diff options
author | bubnikv <bubnikv@gmail.com> | 2019-06-24 16:27:43 +0300 |
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committer | bubnikv <bubnikv@gmail.com> | 2019-06-24 16:27:43 +0300 |
commit | 5320ed9374d4559ac0fcc5a299bd79018ed9a1cb (patch) | |
tree | a130db0c7adfed8b5cf2ce63645387da36cf5927 /src/slic3r/GUI/Camera.cpp | |
parent | 198600543dd707a51f29660c2583459ae2b34933 (diff) | |
parent | e737f15bfa68236d184dfba5861a3389fb903986 (diff) |
Merge branch 'master' of https://github.com/Prusa3d/PrusaSlicer
Diffstat (limited to 'src/slic3r/GUI/Camera.cpp')
-rw-r--r-- | src/slic3r/GUI/Camera.cpp | 339 |
1 files changed, 322 insertions, 17 deletions
diff --git a/src/slic3r/GUI/Camera.cpp b/src/slic3r/GUI/Camera.cpp index dd6cbefe1..1f8513ac2 100644 --- a/src/slic3r/GUI/Camera.cpp +++ b/src/slic3r/GUI/Camera.cpp @@ -2,6 +2,8 @@ #include "Camera.hpp" #include "3DScene.hpp" +#include "GUI_App.hpp" +#include "AppConfig.hpp" #include <GL/glew.h> @@ -19,32 +21,71 @@ static const float VIEW_REAR[2] = { 180.0f, 90.0f }; namespace Slic3r { namespace GUI { +const double Camera::DefaultDistance = 1000.0; +double Camera::FrustrumMinZSize = 50.0; +double Camera::FrustrumZMargin = 10.0; +double Camera::FovMinDeg = 5.0; +double Camera::FovMaxDeg = 75.0; + Camera::Camera() - : type(Ortho) - , zoom(1.0f) - , phi(45.0f) -// , distance(0.0f) + : phi(45.0f) , requires_zoom_to_bed(false) , inverted_phi(false) - , m_theta(45.0f) + , m_type(Ortho) , m_target(Vec3d::Zero()) + , m_theta(45.0f) + , m_zoom(1.0) + , m_distance(DefaultDistance) + , m_gui_scale(1.0) + , m_view_matrix(Transform3d::Identity()) + , m_projection_matrix(Transform3d::Identity()) { } std::string Camera::get_type_as_string() const { - switch (type) + switch (m_type) { - default: case Unknown: return "unknown"; -// case Perspective: -// return "perspective"; + case Perspective: + return "perspective"; + default: case Ortho: - return "ortho"; + return "orthographic"; }; } +void Camera::set_type(EType type) +{ + if (m_type != type) + { + m_type = type; + + wxGetApp().app_config->set("camera_type", std::to_string(m_type)); + wxGetApp().app_config->save(); + } +} + +void Camera::set_type(const std::string& type) +{ + if (!type.empty() && (type != "1")) + { + unsigned char type_id = atoi(type.c_str()); + if (((unsigned char)Ortho < type_id) && (type_id < (unsigned char)Num_types)) + set_type((Camera::EType)type_id); + } +} + +void Camera::select_next_type() +{ + unsigned char next = (unsigned char)m_type + 1; + if (next == (unsigned char)Num_types) + next = 1; + + set_type((EType)next); +} + void Camera::set_target(const Vec3d& target) { m_target = target; @@ -65,9 +106,20 @@ void Camera::set_theta(float theta, bool apply_limit) } } -void Camera::set_scene_box(const BoundingBoxf3& box) +void Camera::set_zoom(double zoom, const BoundingBoxf3& max_box, int canvas_w, int canvas_h) { - m_scene_box = box; + zoom = std::max(std::min(zoom, 4.0), -4.0) / 10.0; + zoom = m_zoom / (1.0 - zoom); + + // Don't allow to zoom too far outside the scene. + double zoom_min = calc_zoom_to_bounding_box_factor(max_box, canvas_w, canvas_h); + if (zoom_min > 0.0) + zoom = std::max(zoom, zoom_min * 0.7); + + // Don't allow to zoom too close to the scene. + zoom = std::min(zoom, 100.0); + + m_zoom = zoom; } bool Camera::select_view(const std::string& direction) @@ -99,6 +151,18 @@ bool Camera::select_view(const std::string& direction) return false; } +double Camera::get_fov() const +{ + switch (m_type) + { + case Perspective: + return 2.0 * Geometry::rad2deg(std::atan(1.0 / m_projection_matrix.matrix()(1, 1))); + default: + case Ortho: + return 0.0; + }; +} + void Camera::apply_viewport(int x, int y, unsigned int w, unsigned int h) const { glsafe(::glViewport(0, 0, w, h)); @@ -107,27 +171,268 @@ void Camera::apply_viewport(int x, int y, unsigned int w, unsigned int h) const void Camera::apply_view_matrix() const { + double theta_rad = Geometry::deg2rad(-(double)m_theta); + double phi_rad = Geometry::deg2rad((double)phi); + double sin_theta = ::sin(theta_rad); + Vec3d camera_pos = m_target + m_distance * Vec3d(sin_theta * ::sin(phi_rad), sin_theta * ::cos(phi_rad), ::cos(theta_rad)); + glsafe(::glMatrixMode(GL_MODELVIEW)); glsafe(::glLoadIdentity()); glsafe(::glRotatef(-m_theta, 1.0f, 0.0f, 0.0f)); // pitch - glsafe(::glRotatef(phi, 0.0f, 0.0f, 1.0f)); // yaw - glsafe(::glTranslated(-m_target(0), -m_target(1), -m_target(2))); + glsafe(::glRotatef(phi, 0.0f, 0.0f, 1.0f)); // yaw + + glsafe(::glTranslated(-camera_pos(0), -camera_pos(1), -camera_pos(2))); glsafe(::glGetDoublev(GL_MODELVIEW_MATRIX, m_view_matrix.data())); } -void Camera::apply_ortho_projection(float x_min, float x_max, float y_min, float y_max, float z_min, float z_max) const +void Camera::apply_projection(const BoundingBoxf3& box) const { + m_distance = DefaultDistance; + double w = 0.0; + double h = 0.0; + + while (true) + { + m_frustrum_zs = calc_tight_frustrum_zs_around(box); + + w = (double)m_viewport[2]; + h = (double)m_viewport[3]; + + double two_zoom = 2.0 * m_zoom; + if (two_zoom != 0.0) + { + double inv_two_zoom = 1.0 / two_zoom; + w *= inv_two_zoom; + h *= inv_two_zoom; + } + + switch (m_type) + { + default: + case Ortho: + { + m_gui_scale = 1.0; + break; + } + case Perspective: + { + // scale near plane to keep w and h constant on the plane at z = m_distance + double scale = m_frustrum_zs.first / m_distance; + w *= scale; + h *= scale; + m_gui_scale = scale; + break; + } + } + + if (m_type == Perspective) + { + double fov_rad = 2.0 * std::atan(h / m_frustrum_zs.first); + double fov_deg = Geometry::rad2deg(fov_rad); + + // adjust camera distance to keep fov in a limited range + if (fov_deg > FovMaxDeg + 0.001) + { + double new_near_z = h / ::tan(0.5 * Geometry::deg2rad(FovMaxDeg)); + m_distance += (new_near_z - m_frustrum_zs.first); + apply_view_matrix(); + } + else if (fov_deg < FovMinDeg - 0.001) + { + double new_near_z = h / ::tan(0.5 * Geometry::deg2rad(FovMinDeg)); + m_distance += (new_near_z - m_frustrum_zs.first); + apply_view_matrix(); + } + else + break; + } + else + break; + } + glsafe(::glMatrixMode(GL_PROJECTION)); glsafe(::glLoadIdentity()); - glsafe(::glOrtho(x_min, x_max, y_min, y_max, z_min, z_max)); - glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, m_projection_matrix.data())); + switch (m_type) + { + default: + case Ortho: + { + glsafe(::glOrtho(-w, w, -h, h, m_frustrum_zs.first, m_frustrum_zs.second)); + break; + } + case Perspective: + { + glsafe(::glFrustum(-w, w, -h, h, m_frustrum_zs.first, m_frustrum_zs.second)); + break; + } + } + glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, m_projection_matrix.data())); glsafe(::glMatrixMode(GL_MODELVIEW)); } +void Camera::zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h) +{ + // Calculate the zoom factor needed to adjust the view around the given box. + double zoom = calc_zoom_to_bounding_box_factor(box, canvas_w, canvas_h); + if (zoom > 0.0) + { + m_zoom = zoom; + // center view around box center + m_target = box.center(); + } +} + +#if ENABLE_CAMERA_STATISTICS +void Camera::debug_render() const +{ + ImGuiWrapper& imgui = *wxGetApp().imgui(); + imgui.set_next_window_bg_alpha(0.5f); + imgui.begin(std::string("Camera statistics"), ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse); + + std::string type = get_type_as_string(); + Vec3f position = get_position().cast<float>(); + Vec3f target = m_target.cast<float>(); + float distance = (float)get_distance(); + Vec3f forward = get_dir_forward().cast<float>(); + Vec3f right = get_dir_right().cast<float>(); + Vec3f up = get_dir_up().cast<float>(); + float nearZ = (float)m_frustrum_zs.first; + float farZ = (float)m_frustrum_zs.second; + float deltaZ = farZ - nearZ; + float zoom = (float)m_zoom; + float fov = (float)get_fov(); + float gui_scale = (float)get_gui_scale(); + + ImGui::InputText("Type", const_cast<char*>(type.data()), type.length(), ImGuiInputTextFlags_ReadOnly); + ImGui::Separator(); + ImGui::InputFloat3("Position", position.data(), "%.6f", ImGuiInputTextFlags_ReadOnly); + ImGui::InputFloat3("Target", target.data(), "%.6f", ImGuiInputTextFlags_ReadOnly); + ImGui::InputFloat("Distance", &distance, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly); + ImGui::Separator(); + ImGui::InputFloat3("Forward", forward.data(), "%.6f", ImGuiInputTextFlags_ReadOnly); + ImGui::InputFloat3("Right", right.data(), "%.6f", ImGuiInputTextFlags_ReadOnly); + ImGui::InputFloat3("Up", up.data(), "%.6f", ImGuiInputTextFlags_ReadOnly); + ImGui::Separator(); + ImGui::InputFloat("Near