diff options
author | Enrico Turri <enricoturri@seznam.cz> | 2018-08-23 16:37:38 +0300 |
---|---|---|
committer | Enrico Turri <enricoturri@seznam.cz> | 2018-08-23 16:37:38 +0300 |
commit | 66ce6384392a7a748e1535a8d84671ffe9f01ef7 (patch) | |
tree | 2b5b5c805171667fab51db69f6620f061c066003 /xs/src/slic3r/GUI/3DScene.cpp | |
parent | a5fcdeec23dd7a4ac17f1331310e6275cd4ef2ca (diff) | |
parent | 76d60070eb8ccb10f60aebb8036075a2065a9fb8 (diff) |
Fixed conflicts after merging with branch eigenize
Diffstat (limited to 'xs/src/slic3r/GUI/3DScene.cpp')
-rw-r--r-- | xs/src/slic3r/GUI/3DScene.cpp | 244 |
1 files changed, 119 insertions, 125 deletions
diff --git a/xs/src/slic3r/GUI/3DScene.cpp b/xs/src/slic3r/GUI/3DScene.cpp index dd7a3fb4a..a3f7e0a4c 100644 --- a/xs/src/slic3r/GUI/3DScene.cpp +++ b/xs/src/slic3r/GUI/3DScene.cpp @@ -26,11 +26,6 @@ #include "GUI.hpp" -static const float UNIT_MATRIX[] = { 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f }; - namespace Slic3r { void GLIndexedVertexArray::load_mesh_flat_shading(const TriangleMesh &mesh) @@ -44,7 +39,7 @@ void GLIndexedVertexArray::load_mesh_flat_shading(const TriangleMesh &mesh) for (int i = 0; i < mesh.stl.stats.number_of_facets; ++ i) { const stl_facet &facet = mesh.stl.facet_start[i]; for (int j = 0; j < 3; ++ j) - this->push_geometry(facet.vertex[j].x, facet.vertex[j].y, facet.vertex[j].z, facet.normal.x, facet.normal.y, facet.normal.z); + this->push_geometry(facet.vertex[j](0), facet.vertex[j](1), facet.vertex[j](2), facet.normal(0), facet.normal(1), facet.normal(2)); } } @@ -60,7 +55,7 @@ void GLIndexedVertexArray::load_mesh_full_shading(const TriangleMesh &mesh) for (int i = 0; i < mesh.stl.stats.number_of_facets; ++i) { const stl_facet &facet = mesh.stl.facet_start[i]; for (int j = 0; j < 3; ++j) - this->push_geometry(facet.vertex[j].x, facet.vertex[j].y, facet.vertex[j].z, facet.normal.x, facet.normal.y, facet.normal.z); + this->push_geometry(facet.vertex[j](0), facet.vertex[j](1), facet.vertex[j](2), facet.normal(0), facet.normal(1), facet.normal(2)); this->push_triangle(vertices_count, vertices_count + 1, vertices_count + 2); vertices_count += 3; @@ -200,7 +195,8 @@ const float GLVolume::OUTSIDE_COLOR[4] = { 0.0f, 0.38f, 0.8f, 1.0f }; const float GLVolume::SELECTED_OUTSIDE_COLOR[4] = { 0.19f, 0.58f, 1.0f, 1.0f }; GLVolume::GLVolume(float r, float g, float b, float a) - : m_angle_z(0.0f) + : m_origin(0, 0, 0) + , m_angle_z(0.0f) , m_scale_factor(1.0f) , m_transformed_bounding_box_dirty(true) , m_transformed_convex_hull_bounding_box_dirty(true) @@ -257,12 +253,12 @@ void GLVolume::set_render_color() set_render_color(color, 4); } -const Pointf3& GLVolume::get_origin() const +const Vec3d& GLVolume::get_origin() const { return m_origin; } -void GLVolume::set_origin(const Pointf3& origin) +void GLVolume::set_origin(const Vec3d& origin) { if (m_origin != origin) { @@ -297,15 +293,13 @@ void GLVolume::set_convex_hull(const TriangleMesh& convex_hull) m_convex_hull = &convex_hull; } -std::vector<float> GLVolume::world_matrix() const +Transform3d GLVolume::world_matrix() const { - std::vector<float> world_mat(UNIT_MATRIX, std::end(UNIT_MATRIX)); - Eigen::Transform<float, 3, Eigen::Affine> m = Eigen::Transform<float, 3, Eigen::Affine>::Identity(); - m.translate(Eigen::Vector3f((float)m_origin.x, (float)m_origin.y, (float)m_origin.z)); - m.rotate(Eigen::AngleAxisf(m_angle_z, Eigen::Vector3f::UnitZ())); - m.scale(m_scale_factor); - ::memcpy((void*)world_mat.data(), (const void*)m.data(), 16 * sizeof(float)); - return world_mat; + Transform3d matrix = Transform3d::Identity(); + matrix.translate(m_origin); + matrix.rotate(Eigen::AngleAxisd((double)m_angle_z, Vec3d::UnitZ())); + matrix.scale((double)m_scale_factor); + return matrix; } BoundingBoxf3 GLVolume::transformed_bounding_box() const @@ -376,7 +370,7 @@ void GLVolume::render() const ::glCullFace(GL_BACK); ::glPushMatrix(); - ::glTranslated(m_origin.x, m_origin.y, m_origin.z); + ::glTranslated(m_origin(0), m_origin(1), m_origin(2)); ::glRotatef(m_angle_z * 180.0f / PI, 0.0f, 0.0f, 1.0f); ::glScalef(m_scale_factor, m_scale_factor, m_scale_factor); if (this->indexed_vertex_array.indexed()) @@ -410,7 +404,7 @@ void GLVolume::render_using_layer_height() const glUniform1f(z_texture_row_to_normalized_id, (GLfloat)(1.0f / layer_height_texture_height())); if (z_cursor_id >= 0) - glUniform1f(z_cursor_id, (GLfloat)(layer_height_texture_data.print_object->model_object()->bounding_box().max.z * layer_height_texture_data.z_cursor_relative)); + glUniform1f(z_cursor_id, (GLfloat)(layer_height_texture_data.print_object->model_object()->bounding_box().max(2) * layer_height_texture_data.z_cursor_relative)); if (z_cursor_band_width_id >= 0) glUniform1f(z_cursor_band_width_id, (GLfloat)layer_height_texture_data.edit_band_width); @@ -502,7 +496,7 @@ void GLVolume::render_VBOs(int color_id, int detection_id, int worldmatrix_id) c ::glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr); ::glPushMatrix(); - ::glTranslated(m_origin.x, m_origin.y, m_origin.z); + ::glTranslated(m_origin(0), m_origin(1), m_origin(2)); ::glRotatef(m_angle_z * 180.0f / PI, 0.0f, 0.0f, 1.0f); ::glScalef(m_scale_factor, m_scale_factor, m_scale_factor); @@ -547,7 +541,7 @@ void GLVolume::render_legacy() const ::glNormalPointer(GL_FLOAT, 6 * sizeof(float), indexed_vertex_array.vertices_and_normals_interleaved.data()); ::glPushMatrix(); - ::glTranslated(m_origin.x, m_origin.y, m_origin.z); + ::glTranslated(m_origin(0), m_origin(1), m_origin(2)); ::glRotatef(m_angle_z * 180.0f / PI, 0.0f, 0.0f, 1.0f); ::glScalef(m_scale_factor, m_scale_factor, m_scale_factor); @@ -562,7 +556,7 @@ void GLVolume::render_legacy() const double GLVolume::layer_height_texture_z_to_row_id() const { - return (this->layer_height_texture.get() == nullptr) ? 0.0 : double(this->layer_height_texture->cells - 1) / (double(this->layer_height_texture->width) * this->layer_height_texture_data.print_object->model_object()->bounding_box().max.z); + return (this->layer_height_texture.get() == nullptr) ? 