PrusaSlicer/src/slic3r/GUI/SurfaceDrag.cpp
2023-04-18 18:46:33 +02:00

573 lines
22 KiB
C++

#include "SurfaceDrag.hpp"
#include "libslic3r/Model.hpp" // ModelVolume
#include "GLCanvas3D.hpp"
#include "slic3r/Utils/RaycastManager.hpp"
#include "slic3r/GUI/Camera.hpp"
#include "slic3r/GUI/CameraUtils.hpp"
#include "slic3r/GUI/I18N.hpp"
#include "libslic3r/Emboss.hpp"
using namespace Slic3r;
using namespace Slic3r::GUI;
namespace{
// Distance of embossed volume from surface to be represented as distance surface
// Maximal distance is also enlarge by size of emboss depth
constexpr Slic3r::MinMax<double> surface_distance_sq{1e-4, 10.}; // [in mm]
/// <summary>
/// Extract position of mouse from mouse event
/// </summary>
/// <param name="mouse_event">Event</param>
/// <returns>Position</returns>
Vec2d mouse_position(const wxMouseEvent &mouse_event);
/// <summary>
/// Start dragging
/// </summary>
/// <param name="mouse_pos"></param>
/// <param name="camera"></param>
/// <param name="surface_drag"></param>
/// <param name="canvas"></param>
/// <param name="raycast_manager"></param>
/// <param name="up_limit"></param>
/// <returns>True on success start otherwise false</returns>
bool start_dragging(const Vec2d &mouse_pos,
const Camera &camera,
std::optional<SurfaceDrag> &surface_drag,
GLCanvas3D &canvas,
RaycastManager &raycast_manager,
const std::optional<double> &up_limit);
/// <summary>
/// During dragging
/// </summary>
/// <param name="mouse_pos"></param>
/// <param name="camera"></param>
/// <param name="surface_drag"></param>
/// <param name="canvas"></param>
/// <param name="raycast_manager"></param>
/// <param name="up_limit"></param>
/// <returns></returns>
bool dragging(const Vec2d &mouse_pos,
const Camera &camera,
std::optional<SurfaceDrag> &surface_drag,
GLCanvas3D &canvas,
const RaycastManager &raycast_manager,
const std::optional<double> &up_limit);
std::vector<size_t> collect_allowed_volumes_id(const ModelVolumePtrs &volumes, const ObjectID &selected_volume_id);
}
namespace Slic3r::GUI {
/// <summary>
/// Calculate offset from mouse position to center of text
/// </summary>
/// <param name="screen_coor">Position on screen[in Px] e.g. mouse position</param>
/// <param name="volume">Selected volume(text)</param>
/// <param name="camera">Actual position and view direction of camera</param>
/// <returns>Offset in screen coordinate</returns>
static Vec2d calc_screen_offset_to_volume_center(const Vec2d &screen_coor, const ModelVolume &volume, const Camera &camera)
{
const Transform3d &volume_tr = volume.get_matrix();
assert(volume.emboss_shape.has_value());
auto calc_offset = [&screen_coor, &volume_tr, &camera, &volume](const Transform3d &instrance_tr) -> Vec2d {
Transform3d to_world = instrance_tr * volume_tr;
// Use fix of .3mf loaded tranformation when exist
if (std::optional<Transform3d> fix = volume.emboss_shape->fix_3mf_tr;
fix.has_value())
to_world = to_world * (*fix);
// zero point of volume in world coordinate system
Vec3d volume_center = to_world.translation();
// screen coordinate of volume center
Vec2i coor = CameraUtils::project(camera, volume_center);
return coor.cast<double>() - screen_coor;
};
auto object = volume.get_object();
assert(!object->instances.empty());
// Speed up for one instance
if (object->instances.size() == 1)
return calc_offset(object->instances.front()->get_matrix());
Vec2d nearest_offset;
double nearest_offset_size = std::numeric_limits<double>::max();
for (const ModelInstance *instance : object->instances) {
Vec2d offset = calc_offset(instance->get_matrix());
double offset_size = offset.norm();
if (nearest_offset_size < offset_size)
continue;
nearest_offset_size = offset_size;
nearest_offset = offset;
}
return nearest_offset;
}
// Calculate scale in world for check in debug
[[maybe_unused]] static std::optional<double> calc_scale(const Matrix3d &from, const Matrix3d &to, const Vec3d &dir)
{
Vec3d from_dir = from * dir;
Vec3d to_dir = to * dir;
double from_scale_sq = from_dir.squaredNorm();
