src/ui/canvas.cpp

Tue, 01 Mar 2022 17:00:19 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Tue, 01 Mar 2022 17:00:19 +0200
changeset 149
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parent 129
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child 157
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permissions
-rw-r--r--

work on edit history

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1 #include <QMouseEvent>
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2 #include <QPainter>
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3 #include "canvas.h"
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4
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5 Canvas::Canvas(
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6 Model* model,
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7 DocumentManager* documents,
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8 const ldraw::ColorTable& colorTable,
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9 QWidget* parent) :
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10 PartRenderer{model, documents, colorTable, parent}
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11 {
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12 this->setMouseTracking(true);
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13 }
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14
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15 /**
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16 * @brief Handles a change of selection
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17 * @param selectedIds IDs of objects to select
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18 * @param deselectedIds IDs of objects to deselect.
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19 */
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20 void Canvas::handleSelectionChange(const QSet<ldraw::id_t>& selectedIds, const QSet<ldraw::id_t>& deselectedIds)
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21 {
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22 Q_ASSERT(not selectedIds.contains(ldraw::NULL_ID));
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23 this->selection.subtract(deselectedIds);
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24 this->selection.unite(selectedIds);
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25 this->compiler->setSelectedObjects(this->selection);
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26 this->update();
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27 }
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28
129
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29 /**
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30 * @brief Updates vertex rendering
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31 * @param document Document to get vertices from
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32 */
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33 void Canvas::rebuildVertices(Document* document)
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34 {
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35 if (this->vertexProgram.has_value())
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36 {
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37 this->vertexProgram->build(document);
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38 this->update();
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39 }
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40 }
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41
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42 void Canvas::mouseMoveEvent(QMouseEvent* event)
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43 {
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44 const ldraw::id_t id = this->pick(event->pos());
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45 this->highlighted = id;
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46 this->totalMouseMove += (event->pos() - this->lastMousePosition).manhattanLength();
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47 this->worldPosition = this->screenToModelCoordinates(event->pos(), this->gridPlane);
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48 if (this->worldPosition.has_value())
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49 {
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50 /*
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51 * Snap the position to grid. This procedure is basically the "change of basis" and almost follows the
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52 * A⁻¹ × M × A formula which is used to perform a transformation in some other coordinate system, except
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53 * we actually use the inverted matrix first and the regular one last to perform the transformation of
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54 * grid coordinates in our XY coordinate system. Also, we're rounding the coordinates which is obviously
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55 * not a linear transformation, but fits the pattern anyway.
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56 */
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57 // First transform the coordinates to the XY plane...
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58 this->worldPosition = glm::inverse(this->gridMatrix) * glm::vec4{*this->worldPosition, 1};
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59 // Then round the coordinates to integer precision...
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60 this->worldPosition = glm::round(*this->worldPosition);
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61 // And finally transform it back to grid coordinates by transforming it with the
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62 // grid matrix.
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63 this->worldPosition = this->gridMatrix * glm::vec4{*this->worldPosition, 1};
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64 }
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65 Q_EMIT this->mouseMove(this, event);
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66 PartRenderer::mouseMoveEvent(event);
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67 this->update();
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68 }
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69
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70 void Canvas::mousePressEvent(QMouseEvent* event)
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71 {
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72 this->totalMouseMove = 0;
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73 this->lastMousePosition = event->pos();
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74 PartRenderer::mousePressEvent(event);
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75 }
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76
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77 void Canvas::mouseReleaseEvent(QMouseEvent* event)
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78 {
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79 if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0)
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80 {
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81 Q_EMIT this->mouseClick(this, event);
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82 }
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83 PartRenderer::mouseReleaseEvent(event);
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84 this->update();
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85 }
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86
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87 void Canvas::initializeGL()
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88 {
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89 // We first create the grid program and connect everything and only then call the part renderer's initialization
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90 // functions so that when initialization sets up, the signals also set up the matrices on our side.
