PrusaSlicer/src/slic3r/GUI/SurfaceDrag.hpp
Filip Sykala - NTB T15p a5ea46a83a Add SVG gizmo - buildable
2023-03-07 16:47:12 +01:00

116 lines
4.3 KiB
C++

#ifndef slic3r_SurfaceDrag_hpp_
#define slic3r_SurfaceDrag_hpp_
#include <optional>
#include "libslic3r/Point.hpp" // Vec2d, Transform3d
#include "slic3r/Utils/RaycastManager.hpp"
#include "wx/event.h" // wxMouseEvent
namespace Slic3r {
class GLVolume;
} // namespace Slic3r
namespace Slic3r::GUI {
class GLCanvas3D;
class Selection;
struct Camera;
// Data for drag&drop over surface with mouse
struct SurfaceDrag
{
// hold screen coor offset of cursor from object center
Vec2d mouse_offset;
// Start dragging text transformations to world
Transform3d world;
// Invers transformation of text volume instance
// Help convert world transformation to instance space
Transform3d instance_inv;
// Dragged gl volume
GLVolume *gl_volume;
// condition for raycaster
RaycastManager::AllowVolumes condition;
// initial rotation in Z axis of volume
std::optional<float> start_angle;
// Flag whether coordinate hit some volume
bool exist_hit = true;
};
// Limit direction of up vector on model
// Between side and top surface
constexpr double up_limit = 0.9;
/// <summary>
/// Mouse event handler, when move(drag&drop) volume over model surface
/// NOTE: Dragged volume has to be selected. And also has to be hovered on start of dragging.
/// </summary>
/// <param name="mouse_event">Contain type of event and mouse position</param>
/// <param name="camera">Actual viewport of camera</param>
/// <param name="surface_drag">Structure which keep information about dragging</param>
/// <param name="canvas">Contain gl_volumes and selection</param>
/// <param name="raycast_manager">AABB trees for raycast in object
/// Refresh state inside of function </param>
/// <param name="up_limit">When set than use correction of up vector</param>
/// <returns>True when event is processed otherwise false</returns>
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 = {});
/// <summary>
/// Calculate translation of volume onto surface of model
/// </summary>
/// <param name="selection">Must contain only one selected volume, Transformation of current instance</param>
/// <param name="raycast_manager">AABB trees of object. Actualize object</param>
/// <returns>Offset of volume in volume coordinate</returns>
std::optional<Vec3d> calc_surface_offset(const Selection &selection, RaycastManager &raycast_manager);
/// <summary>
/// Get transformation to world
/// - use fix after store to 3mf when exists
/// </summary>
/// <param name="gl_volume">Scene volume</param>
/// <param name="objects">To identify Model volume with fix transformation</param>
/// <returns>Fixed Transformation of gl_volume</returns>
Transform3d world_matrix_fixed(const GLVolume &gl_volume, const ModelObjectPtrs& objects);
/// <summary>
/// Get transformation to world
/// - use fix after store to 3mf when exists
/// NOTE: when not one volume selected return identity
/// </summary>
/// <param name="selection">Selected volume</param>
/// <returns>Fixed Transformation of selected volume in selection</returns>
Transform3d world_matrix_fixed(const Selection &selection);
/// <summary>
/// Apply camera direction for emboss direction
/// </summary>
/// <param name="camera">Define view vector</param>
/// <param name="canvas">Containe Selected ModelVolume to modify orientation</param>
/// <returns>True when apply change otherwise false</returns>
bool face_selected_volume_to_camera(const Camera &camera, GLCanvas3D &canvas);
/// <summary>
/// Rotation around z Axis(emboss direction)
/// </summary>
/// <param name="canvas">Selected volume for rotation</param>
/// <param name="relative_angle">Relative angle to rotate around emboss direction</param>
void do_local_z_rotate(GLCanvas3D &canvas, double relative_angle);
/// <summary>
/// Translation along local z Axis (emboss direction)
/// </summary>
/// <param name="canvas">Selected volume for translate</param>
/// <param name="relative_move">Relative move along emboss direction</param>
void do_local_z_move(GLCanvas3D &canvas, double relative_move);
} // namespace Slic3r::GUI
#endif // slic3r_SurfaceDrag_hpp_