double to_scale_sq = to_dir.squaredNorm();
if (is_approx(from_scale_sq, to_scale_sq, 1e-3))
return {}; // no scale
return sqrt(from_scale_sq / to_scale_sq);
}
bool on_mouse_surface_drag(const wxMouseEvent &mouse_event,
const Camera &camera,
std::optional<SurfaceDrag> &surface_drag,
GLCanvas3D &canvas,
RaycastManager &raycast_manager,
std::optional<double> up_limit)
{
// Fix when leave window during dragging
// Fix when click right button
if (surface_drag.has_value() && !mouse_event.Dragging()) {
// write transformation from UI into model
canvas.do_move(L("Surface move"));
// allow moving with object again
canvas.enable_moving(true);
canvas.enable_picking(true);
surface_drag.reset();
// only left up is correct
// otherwise it is fix state and return false
return mouse_event.LeftUp();
}
if (mouse_event.Moving())
return false;
if (mouse_event.LeftDown())
return start_dragging(mouse_position(mouse_event), camera, surface_drag, canvas, raycast_manager, up_limit);
// Dragging starts out of window
if (!surface_drag.has_value())
return false;
if (mouse_event.Dragging())
return dragging(mouse_position(mouse_event), camera, surface_drag, canvas, raycast_manager, up_limit);
return false;
}
std::optional<Vec3d> calc_surface_offset(const Selection &selection, RaycastManager &raycast_manager) {
const GLVolume *gl_volume_ptr = get_selected_gl_volume(selection);
if (gl_volume_ptr == nullptr)
return {};
const GLVolume& gl_volume = *gl_volume_ptr;
const ModelObjectPtrs &objects = selection.get_model()->objects;
const ModelVolume* volume = get_model_volume(gl_volume, objects);
if (volume == nullptr)
return {};
const ModelInstance* instance = get_model_instance(gl_volume, objects);
if (instance == nullptr)
return {};
// Move object on surface
auto cond = RaycastManager::SkipVolume(volume->id().id);
raycast_manager.actualize(*instance, &cond);
Transform3d to_world = world_matrix_fixed(gl_volume, objects);
Vec3d point = to_world.translation();
Vec3d dir = -get_z_base(to_world);
// ray in direction of text projection(from volume zero to z-dir)
std::optional<RaycastManager::Hit> hit_opt = raycast_manager.closest_hit(point, dir, &cond);
// Try to find closest point when no hit object in emboss direction
if (!hit_opt.has_value()) {
std::optional<RaycastManager::ClosePoint> close_point_opt = raycast_manager.closest(point);
// It should NOT appear. Closest point always exists.
assert(close_point_opt.has_value());
if (!close_point_opt.has_value())
return {};
// It is no neccesary to move with origin by very small value
if (close_point_opt->squared_distance < EPSILON)
return {};
const RaycastManager::ClosePoint &close_point = *close_point_opt;
Transform3d hit_tr = raycast_manager.get_transformation(close_point.tr_key);
Vec3d hit_world = hit_tr * close_point.point;
Vec3d offset_world = hit_world - point; // vector in world
Vec3d offset_volume = to_world.inverse().linear() * offset_world;
return offset_volume;
}
// It is no neccesary to move with origin by very small value
const RaycastManager::Hit &hit = *hit_opt;
if (hit.squared_distance < EPSILON)
return {};
Transform3d hit_tr = raycast_manager.get_transformation(hit.tr_key);
Vec3d hit_world = hit_tr * hit.position;
Vec3d offset_world = hit_world - point; // vector in world
// TIP: It should be close to only z move
Vec3d offset_volume = to_world.inverse().linear() * offset_world;
return offset_volume;
}
std::optional<float> calc_distance(const GLVolume &gl_volume, RaycastManager &raycaster, GLCanvas3D &canvas)
{
const ModelObject *object = get_model_object(gl_volume, canvas.get_model()->objects);
assert(object != nullptr);
if (object == nullptr)
return {};
const ModelInstance *instance = get_model_instance(gl_volume, *object);
const ModelVolume *volume = get_model_volume(gl_volume, *object);
assert(instance != nullptr && volume != nullptr);
if (object == nullptr || instance == nullptr || volume == nullptr)
return {};
if (volume->is_the_only_one_part())
return {};