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91 this->gridProgram.emplace(this);
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92 this->gridProgram->initialize();
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93 this->axesProgram.emplace(this);
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94 this->axesProgram->initialize();
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95 this->vertexProgram.emplace(this);
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96 this->vertexProgram->initialize();
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97 for (AbstractBasicShaderProgram* program : {
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98 static_cast<AbstractBasicShaderProgram*>(&*this->gridProgram),
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99 static_cast<AbstractBasicShaderProgram*>(&*this->axesProgram),
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100 static_cast<AbstractBasicShaderProgram*>(&*this->vertexProgram),
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101 })
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102 {
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103 connect(this, &PartRenderer::projectionMatrixChanged,
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104 program, &AbstractBasicShaderProgram::setProjectionMatrix);
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105 connect(this, &PartRenderer::modelMatrixChanged,
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106 program, &AbstractBasicShaderProgram::setModelMatrix);
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107 connect(this, &PartRenderer::viewMatrixChanged,
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108 program, &AbstractBasicShaderProgram::setViewMatrix);
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109 }
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110 connect(this, &PartRenderer::renderPreferencesChanged, [&]()
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111 {
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112 if (this->gridProgram.has_value())
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113 {
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114 const bool isDark = luma(this->renderPreferences.backgroundColor) < 0.25;
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115 this->gridProgram->setGridColor(isDark ? Qt::white : Qt::black);
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116 }
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117 });
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118 PartRenderer::initializeGL();
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119 // Set up XZ grid matrix
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120 this->setGridMatrix({{1, 0, 0, 0}, {0, 0, 1, 0}, {0, 1, 0, 0}, {0, 0, 0, 1}});
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121 }
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122
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123 void Canvas::paintGL()
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124 {
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125 PartRenderer::paintGL();
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126 if (this->renderPreferences.style != gl::RenderStyle::PickScene)
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127 {
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128 // Render axes
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129 {
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130 glLineWidth(5);
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131 glEnable(GL_LINE_SMOOTH);
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132 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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133 this->axesProgram->draw();
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134 glDisable(GL_LINE_SMOOTH);
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135 }
119
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136 // Render vertices
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137 {
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138 glLineWidth(1.5);
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139 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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140 glEnable(GL_LINE_SMOOTH);
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141 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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142 this->vertexProgram->draw();
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143 glDisable(GL_LINE_SMOOTH);
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144 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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145 }
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146 // Render grid
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147 {
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148 glEnable(GL_BLEND);
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149 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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150 this->gridProgram->draw();
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151 glDisable(GL_BLEND);
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152 }
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153 if (this->worldPosition.has_value())
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154 {
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155 QPainter painter{this};
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156 painter.setRenderHint(QPainter::Antialiasing);
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157 painter.setPen(Qt::black);
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158 painter.setBrush(Qt::green);
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159 const QPointF pos = this->modelToScreenCoordinates(*this->worldPosition);
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160 painter.drawEllipse(pos, 5, 5);
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161 painter.setPen(Qt::white);
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162 painter.drawText(pos + QPointF{5, 5}, vectorToString(*this->worldPosition));
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163 }
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164 {
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165 QPainter painter{this};
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166 painter.setRenderHint(QPainter::Antialiasing);
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167 QFont font;
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168 //font.setStyle(QFont::StyleItalic);
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169 painter.setFont(font);
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170 QFontMetrics fontMetrics{font};
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171 const auto renderText = [&](const QString& text, const geom::PointOnRectagle& intersection)
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172 {
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173 QPointF position = toQPointF(intersection.position);
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174 const geom::RectangleSide side = intersection.side;
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175 switch (side)
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176 {
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177 case geom::RectangleSide::Top:
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178 position += QPointF{0, static_cast<qreal>(fontMetrics.ascent())};
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179 break;
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180 case geom::RectangleSide::Left:
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181 break;
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182 case geom::RectangleSide::Bottom:
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183 position += QPointF{0, static_cast<qreal>(-fontMetrics.descent())};
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184 break;
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185 case geom::RectangleSide::Right:
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186 position += QPointF{static_cast<qreal>(-fontMetrics.horizontalAdvance(text)), 0};
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187 break;
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188 }
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189 painter.drawText(position, text);
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190 };
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191 const QRectF box {QPointF{0, 0}, sizeToSizeF(this->size())};
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192 const QPointF p1 = this->modelToScreenCoordinates(glm::vec3{0, 0, 0});
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193
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194 static const struct
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195 {
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196 QString text;
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197 glm::vec3 direction;
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198 } directions[] =
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199 {
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200 {"+𝑥", {1, 0, 0}},
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201 {"-𝑥", {-1, 0, 0}},
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202 {"+𝑦", {0, 1, 0}},
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203 {"-𝑦", {0, -1, 0}},
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204 {"+𝑧", {0, 0, 1}},
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205 {"-𝑧", {0, 0, -1}},
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206 };
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207 for (const auto& axis : directions)
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208 {
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209 const QPointF x_p = this->modelToScreenCoordinates(axis.direction);
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210 const auto intersection = geom::rayRectangleIntersection(
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211 geom::rayFromPoints(toVec2(p1), toVec2(x_p)),
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212 box);
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213 if (intersection.has_value())
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214 {
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215 renderText(axis.text, *intersection);
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216 }
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217 }
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218 if (this->overpaintCallback != nullptr)
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219 {
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220 this->overpaintCallback(this, &painter);
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221 }
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222 }
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223 }
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224 }
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225
129
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226 /**
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227 * @brief Draws a polygon to where the specified vector of 3D points would appear on the screen.