0.0 : double(this->layer_height_texture->cells - 1) / (double(this->layer_height_texture->width) * this->layer_height_texture_data.print_object->model_object()->bounding_box().max(2)); } void GLVolume::generate_layer_height_texture(PrintObject *print_object, bool force) @@ -667,7 +661,7 @@ std::vector<int> GLVolumeCollection::load_object( } v.is_modifier = model_volume->modifier; v.shader_outside_printer_detection_enabled = !model_volume->modifier; - v.set_origin(Pointf3(instance->offset.x, instance->offset.y, 0.0)); + v.set_origin(Vec3d(instance->offset(0), instance->offset(1), 0.0)); v.set_angle_z(instance->rotation); v.set_scale_factor(instance->scaling_factor); } @@ -698,16 +692,16 @@ int GLVolumeCollection::load_wipe_tower_preview( // We'll now create the box with jagged edge. y-coordinates of the pre-generated model are shifted so that the front // edge has y=0 and centerline of the back edge has y=depth: Pointf3s points; - std::vector<Point3> facets; + std::vector<Vec3crd> facets; float out_points_idx[][3] = {{0, -depth, 0}, {0, 0, 0}, {38.453, 0, 0}, {61.547, 0, 0}, {100, 0, 0}, {100, -depth, 0}, {55.7735, -10, 0}, {44.2265, 10, 0}, {38.453, 0, 1}, {0, 0, 1}, {0, -depth, 1}, {100, -depth, 1}, {100, 0, 1}, {61.547, 0, 1}, {55.7735, -10, 1}, {44.2265, 10, 1}}; int out_facets_idx[][3] = {{0, 1, 2}, {3, 4, 5}, {6, 5, 0}, {3, 5, 6}, {6, 2, 7}, {6, 0, 2}, {8, 9, 10}, {11, 12, 13}, {10, 11, 14}, {14, 11, 13}, {15, 8, 14}, {8, 10, 14}, {3, 12, 4}, {3, 13, 12}, {6, 13, 3}, {6, 14, 13}, {7, 14, 6}, {7, 15, 14}, {2, 15, 7}, {2, 8, 15}, {1, 8, 2}, {1, 9, 8}, {0, 9, 1}, {0, 10, 9}, {5, 10, 0}, {5, 11, 10}, {4, 11, 5}, {4, 12, 11}}; for (int i=0;i<16;++i) - points.push_back(Pointf3(out_points_idx[i][0] / (100.f/min_width), out_points_idx[i][1] + depth, out_points_idx[i][2])); + points.push_back(Vec3d(out_points_idx[i][0] / (100.f/min_width), out_points_idx[i][1] + depth, out_points_idx[i][2])); for (int i=0;i<28;++i) - facets.push_back(Point3(out_facets_idx[i][0], out_facets_idx[i][1], out_facets_idx[i][2])); + facets.push_back(Vec3crd(out_facets_idx[i][0], out_facets_idx[i][1], out_facets_idx[i][2])); TriangleMesh tooth_mesh(points, facets); // We have the mesh ready. It has one tooth and width of min_width. We will now append several of these together until we are close to @@ -718,7 +712,7 @@ int GLVolumeCollection::load_wipe_tower_preview( tooth_mesh.translate(min_width, 0.f, 0.f); } - mesh.scale(Pointf3(width/(n*min_width), 1.f, height)); // Scaling to proper width + mesh.scale(Vec3d(width/(n*min_width), 1.f, height)); // Scaling to proper width } else mesh = make_cube(width, depth, height); @@ -738,7 +732,7 @@ int GLVolumeCollection::load_wipe_tower_preview( else v.indexed_vertex_array.load_mesh_flat_shading(mesh); - v.set_origin(Pointf3(pos_x, pos_y, 0.)); + v.set_origin(Vec3d(pos_x, pos_y, 0.)); // finalize_geometry() clears the vertex arrays, therefore the bounding box has to be computed before finalize_geometry(). v.bounding_box = v.indexed_vertex_array.bounding_box(); @@ -824,9 +818,9 @@ bool GLVolumeCollection::check_outside_state(const DynamicPrintConfig* config, M