RaycastManager::AllowVolumes condition = create_condition(object->volumes, volume->id());
RaycastManager::Meshes meshes = create_meshes(canvas, condition);
raycaster.actualize(*instance, &condition, &meshes);
return calc_distance(gl_volume, raycaster, &condition);
}
std::optional<float> calc_distance(const GLVolume &gl_volume, const RaycastManager &raycaster, const RaycastManager::ISkip *condition)
{
Transform3d w = gl_volume.world_matrix();
Vec3d p = w.translation();
Vec3d dir = -get_z_base(w);
auto hit_opt = raycaster.closest_hit(p, dir, condition);
if (!hit_opt.has_value())
return {};
const RaycastManager::Hit &hit = *hit_opt;
// NOTE: hit.squared_distance is in volume space not world
const Transform3d &tr = raycaster.get_transformation(hit.tr_key);
Vec3d hit_world = tr * hit.position;
Vec3d p_to_hit = hit_world - p;
double distance_sq = p_to_hit.squaredNorm();
// too small distance is calculated as zero distance
if (distance_sq < ::surface_distance_sq.min)
return {};
// check maximal distance
const BoundingBoxf3& bb = gl_volume.bounding_box();
double max_squared_distance = std::max(std::pow(2 * bb.size().z(), 2), ::surface_distance_sq.max);
if (distance_sq > max_squared_distance)
return {};
// calculate sign
float sign = (p_to_hit.dot(dir) > 0)? 1.f : -1.f;
// distiguish sign
return sign * static_cast<float>(sqrt(distance_sq));
}
Transform3d world_matrix_fixed(const GLVolume &gl_volume, const ModelObjectPtrs &objects)
{
Transform3d res = gl_volume.world_matrix();
const ModelVolume *mv = get_model_volume(gl_volume, objects);
if (!mv)
return res;
const std::optional<EmbossShape> &es = mv->emboss_shape;
if (!es.has_value())
return res;
const std::optional<Transform3d> &fix = es->fix_3mf_tr;
if (!fix.has_value())
return res;
return res * fix->inverse();
}
Transform3d world_matrix_fixed(const Selection &selection)
{
const GLVolume *gl_volume = get_selected_gl_volume(selection);
assert(gl_volume != nullptr);
if (gl_volume == nullptr)
return Transform3d::Identity();
return world_matrix_fixed(*gl_volume, selection.get_model()->objects);
}
bool face_selected_volume_to_camera(const Camera &camera, GLCanvas3D &canvas)
{
const Vec3d &cam_dir = camera.get_dir_forward();
Selection &sel = canvas.get_selection();
if (sel.is_empty())
return false;
// camera direction transformed into volume coordinate system
Transform3d to_world = world_matrix_fixed(sel);
Vec3d cam_dir_tr = to_world.inverse().linear() * cam_dir;
cam_dir_tr.normalize();
Vec3d emboss_dir(0., 0., -1.);
// check wether cam_dir is already used
if (is_approx(cam_dir_tr, emboss_dir))
return false;
assert(sel.get_volume_idxs().size() == 1);
GLVolume *gl_volume = sel.get_volume(*sel.get_volume_idxs().begin());
Transform3d vol_rot;
Transform3d vol_tr = gl_volume->get_volume_transformation().get_matrix();
// check whether cam_dir is opposit to emboss dir
if (is_approx(cam_dir_tr, -emboss_dir)) {
// rotate 180 DEG by y
vol_rot = Eigen::AngleAxis(M_PI_2, Vec3d(0., 1., 0.));
} else {
// calc params for rotation
Vec3d axe = emboss_dir.cross(cam_dir_tr);
axe.normalize();
double angle = std::acos(emboss_dir.dot(cam_dir_tr));
vol_rot = Eigen::AngleAxis(angle, axe);
}
Vec3d offset = vol_tr * Vec3d::Zero();
Vec3d offset_inv = vol_rot.inverse() * offset;
Transform3d res = vol_tr * Eigen::Translation<double, 3>(-offset) * vol_rot * Eigen::Translation<double, 3>(offset_inv);
// Transform3d res = vol_tr * vol_rot;
gl_volume->set_volume_transformation(Geometry::Transformation(res));
get_model_volume(*gl_volume, sel.get_model()->objects)->set_transformation(res);
return true;
}
void do_local_z_rotate(GLCanvas3D &canvas, double relative_angle)
{
Selection &selection = canvas.get_selection();
assert(!selection.is_empty());
if(selection.is_empty()) return;
assert(selection.is_single_full_object() || selection.is_single_volume());
if (!selection.is_single_full_object() && !selection.is_single_volume()) return;
selection.setup_cache();
TransformationType transformation_type = selection.is_single_volume() ?
