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116 lines
4.3 KiB
C++
116 lines
4.3 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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namespace Slic3r {
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class GLVolume;
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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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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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// Flag whether coordinate hit some volume
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bool exist_hit = true;
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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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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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/// 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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/// 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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/// <returns>True when apply change otherwise false</returns>
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bool face_selected_volume_to_camera(const Camera &camera, GLCanvas3D &canvas);
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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="canvas">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(GLCanvas3D &canvas, 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="canvas">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(GLCanvas3D &canvas, double relative_move);
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} // namespace Slic3r::GUI
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#endif // slic3r_SurfaceDrag_hpp_
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