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https://github.com/OrcaSlicer/OrcaSlicer.git
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Sync most of the gizmos with latest PrusaSlicer
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committed by
Noisyfox
parent
049dfd3e08
commit
1561d65712
@@ -1,4 +1,7 @@
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// Include GLGizmoBase.hpp before I18N.hpp as it includes some libigl code, which overrides our localization "L" macro.
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///|/ Copyright (c) Prusa Research 2019 - 2023 Enrico Turri @enricoturri1966, Oleksandra Iushchenko @YuSanka, Lukáš Matěna @lukasmatena, Filip Sykala @Jony01, Vojtěch Bubník @bubnikv
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///|/
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///|/ PrusaSlicer is released under the terms of the AGPLv3 or higher
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///|/
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#include "GLGizmoMove.hpp"
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#include "slic3r/GUI/GLCanvas3D.hpp"
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#include "slic3r/GUI/GUI_App.hpp"
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@@ -47,10 +50,8 @@ bool GLGizmoMove3D::on_mouse(const wxMouseEvent &mouse_event) {
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return use_grabbers(mouse_event);
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}
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void GLGizmoMove3D::data_changed() {
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const Selection &selection = m_parent.get_selection();
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bool is_wipe_tower = selection.is_wipe_tower();
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m_grabbers[2].enabled = !is_wipe_tower;
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void GLGizmoMove3D::data_changed(bool is_serializing) {
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m_grabbers[2].enabled = !m_parent.get_selection().is_wipe_tower();
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}
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bool GLGizmoMove3D::on_init()
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@@ -219,17 +220,17 @@ double GLGizmoMove3D::calc_projection(const UpdateData& data) const
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{
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double projection = 0.0;
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Vec3d starting_vec = m_starting_drag_position - m_starting_box_center;
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double len_starting_vec = starting_vec.norm();
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const Vec3d starting_vec = m_starting_drag_position - m_starting_box_center;
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const double len_starting_vec = starting_vec.norm();
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if (len_starting_vec != 0.0) {
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Vec3d mouse_dir = data.mouse_ray.unit_vector();
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const Vec3d mouse_dir = data.mouse_ray.unit_vector();
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// finds the intersection of the mouse ray with the plane parallel to the camera viewport and passing throught the starting position
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// use ray-plane intersection see i.e. https://en.wikipedia.org/wiki/Line%E2%80%93plane_intersection algebric form
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// in our case plane normal and ray direction are the same (orthogonal view)
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// when moving to perspective camera the negative z unit axis of the camera needs to be transformed in world space and used as plane normal
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Vec3d inters = data.mouse_ray.a + (m_starting_drag_position - data.mouse_ray.a).dot(mouse_dir) / mouse_dir.squaredNorm() * mouse_dir;
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const Vec3d inters = data.mouse_ray.a + (m_starting_drag_position - data.mouse_ray.a).dot(mouse_dir) * mouse_dir;
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// vector from the starting position to the found intersection
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Vec3d inters_vec = inters - m_starting_drag_position;
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const Vec3d inters_vec = inters - m_starting_drag_position;
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// finds projection of the vector along the staring direction
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projection = inters_vec.dot(starting_vec.normalized());
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