TransformationType::Local_Relative_Joint : TransformationType::Instance_Relative_Joint;
selection.rotate(Vec3d(0., 0., relative_angle), transformation_type);
std::string snapshot_name; // empty meand no store undo / redo
// NOTE: it use L instead of _L macro because prefix _ is appended
// inside function do_move
// snapshot_name = L("Set text rotation");
canvas.do_rotate(snapshot_name);
}
void do_local_z_move(GLCanvas3D &canvas, double relative_move) {
Selection &selection = canvas.get_selection();
assert(!selection.is_empty());
if (selection.is_empty()) return;
selection.setup_cache();
Vec3d translate = Vec3d::UnitZ() * relative_move;
selection.translate(translate, TransformationType::Local);
std::string snapshot_name; // empty mean no store undo / redo
// NOTE: it use L instead of _L macro because prefix _ is appended inside
// function do_move
// snapshot_name = L("Set surface distance");
canvas.do_move(snapshot_name);
}
} // namespace Slic3r::GUI
// private implementation
namespace {
Vec2d mouse_position(const wxMouseEvent &mouse_event){
// wxCoord == int --> wx/types.h
Vec2i mouse_coord(mouse_event.GetX(), mouse_event.GetY());
return mouse_coord.cast<double>();
}
bool start_dragging(const Vec2d &mouse_pos,
const Camera &camera,
std::optional<SurfaceDrag> &surface_drag,
GLCanvas3D &canvas,
RaycastManager &raycast_manager,
const std::optional<double>&up_limit)
{
// selected volume
GLVolume *gl_volume_ptr = get_selected_gl_volume(canvas);
if (gl_volume_ptr == nullptr)
return false;
const GLVolume &gl_volume = *gl_volume_ptr;
// is selected volume closest hovered?
const GLVolumePtrs &gl_volumes = canvas.get_volumes().volumes;
if (int hovered_idx = canvas.get_first_hover_volume_idx(); hovered_idx < 0)
return false;
else if (auto hovered_idx_ = static_cast<size_t>(hovered_idx);
hovered_idx_ >= gl_volumes.size() || gl_volumes[hovered_idx_] != gl_volume_ptr)
return false;
const ModelObjectPtrs &objects = canvas.get_model()->objects;
const ModelObject *object = get_model_object(gl_volume, objects);
assert(object != nullptr);
if (object == nullptr)
return false;
const ModelInstance *instance = get_model_instance(gl_volume, *object);
const ModelVolume *volume = get_model_volume(gl_volume, *object);
assert(instance != nullptr && volume != nullptr);
if (object == nullptr || instance == nullptr || volume == nullptr)
return false;
// allowed drag&drop by canvas for object
if (volume->is_the_only_one_part())
return false;
RaycastManager::AllowVolumes condition = create_condition(object->volumes, volume->id());
RaycastManager::Meshes meshes = create_meshes(canvas, condition);
// initialize raycasters
// INFO: It could slows down for big objects
// (may be move to thread and do not show drag until it finish)
raycast_manager.actualize(*instance, &condition, &meshes);
// world_matrix_fixed() without sla shift
Transform3d to_world = world_matrix_fixed(gl_volume, objects);
// zero point of volume in world coordinate system
Vec3d volume_center = to_world.translation();
// screen coordinate of volume center
Vec2i coor = CameraUtils::project(camera, volume_center);
Vec2d mouse_offset = coor.cast<double>() - mouse_pos;
Vec2d mouse_offset_without_sla_shift = mouse_offset;
if (double sla_shift = gl_volume.get_sla_shift_z(); !is_approx(sla_shift, 0.)) {
Transform3d to_world_without_sla_move = instance->get_matrix() * volume->get_matrix();
if (volume->emboss_shape.has_value() && volume->emboss_shape->fix_3mf_tr.has_value())
to_world_without_sla_move = to_world_without_sla_move * (*volume->emboss_shape->fix_3mf_tr);
// zero point of volume in world coordinate system
volume_center = to_world_without_sla_move.translation();
// screen coordinate of volume center
coor = CameraUtils::project(camera, volume_center);
mouse_offset_without_sla_shift = coor.cast<double>() - mouse_pos;
}
Transform3d volume_tr = gl_volume.get_volume_transformation().get_matrix();
// fix baked transformation from .3mf store process
if (const std::optional<EmbossShape> &es_opt = volume->emboss_shape; es_opt.has_value()) {
