Sync most of the gizmos with latest PrusaSlicer

This commit is contained in:
enricoturri1966
2023-10-30 23:10:05 +08:00
committed by Noisyfox
parent 049dfd3e08
commit 1561d65712
33 changed files with 843 additions and 760 deletions

View File

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