return false; BoundingBox bed_box_2D = get_extents(Polygon::new_scale(opt->values)); - BoundingBoxf3 print_volume(Pointf3(unscale(bed_box_2D.min.x), unscale(bed_box_2D.min.y), 0.0), Pointf3(unscale(bed_box_2D.max.x), unscale(bed_box_2D.max.y), config->opt_float("max_print_height"))); + BoundingBoxf3 print_volume(unscale(bed_box_2D.min(0), bed_box_2D.min(1), 0.0), unscale(bed_box_2D.max(0), bed_box_2D.max(1), unscale<double>(config->opt_float("max_print_height")))); // Allow the objects to protrude below the print bed - print_volume.min.z = -1e10; + print_volume.min(2) = -1e10; ModelInstance::EPrintVolumeState state = ModelInstance::PVS_Inside; bool all_contained = true; @@ -989,8 +983,8 @@ static void thick_lines_to_indexed_vertex_array( // right, left, top, bottom int idx_prev[4] = { -1, -1, -1, -1 }; double bottom_z_prev = 0.; - Pointf b1_prev; - Vectorf v_prev; + Vec2d b1_prev(Vec2d::Zero()); + Vec2d v_prev(Vec2d::Zero()); int idx_initial[4] = { -1, -1, -1, -1 }; double width_initial = 0.; double bottom_z_initial = 0.0; @@ -1000,7 +994,7 @@ static void thick_lines_to_indexed_vertex_array( for (size_t ii = 0; ii < lines_end; ++ ii) { size_t i = (ii == lines.size()) ? 0 : ii; const Line &line = lines[i]; - double len = unscale(line.length()); + double len = unscale<double>(line.length()); double inv_len = 1.0 / len; double bottom_z = top_z - heights[i]; double middle_z = 0.5 * (top_z + bottom_z); @@ -1010,29 +1004,29 @@ static void thick_lines_to_indexed_vertex_array( bool is_last = (ii == lines_end - 1); bool is_closing = closed && is_last; - Vectorf v = Vectorf::new_unscale(line.vector()); - v.scale(inv_len); + Vec2d v = unscale(line.vector()); + v *= inv_len; - Pointf a = Pointf::new_unscale(line.a); - Pointf b = Pointf::new_unscale(line.b); - Pointf a1 = a; - Pointf a2 = a; - Pointf b1 = b; - Pointf b2 = b; + Vec2d a = unscale(line.a); + Vec2d b = unscale(line.b); + Vec2d a1 = a; + Vec2d a2 = a; + Vec2d b1 = b; + Vec2d b2 = b; { double dist = 0.5 * width; // scaled - double dx = dist * v.x; - double dy = dist * v.y; - a1.translate(+dy, -dx); - a2.translate(-dy, +dx); - b1.translate(+dy, -dx); - b2.translate(-dy, +dx); + double dx = dist * v(0); + double dy = dist * v(1); + a1 += Vec2d(+dy, -dx); + a2 += Vec2d(-dy, +dx); + b1 += Vec2d(+dy, -dx); + b2 += Vec2d(-dy, +dx); } // calculate new XY normals Vector n = line.normal(); - Vectorf3 xy_right_normal = Vectorf3::new_unscale(n.x, n.y, 0); - xy_right_normal.scale(inv_len); + Vec3d xy_right_normal = unscale(n(0), n(1), 0); + xy_right_normal *= inv_len; int idx_a[4]; int idx_b[4]; @@ -1050,7 +1044,7 @@ static void thick_lines_to_indexed_vertex_array( // Share top / bottom vertices if possible. if (is_first) { idx_a[TOP] = idx_last++; - volume.push_geometry(a.x, a.y, top_z , 0., 0., 1.); + volume.push_geometry(a(0), a(1), top_z , 0., 0., 1.); } else { idx_a[TOP] = idx_prev[TOP]; } @@ -1058,11 +1052,11 @@ static void thick_lines_to_indexed_vertex_array( if (is_first || bottom_z_different) { // Start of the 1st line segment or a change of the