PrusaSlicer/src/slic3r/GUI/Gizmos/GLGizmoBase.cpp
2022-12-06 12:17:01 +01:00

360 lines
14 KiB
C++

#include "GLGizmoBase.hpp"
#include "slic3r/GUI/GLCanvas3D.hpp"
#include <GL/glew.h>
#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<MeshRaycaster>(std::make_shared<const TriangleMesh>(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<MeshRaycaster>(std::make_shared<const TriangleMesh>(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<Transform3d> 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<int>(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