const std::optional<Slic3r::Transform3d> &fix = es_opt->fix_3mf_tr;
if (fix.has_value())
volume_tr = volume_tr * fix->inverse();
}
Transform3d instance_tr = instance->get_matrix();
Transform3d instance_tr_inv = instance_tr.inverse();
Transform3d world_tr = instance_tr * volume_tr;
std::optional<float> start_angle;
if (up_limit.has_value())
start_angle = Emboss::calc_up(world_tr, *up_limit);
std::optional<float> start_distance;
if (!volume->emboss_shape->projection.use_surface)
start_distance = calc_distance(gl_volume, raycast_manager, &condition);
surface_drag = SurfaceDrag{mouse_offset, world_tr, instance_tr_inv,
gl_volume_ptr, condition, start_angle,
start_distance, true, mouse_offset_without_sla_shift};
// disable moving with object by mouse
canvas.enable_moving(false);
canvas.enable_picking(false);
return true;
}
bool dragging(const Vec2d &mouse_pos,
const Camera &camera,
std::optional<SurfaceDrag> &surface_drag,
GLCanvas3D &canvas,
const RaycastManager &raycast_manager,
const std::optional<double> &up_limit)
{
Vec2d offseted_mouse = mouse_pos + surface_drag->mouse_offset_without_sla_shift;
std::optional<RaycastManager::Hit> hit = ray_from_camera(
raycast_manager, offseted_mouse, camera, &surface_drag->condition);
surface_drag->exist_hit = hit.has_value();
if (!hit.has_value()) {
// cross hair need redraw
canvas.set_as_dirty();
return true;
}
auto world_linear = surface_drag->world.linear();
// Calculate offset: transformation to wanted position
{
// Reset skew of the text Z axis:
// Project the old Z axis into a new Z axis, which is perpendicular to the old XY plane.
Vec3d old_z = world_linear.col(2);
Vec3d new_z = world_linear.col(0).cross(world_linear.col(1));
world_linear.col(2) = new_z * (old_z.dot(new_z) / new_z.squaredNorm());
}
Vec3d text_z_world = world_linear.col(2); // world_linear * Vec3d::UnitZ()
auto z_rotation = Eigen::Quaternion<double, Eigen::DontAlign>::FromTwoVectors(text_z_world, hit->normal);
Transform3d world_new = z_rotation * surface_drag->world;
auto world_new_linear = world_new.linear();
// Fix direction of up vector to zero initial rotation
if(up_limit.has_value()){
Vec3d z_world = world_new_linear.col(2);
z_world.normalize();
Vec3d wanted_up = Emboss::suggest_up(z_world, *up_limit);
Vec3d y_world = world_new_linear.col(1);
auto y_rotation = Eigen::Quaternion<double, Eigen::DontAlign>::FromTwoVectors(y_world, wanted_up);
world_new = y_rotation * world_new;
world_new_linear = world_new.linear();
}
// Edit position from right
Transform3d volume_new{Eigen::Translation<double, 3>(surface_drag->instance_inv * hit->position)};
volume_new.linear() = surface_drag->instance_inv.linear() * world_new_linear;
// Check that transformation matrix is valid transformation
assert(volume_new.matrix()(0, 0) == volume_new.matrix()(0, 0)); // Check valid transformation not a NAN
if (volume_new.matrix()(0, 0) != volume_new.matrix()(0, 0))
return true;
// Check that scale in world did not changed
assert(!calc_scale(world_linear, world_new_linear, Vec3d::UnitY()).has_value());
assert(!calc_scale(world_linear, world_new_linear, Vec3d::UnitZ()).has_value());
const ModelVolume *volume = get_model_volume(*surface_drag->gl_volume, canvas.get_model()->objects);
// fix baked transformation from .3mf store process
if (volume != nullptr && volume->emboss_shape.has_value()) {
const std::optional<Slic3r::Transform3d> &fix = volume->emboss_shape->fix_3mf_tr;
if (fix.has_value())
volume_new = volume_new * (*fix);
// apply move in Z direction and rotation by up vector
Emboss::apply_transformation(surface_drag->start_angle, surface_drag->start_distance, volume_new);
}
// Update transformation for all instances
for (GLVolume *vol : canvas.get_volumes().volumes) {
if (vol->object_idx() != surface_drag->gl_volume->object_idx() || vol->volume_idx() != surface_drag->gl_volume->volume_idx())
continue;
vol->set_volume_transformation(volume_new);
}
canvas.set_as_dirty();
return true;
}
} // namespace