpenGL is not yet // initialized at that point (on Linux at least). indexed_triangle_set its = its_make_cube(1.0, 1.0, 1.0); its_translate(its, -0.5f * Vec3f::Ones()); s_cube.model.init_from(its); s_cube.mesh_raycaster = std::make_unique(std::make_shared(std::move(its))); } if (!s_cone.model.is_initialized()) { indexed_triangle_set its = its_make_cone(0.375, 1.5, double(PI) / 18.0); s_cone.model.init_from(its); s_cone.mesh_raycaster = std::make_unique(std::make_shared(std::move(its))); } const float half_size = dragging ? get_dragging_half_size(size) : get_half_size(size); s_cube.model.set_color(render_color); s_cone.model.set_color(render_color); const Camera& camera = wxGetApp().plater()->get_camera(); shader->set_uniform("projection_matrix", camera.get_projection_matrix()); const Transform3d& view_matrix = camera.get_view_matrix(); const Matrix3d view_matrix_no_offset = view_matrix.matrix().block(0, 0, 3, 3); std::vector elements_matrices(GRABBER_ELEMENTS_MAX_COUNT, Transform3d::Identity()); elements_matrices[0] = matrix * Geometry::translation_transform(center) * Geometry::rotation_transform(angles) * Geometry::scale_transform(2.0 * half_size); Transform3d view_model_matrix = view_matrix * elements_matrices[0]; shader->set_uniform("view_model_matrix", view_model_matrix); Matrix3d view_normal_matrix = view_matrix_no_offset * elements_matrices[0].matrix().block(0, 0, 3, 3).inverse().transpose(); shader->set_uniform("view_normal_matrix", view_normal_matrix); s_cube.model.render(); auto render_extension = [&view_matrix, &view_matrix_no_offset, shader](const Transform3d& matrix) { const Transform3d view_model_matrix = view_matrix * matrix; shader->set_uniform("view_model_matrix", view_model_matrix); const Matrix3d view_normal_matrix = view_matrix_no_offset * matrix.matrix().block(0, 0, 3, 3).inverse().transpose(); shader->set_uniform("view_normal_matrix", view_normal_matrix); s_cone.model.render(); }; if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::PosX)) != 0) { elements_matrices[1] = elements_matrices[0] * Geometry::translation_transform(Vec3d::UnitX()) * Geometry::rotation_transform({ 0.0, 0.5 * double(PI), 0.0 }); render_extension(elements_matrices[1]); } if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::NegX)) != 0) { elements_matrices[2] = elements_matrices[0] * Geometry::translation_transform(-Vec3d::UnitX()) * Geometry::rotation_transform({ 0.0, -0.5 * double(PI), 0.0 }); render_extension(elements_matrices[2]); } if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::PosY)) != 0) { elements_matrices[3] = elements_matrices[0] * Geometry::translation_transform(Vec3d::UnitY()) * Geometry::rotation_transform({ -0.5 * double(PI), 0.0, 0.0 }); render_extension(elements_matrices[3]); } if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::NegY)) != 0) { elements_matrices[4] = elements_matrices[0] * Geometry::translation_transform(-Vec3d::UnitY()) * Geometry::rotation_transform({ 0.5 * double(PI), 0.0, 0.0 }); render_extension(elements_matrices[4]); } if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::PosZ)) != 0) { elements_matrices[5] = elements_matrices[0] * Geometry::translation_transform(Vec3d::UnitZ()); render_extension(elements_matrices[5]); } if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::NegZ)) != 0) { elements_matrices[6] = elements_matrices[0] * Geometry::translation_transform(-Vec3d::UnitZ()) * Geometry::rotation_transform({ double(PI), 0.0, 0.0 }); render_extension(elements_matrices[6]); } if (raycasters[0] == nullptr) { GLCanvas3D& canvas = *wxGetApp().plater()->canvas3D(); raycasters[0] = canvas.add_raycaster_for_picking(SceneRaycaster::EType::Gizmo, picking_id, *s_cube.mesh_raycaster, elements_matrices[0]); if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::PosX)) != 0) raycasters[1] = canvas.add_raycaster_for_picking(SceneRaycaster::EType::Gizmo, picking_id, *s_cone.mesh_raycaster, elements_matrices[1]); if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::NegX)) != 0) raycasters[2] = canvas.add_raycaster_for_picking(SceneRaycaster::EType::Gizmo, picking_id, *s_cone.mesh_raycaster, elements_matrices[2]); if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::PosY)) != 0) raycasters[3] = canvas.add_raycaster_for_picking(SceneRaycaster::EType::Gizmo, picking_id, *s_cone.mesh_raycaster, elements_matrices[3]); if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::NegY)) != 0) raycasters[4] = canvas.add_raycaster_for_picking(SceneRaycaster::EType::Gizmo, picking_id, *s_cone.mesh_raycaster, elements_matrices[4]); if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::PosZ)) != 0) raycasters[5] = canvas.add_raycaster_for_picking(SceneRaycaster::EType::Gizmo, picking_id, *s_cone.mesh_raycaster, elements_matrices[5]); if ((int(extensions) & int(GLGizmoBase::EGrabberExtension::NegZ)) != 0) raycasters[6] = canvas.add_raycaster_for_picking(SceneRaycaster::EType::Gizmo, picking_id, *s_cone.mesh_raycaster, elements_matrices[6]); } else { for (size_t i = 0; i < GRABBER_ELEMENTS_MAX_COUNT; ++i) { if (raycasters[i] != nullptr) raycasters[i]->set_transform(elements_matrices[i]); } } } GLGizmoBase::GLGizmoBase(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id) : m_parent(parent) , m_group_id(-1) , m_state(Off) , m_shortcut_key(NO_SHORTCUT_KEY_VALUE) , m_icon_filename(icon_filename) , m_sprite_id(sprite_id) , m_imgui(wxGetApp().imgui()) { } void GLGizmoBase::set_hover_id(int id) { // do not change hover id during dragging assert(!m_dragging); // allow empty grabbers when not using grabbers but use hover_id - flatten, rotate // if (!m_grabbers.empty() && id >= (int) m_grabbers.size()) // return; m_hover_id = id; on_set_hover_id(); } bool GLGizmoBase::update_items_state() { bool res = m_dirty; m_dirty = false; return res; } void GLGizmoBase::register_grabbers_for_picking() { for (size_t i = 0; i < m_grabbers.size(); ++i) { m_grabbers[i].register_raycasters_for_picking((m_group_id >= 0) ? m_group_id : i); } } void GLGizmoBase::unregister_grabbers_for_picking() { for (size_t i = 0; i < m_grabbers.size(); ++i) { m_grabbers[i].unregister_raycasters_for_picking(); } } void GLGizmoBase::render_grabbers(const BoundingBoxf3& box) const { render_grabbers((float)((box.size().x() + box.size().y() + box.size().z()) / 3.0)); } void GLGizmoBase::render_grabbers(float size) const { GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light"); if (shader == nullptr) return; shader->start_using(); shader->set_uniform("emission_factor", 0.1f); for (int i = 0; i < (int)m_grabbers.size(); ++i) { if (m_grabbers[i].enabled) m_grabbers[i].render(m_hover_id == i, size); } shader->stop_using(); } // help function to process grabbers // call start_dragging, stop_dragging, on_dragging bool GLGizmoBase::use_grabbers(const wxMouseEvent &mouse_event) { bool is_dragging_finished = false; if (mouse_event.Moving()) { // it should not happen but for sure assert(!m_dragging); if (m_dragging) is_dragging_finished = true; else return false; } if (mouse_event.LeftDown()) { Selection &selection = m_parent.get_selection(); if (!selection.is_empty() && m_hover_id != -1 /* && (m_grabbers.empty() || m_hover_id < static_cast(m_grabbers.size()))*/) { selection.setup_cache(); m_dragging = true; for (auto &grabber : m_grabbers) grabber.dragging = false; // if (!m_grabbers.empty() && m_hover_id < int(m_grabbers.size())) // m_grabbers[m_hover_id].dragging = true; on_start_dragging(); // Let the plater know that the dragging started m_parent.post_event(SimpleEvent(EVT_GLCANVAS_MOUSE_DRAGGING_STARTED)); m_parent.set_as_dirty(); return true; } } else if (m_dragging) { // when mouse cursor leave window than finish actual dragging operation bool is_leaving = mouse_event.Leaving(); if (mouse_event.Dragging()) { Point mouse_coord(mouse_event.GetX(), mouse_event.GetY()); auto ray = m_parent.mouse_ray(mouse_coord); UpdateData data(ray, mouse_coord); on_dragging(data); wxGetApp().obj_manipul()->set_dirty(); m_parent.set_as_dirty(); return true; } else if (mouse_event.LeftUp() || is_leaving || is_dragging_finished) { #if ENABLE_WORLD_COORDINATE do_stop_dragging(is_leaving); #else for (auto &grabber : m_grabbers) grabber.dragging = false; m_dragging = false; // NOTE: This should be part of GLCanvas3D // Reset hover_id when leave window if (is_leaving) m_parent.mouse_up_cleanup(); on_stop_dragging(); // There is prediction that after draggign, data are changed // Data are updated twice also by canvas3D::reload_scene. // Should be fixed. m_parent.get_gizmos_manager().update_data(); wxGetApp().obj_manipul()->set_dirty(); // Let the plater know that the dragging finished, so a delayed // refresh of the scene with the background processing data should // be performed. m_parent.post_event(SimpleEvent(EVT_GLCANVAS_MOUSE_DRAGGING_FINISHED)); // updates camera target constraints m_parent.refresh_camera_scene_box(); #endif // ENABLE_WORLD_COORDINATE return true; } } return false; } #if ENABLE_WORLD_COORDINATE void GLGizmoBase::do_stop_dragging(bool perform_mouse_cleanup) { for (auto& grabber : m_grabbers) grabber.dragging = false; m_dragging = false; // NOTE: This should be part of GLCanvas3D // Reset hover_id when leave window if (perform_mouse_cleanup) m_parent.mouse_up_cleanup(); on_stop_dragging(); // There is prediction that after draggign, data are changed // Data are updated twice also by canvas3D::reload_scene. // Should be fixed. m_parent.get_gizmos_manager().update_data(); wxGetApp().obj_manipul()->set_dirty(); // Let the plater know that the dragging finished, so a delayed // refresh of the scene with the background processing data should // be performed. m_parent.post_event(SimpleEvent(EVT_GLCANVAS_MOUSE_DRAGGING_FINISHED)); // updates camera target constraints m_parent.refresh_camera_scene_box(); } #endif // ENABLE_WORLD_COORDINATE std::string GLGizmoBase::format(float value, unsigned int decimals) const { return Slic3r::string_printf("%.*f", decimals, value); } void GLGizmoBase::set_dirty() { m_dirty = true; } void GLGizmoBase::render_input_window(float x, float y, float bottom_limit) { on_render_input_window(x, y, bottom_limit); if (m_first_input_window_render) { // imgui windows that don't have an initial size needs to be processed once to get one // and are not rendered in the first frame // so, we forces to render another frame the first time the imgui window is shown // https://github.com/ocornut/imgui/issues/2949 m_parent.set_as_dirty(); m_parent.request_extra_frame(); m_first_input_window_render = false; } } std::string GLGizmoBase::get_name(bool include_shortcut) const { std::string out = on_get_name(); if (!include_shortcut) return out; int key = get_shortcut_key(); assert(key==NO_SHORTCUT_KEY_VALUE || (key >= WXK_CONTROL_A && key <= WXK_CONTROL_Z)); out += std::string(" [") + char(int('A') + key - int(WXK_CONTROL_A)) + "]"; return out; } } // namespace GUI } // namespace Slic3r