layer thickness while maintaining the print_z. idx_a[BOTTOM] = idx_last ++; - volume.push_geometry(a.x, a.y, bottom_z, 0., 0., -1.); + volume.push_geometry(a(0), a(1), bottom_z, 0., 0., -1.); idx_a[LEFT ] = idx_last ++; - volume.push_geometry(a2.x, a2.y, middle_z, -xy_right_normal.x, -xy_right_normal.y, -xy_right_normal.z); + volume.push_geometry(a2(0), a2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), -xy_right_normal(2)); idx_a[RIGHT] = idx_last ++; - volume.push_geometry(a1.x, a1.y, middle_z, xy_right_normal.x, xy_right_normal.y, xy_right_normal.z); + volume.push_geometry(a1(0), a1(1), middle_z, xy_right_normal(0), xy_right_normal(1), xy_right_normal(2)); } else { idx_a[BOTTOM] = idx_prev[BOTTOM]; @@ -1076,16 +1070,16 @@ static void thick_lines_to_indexed_vertex_array( } else { // Continuing a previous segment. // Share left / right vertices if possible. - double v_dot = dot(v_prev, v); + double v_dot = v_prev.dot(v); bool sharp = v_dot < 0.707; // sin(45 degrees) if (sharp) { if (!bottom_z_different) { // Allocate new left / right points for the start of this segment as these points will receive their own normals to indicate a sharp turn. idx_a[RIGHT] = idx_last++; - volume.push_geometry(a1.x, a1.y, middle_z, xy_right_normal.x, xy_right_normal.y, xy_right_normal.z); + volume.push_geometry(a1(0), a1(1), middle_z, xy_right_normal(0), xy_right_normal(1), xy_right_normal(2)); idx_a[LEFT] = idx_last++; - volume.push_geometry(a2.x, a2.y, middle_z, -xy_right_normal.x, -xy_right_normal.y, -xy_right_normal.z); + volume.push_geometry(a2(0), a2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), -xy_right_normal(2)); } } if (v_dot > 0.9) { @@ -1101,32 +1095,32 @@ static void thick_lines_to_indexed_vertex_array( { // Create a sharp corner with an overshot and average the left / right normals. // At the crease angle of 45 degrees, the overshot at the corner will be less than (1-1/cos(PI/8)) = 8.2% over an arc. - Pointf intersection; + Vec2d intersection(Vec2d::Zero()); Geometry::ray_ray_intersection(b1_prev, v_prev, a1, v, intersection); a1 = intersection; a2 = 2. * a - intersection; - assert(length(a1.vector_to(a)) < width); - assert(length(a2.vector_to(a)) < width); + assert((a - a1).norm() < width); + assert((a - a2).norm() < width); float *n_left_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[LEFT ] * 6; float *p_left_prev = n_left_prev + 3; float *n_right_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[RIGHT] * 6; float *p_right_prev = n_right_prev + 3; - p_left_prev [0] = float(a2.x); - p_left_prev [1] = float(a2.y); - p_right_prev[0] = float(a1.x); - p_right_prev[1] = float(a1.y); - xy_right_normal.x += n_right_prev[0]; - xy_right_normal.y += n_right_prev[1]; - xy_right_normal.scale(1. / length(xy_right_normal)); - n_left_prev [0] = float(-xy_right_normal.x); - n_left_prev [1] = float(-xy_right_normal.y); - n_right_prev[0] = float( xy_right_normal.x); - n_right_prev[1] = float( xy_right_normal.y); + p_left_prev [0] = float(a2(0)); + p_left_prev [1] = float(a2(1)); + p_right_prev[0] = float(a1(0)); + p_right_prev[1] = float(a1(1)); + xy_right_normal(0) += n_right_prev[0]; + xy_right_normal(1) += n_right_prev[1]; + xy_right_normal *= 1. / xy_right_normal.norm(); + n_left_prev [0] = float(-xy_right_normal(0)); + n_left_prev [1] = float(-xy_right_normal(1)); + n_right_prev[0] = float( xy_right_normal(0)); + n_right_prev[1] = float( xy_right_normal(1)); idx_a[LEFT ] = idx_prev[LEFT ]; idx_a[RIGHT] = idx_prev[RIGHT]; } } - else if (cross(v_prev, v) > 0.) { + else if (cross2(v_prev, v) > 0.) { // Right turn. Fill in the right turn wedge. volume.push_triangle(idx_prev[RIGHT], idx_a [RIGHT], idx_prev[TOP] ); volume.push_triangle(idx_prev[RIGHT], idx_prev[BOTTOM], idx_a [RIGHT] ); @@ -1162,20 +1156,20 @@ static void thick_lines_to_indexed_vertex_array( idx_b[TOP] = idx_initial[TOP]; } else { idx_b[TOP] = idx_last ++; - volume.push_geometry(b.x, b.y, top_z , 0., 0., 1.); + volume.push_geometry(b(0), b(1), top_z , 0., 0., 1.); } if (is_closing && (width == width_initial) && (bottom_z == bottom_z_initial)) { idx_b[BOTTOM] = idx_initial[BOTTOM]; } else { idx_b[BOTTOM] = idx_last ++; - volume.push_geometry(b.x, b.y, bottom_z, 0., 0., -1.); + volume.push_geometry(b(0), b(1), bottom_z, 0., 0., -1.); } // Generate new vertices for the end of this line segment. idx_b[LEFT ] = idx_last ++; - volume.push_geometry(b2.x, b2.y, middle_z, -xy_right_normal.x, -xy_right_normal.y, -xy_right_normal.z); + volume.push_geometry(b2(0), b2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), -xy_right_normal(2)); idx_b[RIGHT ] = idx_last ++; - volume.push_geometry(b1.x, b1.y, middle_z, xy_right_normal.x, xy_right_normal.y, xy_right_normal.z); + volume.push_geometry(b1(0), b1(1), middle_z, xy_right_normal(0), xy_right_normal(1), xy_right_normal(2)); memcpy(idx_prev, idx_b, 4 * sizeof(int)); bottom_z_prev = bottom_z; @@ -1234,15 +1228,15 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines, int idx_initial[4] = { -1, -1, -1, -1 }; int idx_prev[4] = { -1, -1, -1, -1 }; double z_prev = 0.0; - Vectorf3 n_right_prev; - Vectorf3 n_top_prev; - Vectorf3 unit_v_prev; + Vec3d n_right_prev = Vec3d::Zero(); + Vec3d n_top_prev = Vec3d::Zero(); + Vec3d unit_v_prev = Vec3d::Zero(); double width_initial = 0.0; // new vertices around the line endpoints // left, right, top, bottom - Pointf3 a[4]; - Pointf3 b[4]; + Vec3d a[4] = { Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero() }; + Vec3d b[4] = { Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero(), Vec3d::Zero() }; // loop once more in case of closed loops size_t lines_end = closed ? (lines.size() + 1) : lines.size(); @@ -1254,29 +1248,29 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines, double height = heights[i]; double width = widths[i]; - Vectorf3 unit_v = normalize(Vectorf3::new_unscale(line.vector())); + Vec3d unit_v = unscale(line.vector()).normalized(); - Vectorf3 n_top; - Vectorf3 n_right; - Vectorf3 unit_positive_z(0.0, 0.0, 1.0); + Vec3d n_top = Vec3d::Zero(); + Vec3d n_right = Vec3d::Zero(); + Vec3d unit_positive_z(0.0, 0.0, 