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228 * @param painter Painter to use to draw with
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229 * @param points 3D points to render
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230 */
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231 void Canvas::drawWorldPolygon(QPainter* painter, const std::vector<glm::vec3> &points)
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232 {
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233 QVector<QPointF> points2d;
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234 points2d.reserve(points.size());
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235 for (const glm::vec3& point : points)
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236 {
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237 points2d.push_back(this->modelToScreenCoordinates(point));
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238 }
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239 painter->drawPolygon(QPolygonF{points2d});
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240 }
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241
129
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242 /**
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243 * @brief Gets the current position of the cursor in the model
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244 * @return 3D vector
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245 */
110
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246 const std::optional<glm::vec3>& Canvas::getWorldPosition() const
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247 {
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248 return this->worldPosition;
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249 }
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250
128
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251 /**
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252 * @brief Adjusts the grid to be so that it is perpendicular to the camera.
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253 */
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254 void Canvas::adjustGridToView()
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255 {
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256 const glm::vec3 cameraDirection = this->cameraVector();
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257 const glm::vec3 vector_x = glm::normalize(this->gridMatrix * glm::vec4{1, 0, 0, 1});
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258 const glm::vec3 vector_y = glm::normalize(this->gridMatrix * glm::vec4{0, 1, 0, 1});
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259 const float angle_x = std::abs(glm::dot(vector_x, cameraDirection));
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260 const float angle_y = std::abs(glm::dot(vector_y, cameraDirection));
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261 if (angle_x < angle_y)
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262 {
129
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263 this->setGridMatrix(glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{1, 0, 0}));
128
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264 }
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265 else
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266 {
129
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267 this->setGridMatrix(glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{0, 1, 0}));
128
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268 }
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269 this->update();
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270 }
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271
129
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272 /**
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273 * @brief Paints a circle at where @c worldPoint is located on the screen.
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274 * @param painter Painter to use to render
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275 * @param worldPoint Point to render
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276 */
109
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277 void Canvas::drawWorldPoint(QPainter* painter, const glm::vec3& worldPoint) const
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278 {
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279 const QPointF center = this->modelToScreenCoordinates(worldPoint);
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280 painter->drawEllipse(geom::inscribe(geom::CircleF{center, 5}));
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281 }
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282
129
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283 /**
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284 * @brief Changes the grid matrix to the one specified. Updates relevant member variables.
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285 * @param newMatrix New matrix to use
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286 */
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287 void Canvas::setGridMatrix(const glm::mat4& newMatrix)
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288 {
129
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289 this->gridMatrix = newMatrix;
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290 const geom::Triangle triangle {
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291 this->gridMatrix * glm::vec4{0, 0, 0, 1},
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292 this->gridMatrix * glm::vec4{1, 0, 0, 1},
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293 this->gridMatrix * glm::vec4{0, 1, 0, 1},
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294 };
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295 this->gridPlane = geom::planeFromTriangle(triangle);
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296 this->gridProgram->setGridMatrix(this->gridMatrix);
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297 }
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298
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299 /**
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300 * @brief Gets the current camera vector, i.e. the vector from the camera to the grid origin.
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301 * @return vector
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302 */
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303 glm::vec3 Canvas::cameraVector() const
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304 {
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305 // Find out where the grid is projected on the screen
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306 const QPoint gridOrigin2d = pointFToPoint(this->modelToScreenCoordinates(this->gridPlane.anchor));
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307 // Find out which direction the camera is looking at the grid origin in 3d
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308 return glm::normalize(this->cameraLine(gridOrigin2d).direction);
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309 }
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310
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311 /**
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312 * @brief Calculates whether the screen is perpendicular to the current grid
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313 * @return bool
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314 */
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315 bool Canvas::isGridPerpendicularToScreen(float threshold) const
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316 {
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317 const glm::vec3 cameraDirection = this->cameraVector();
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318 // Compute the dot product. The parameters given are:
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319 // - the normal of the grid plane, which is the vector from the grid origin perpendicular to the grid
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320 // - the direction of the camera looking at the grid, which is the inverse of the vector from the grid
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321 // origin towards the camera
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322 // If the dot product between these two vectors is 0, the grid normal is perpendicular to the camera vector
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323 // and the grid is perpendicular to the screen.
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324 const float dot = glm::dot(glm::normalize(this->gridPlane.normal), glm::normalize(cameraDirection));
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325 return std::abs(dot) < threshold;
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326 }
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327
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328 /**
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329 * @brief Clears the selection.
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330 */
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331 void Canvas::clearSelection()
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332 {
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333 this->selection.clear();
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334 this->compiler->setSelectedObjects(this->selection);
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335 Q_EMIT selectionChanged(this->selection);
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336 this->update();
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337 }
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338
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339 /**
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340 * @brief Adds an object to selection.
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341 * @param id ID of object to add
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342 */
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343 void Canvas::addToSelection(ldraw::id_t id)
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344 {
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345 this->selection.insert(id);
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346 this->compiler->setSelectedObjects(this->selection);
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347 Q_EMIT selectionChanged(this->selection);
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348 this->update();
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349 }
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350
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351 void Canvas::setOverpaintCallback(Canvas::OverpaintCallback fn)
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352 {
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353 this->overpaintCallback = fn;
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354 }

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