Z", &nearZ, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly); + ImGui::InputFloat("Far Z", &farZ, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly); + ImGui::InputFloat("Delta Z", &deltaZ, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly); + ImGui::Separator(); + ImGui::InputFloat("Zoom", &zoom, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly); + ImGui::InputFloat("Fov", &fov, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly); + ImGui::Separator(); + ImGui::InputFloat("GUI scale", &gui_scale, 0.0f, 0.0f, "%.6f", ImGuiInputTextFlags_ReadOnly); + imgui.end(); +} +#endif // ENABLE_CAMERA_STATISTICS + +std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBoxf3& box) const +{ + std::pair<double, double> ret = std::make_pair(DBL_MAX, -DBL_MAX); + + Vec3d bb_min = box.min; + Vec3d bb_max = box.max; + + // box vertices in world space + std::vector<Vec3d> vertices; + vertices.reserve(8); + vertices.push_back(bb_min); + vertices.emplace_back(bb_max(0), bb_min(1), bb_min(2)); + vertices.emplace_back(bb_max(0), bb_max(1), bb_min(2)); + vertices.emplace_back(bb_min(0), bb_max(1), bb_min(2)); + vertices.emplace_back(bb_min(0), bb_min(1), bb_max(2)); + vertices.emplace_back(bb_max(0), bb_min(1), bb_max(2)); + vertices.push_back(bb_max); + vertices.emplace_back(bb_min(0), bb_max(1), bb_max(2)); + + // set the Z range in eye coordinates (negative Zs are in front of the camera) + for (const Vec3d& v : vertices) + { + double z = -(m_view_matrix * v)(2); + ret.first = std::min(ret.first, z); + ret.second = std::max(ret.second, z); + } + + // apply margin + ret.first -= FrustrumZMargin; + ret.second += FrustrumZMargin; + + // ensure min size + if (ret.second - ret.first < FrustrumMinZSize) + { + double mid_z = 0.5 * (ret.first + ret.second); + double half_size = 0.5 * FrustrumMinZSize; + ret.first = mid_z - half_size; + ret.second = mid_z + half_size; + } + + return ret; +} + +double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int canvas_w, int canvas_h) const +{ + double max_bb_size = box.max_size(); + if (max_bb_size == 0.0) + return -1.0; + + // project the box vertices on a plane perpendicular to the camera forward axis + // then calculates the vertices coordinate on this plane along the camera xy axes + + // ensure that the view matrix is updated + apply_view_matrix(); + + Vec3d right = get_dir_right(); + Vec3d up = get_dir_up(); + Vec3d forward = get_dir_forward(); + + Vec3d bb_min = box.min; + Vec3d bb_max = box.max; + Vec3d bb_center = box.center(); + + // box vertices in world space + std::vector<Vec3d> vertices; + vertices.reserve(8); + vertices.push_back(bb_min); + vertices.emplace_back(bb_max(0), bb_min(1), bb_min(2)); + vertices.emplace_back(bb_max(0), bb_max(1), bb_min(2)); + vertices.emplace_back(bb_min(0), bb_max(1), bb_min(2)); + vertices.emplace_back(bb_min(0), bb_min(1), bb_max(2)); + vertices.emplace_back(bb_max(0), bb_min(1), bb_max(2)); + vertices.push_back(bb_max); + vertices.emplace_back(bb_min(0), bb_max(1), bb_max(2)); + + double max_x = 0.0; + double max_y = 0.0; + + // margin factor to give some empty space around the box + double margin_factor = 1.25; + + for (const Vec3d& v : vertices) + { + // project vertex on the plane perpendicular to camera forward axis + Vec3d pos(v(0) - bb_center(0), v(1) - bb_center(1), v(2) - bb_center(2)); + Vec3d proj_on_plane = pos - pos.dot(forward) * forward; + + // calculates vertex coordinate along camera xy axes + double x_on_plane = proj_on_plane.dot(right); + double y_on_plane = proj_on_plane.dot(up); + + max_x = std::max(max_x, std::abs(x_on_plane)); + max_y = std::max(max_y, std::abs(y_on_plane)); + } + + if ((max_x == 0.0) || (max_y == 0.0)) + return -1.0f; + + max_x *= margin_factor; + max_y *= margin_factor; + + return std::min((double)canvas_w / (2.0 * max_x), (double)canvas_h / (2.0 * max_y)); +} + } // GUI } // Slic3r |