1.0); - if ((line.a.x == line.b.x) && (line.a.y == line.b.y)) + if ((line.a(0) == line.b(0)) && (line.a(1) == line.b(1))) { // vertical segment - n_right = (line.a.z < line.b.z) ? Vectorf3(-1.0, 0.0, 0.0) : Vectorf3(1.0, 0.0, 0.0); - n_top = Vectorf3(0.0, 1.0, 0.0); + n_right = (line.a(2) < line.b(2)) ? Vec3d(-1.0, 0.0, 0.0) : Vec3d(1.0, 0.0, 0.0); + n_top = Vec3d(0.0, 1.0, 0.0); } else { // generic segment - n_right = normalize(cross(unit_v, unit_positive_z)); - n_top = normalize(cross(n_right, unit_v)); + n_right = unit_v.cross(unit_positive_z).normalized(); + n_top = n_right.cross(unit_v).normalized(); } - Vectorf3 rl_displacement = 0.5 * width * n_right; - Vectorf3 tb_displacement = 0.5 * height * n_top; - Pointf3 l_a = Pointf3::new_unscale(line.a); - Pointf3 l_b = Pointf3::new_unscale(line.b); + Vec3d rl_displacement = 0.5 * width * n_right; + Vec3d tb_displacement = 0.5 * height * n_top; + Vec3d l_a = unscale(line.a); + Vec3d l_b = unscale(line.b); a[RIGHT] = l_a + rl_displacement; a[LEFT] = l_a - rl_displacement; @@ -1287,15 +1281,15 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines, b[TOP] = l_b + tb_displacement; b[BOTTOM] = l_b - tb_displacement; - Vectorf3 n_bottom = -n_top; - Vectorf3 n_left = -n_right; + Vec3d n_bottom = -n_top; + Vec3d n_left = -n_right; int idx_a[4]; int idx_b[4]; int idx_last = int(volume.vertices_and_normals_interleaved.size() / 6); - bool z_different = (z_prev != l_a.z); - z_prev = l_b.z; + bool z_different = (z_prev != l_a(2)); + z_prev = l_b(2); // Share top / bottom vertices if possible. if (ii == 0) @@ -1329,9 +1323,9 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines, { // Continuing a previous segment. // Share left / right vertices if possible. - double v_dot = dot(unit_v_prev, unit_v); + double v_dot = unit_v_prev.dot(unit_v); bool is_sharp = v_dot < 0.707; // sin(45 degrees) - bool is_right_turn = dot(n_top_prev, cross(unit_v_prev, unit_v)) > 0.0; + bool is_right_turn = n_top_prev.dot(unit_v_prev.cross(unit_v)) > 0.0; if (is_sharp) { @@ -1354,9 +1348,9 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines, // At the crease angle of 45 degrees, the overshot at the corner will be less than (1-1/cos(PI/8)) = 8.2% over an arc. // averages normals - Vectorf3 average_n_right = normalize(0.5 * (n_right + n_right_prev)); - Vectorf3 average_n_left = -average_n_right; - Vectorf3 average_rl_displacement = 0.5 * width * average_n_right; + Vec3d average_n_right = 0.5 * (n_right + n_right_prev).normalized(); + Vec3d average_n_left = -average_n_right; + Vec3d average_rl_displacement = 0.5 * width * average_n_right; // updates vertices around a a[RIGHT] = l_a + average_rl_displacement; @@ -1364,25 +1358,25 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines, // updates previous line normals float* normal_left_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[LEFT] * 6; - normal_left_prev[0] = float(average_n_left.x); - normal_left_prev[1] = float(average_n_left.y); - normal_left_prev[2] = float(average_n_left.z); + normal_left_prev[0] = float(average_n_left(0)); + normal_left_prev[1] = float(average_n_left(1)); + normal_left_prev[2] = float(average_n_left(2)); float* normal_right_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[RIGHT] * 6; - normal_right_prev[0] = float(average_n_right.x); - normal_right_prev[1] = float(average_n_right.y); - normal_right_prev[2] = float(average_n_right.z); + normal_right_prev[0] = float(average_n_right(0)); + normal_right_prev[1] = float(average_n_right(1)); + normal_right_prev[2] = float(average_n_right(2)); // updates previous line's vertices around b float* b_left_prev = normal_left_prev + 3; - b_left_prev[0] = float(a[LEFT].x); - b_left_prev[1] = float(a[LEFT].y); - b_left_prev[2] = float(a[LEFT].z); + b_left_prev[0] = float(a[LEFT](0)); + b_left_prev[1] = float(a[LEFT](1)); + b_left_prev[2] = float(a[LEFT](2)); float* b_right_prev = normal_right_prev + 3; - b_right_prev[0] = float(a[RIGHT].x); - b_right_prev[1] = float(a[RIGHT].y); - b_right_prev[2] = float(a[RIGHT].z); + b_right_prev[0] = float(a[RIGHT](0)); + b_right_prev[1] = float(a[RIGHT](1)); + b_right_prev[2] = float(a[RIGHT](2)); idx_a[LEFT] = idx_prev[LEFT]; idx_a[RIGHT] = idx_prev[RIGHT]; @@ -1479,14 +1473,14 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines, #undef BOTTOM } -static void point_to_indexed_vertex_array(const Point3& point, +static void point_to_indexed_vertex_array(const Vec3crd& point, double width, double height, GLIndexedVertexArray& volume) { // builds a double piramid, with vertices on the local axes, around the point - Pointf3 center = Pointf3::new_unscale(point); + Vec3d center = unscale(point); double scale_factor = 1.0; double w = scale_factor * width; @@ -1500,13 +1494,13 @@ static void point_to_indexed_vertex_array(const Point3& point, idxs[i] = idx_last + i; } - Vectorf3 displacement_x(w, 0.0, 0.0); - Vectorf3 displacement_y(0.0, w, 0.0); - Vectorf3 displacement_z(0.0, 0.0, h); + Vec3d displacement_x(w, 0.0, 0.0); + Vec3d displacement_y(0.0, w, 0.0); + Vec3d displacement_z(0.0, 0.0, h); - Vectorf3 unit_x(1.0, 0.0, 0.0); - Vectorf3 unit_y(0.0, 1.0, 0.0); - Vectorf3 unit_z(0.0, 0.0, 1.0); + Vec3d unit_x(1.0, 0.0, 0.0); + Vec3d unit_y(0.0, 1.0, 0.0); + Vec3d unit_z(0.0, 0.0, 1.0); // vertices volume.push_geometry(center - displacement_x, -unit_x); // idxs[0] @@ -1549,7 +1543,7 @@ void _3DScene::thick_lines_to_verts(const Lines3& lines, thick_lines_to_indexed_vertex_array(lines, widths, heights, closed, volume.indexed_vertex_array); } -static void thick_point_to_verts(const Point3& point, +static void thick_point_to_verts(const Vec3crd& point, double width, double height, GLVolume& volume) @@ -1655,7 +1649,7 @@ void _3DScene::polyline3_to_verts(const Polyline3& polyline, double width, doubl thick_lines_to_verts(lines, widths, heights, false, volume); } -void _3DScene::point3_to_verts(const Point3& point, double width, double height, GLVolume& volume) +void _3DScene::point3_to_verts(const Vec3crd& point, double width, double height, GLVolume& volume) { thick_point_to_verts(point, width, height, volume); } |