src/ui/canvas.cpp

Sat, 24 Jul 2021 01:50:38 +0300

author
Teemu Piippo <teemu@hecknology.net>
date
Sat, 24 Jul 2021 01:50:38 +0300
changeset 107
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parent 106
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child 108
94c92c923713
permissions
-rw-r--r--

Move selection logic into select tool

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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 void Canvas::handleSelectionChange(const QSet<ldraw::id_t>& selectedIds, const QSet<ldraw::id_t>& deselectedIds)
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16 {
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17 Q_ASSERT(not selectedIds.contains(ldraw::NULL_ID));
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18 this->selection.subtract(deselectedIds);
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19 this->selection.unite(selectedIds);
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20 this->compiler->setSelectedObjects(this->selection);
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21 this->update();
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22 }
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23
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24 void Canvas::mouseMoveEvent(QMouseEvent* event)
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25 {
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26 const ldraw::id_t id = this->pick(event->pos());
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27 this->highlighted = id;
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28 this->totalMouseMove += (event->pos() - this->lastMousePosition).manhattanLength();
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29 this->worldPosition = this->screenToModelCoordinates(event->pos(), this->gridPlane);
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30 if (this->worldPosition.has_value())
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31 {
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32 /*
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33 * Snap the position to grid. This procedure is basically the "change of basis" and almost follows the
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34 * A⁻¹ × M × A formula which is used to perform a transformation in some other coordinate system, except
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35 * we actually use the inverted matrix first and the regular one last to perform the transformation of
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36 * grid coordinates in our XY coordinate system. Also, we're rounding the coordinates which is obviously
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37 * not a linear transformation, but fits the pattern anyway.
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38 */
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39 // First transform the coordinates to the XY plane...
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40 this->worldPosition = glm::inverse(this->gridMatrix) * glm::vec4{*this->worldPosition, 1};
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41 // Then round the coordinates to integer precision...
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42 this->worldPosition = glm::round(*this->worldPosition);
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43 // And finally transform it back to grid coordinates by transforming it with the
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44 // grid matrix.
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45 this->worldPosition = this->gridMatrix * glm::vec4{*this->worldPosition, 1};
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46 }
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47 /*
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48 if (this->worldPosition.has_value())
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49 {
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50 this->newStatusText("Position: (%1, %2, %3)"_q
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51 .arg(toDouble(this->worldPosition->x))
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52 .arg(toDouble(this->worldPosition->y))
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53 .arg(toDouble(this->worldPosition->z)));
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54 }
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55 else
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56 {
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57 this->newStatusText("Position: <none>"_q);
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58 }
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59 */
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60 // use a relatively high threshold so that we know when the grid is somewhat perpendicular so we can
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61 // automatically change it properly
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62 if (isGridPerpendicularToScreen(0.03f))
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63 {
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64 const glm::vec3 cameraDirection = this->cameraVector();
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65 const glm::vec3 vector_x = glm::normalize(this->gridMatrix * glm::vec4{1, 0, 0, 1});
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66 const glm::vec3 vector_y = glm::normalize(this->gridMatrix * glm::vec4{0, 1, 0, 1});
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67 const float angle_x = std::abs(glm::dot(vector_x, cameraDirection));
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68 const float angle_y = std::abs(glm::dot(vector_y, cameraDirection));
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69 if (angle_x < angle_y)
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70 {
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71 this->gridMatrix = glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{1, 0, 0});
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72 }
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73 else
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74 {
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75 this->gridMatrix = glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{0, 1, 0});
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76 }
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77 this->updateGridMatrix();
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78 this->update();
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79 }
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80 PartRenderer::mouseMoveEvent(event);
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81 }
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82
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83 void Canvas::mousePressEvent(QMouseEvent* event)
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84 {
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85 this->totalMouseMove = 0;
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86 this->lastMousePosition = event->pos();
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87 PartRenderer::mousePressEvent(event);
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88 }
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89
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90 void Canvas::mouseReleaseEvent(QMouseEvent* event)
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91 {
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92 if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0)
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93 {
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94 MouseClickInfo info;
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95 info.worldPosition = this->worldPosition;
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96 info.invoker = this;
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97 emit mouseClick(info);
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98 }
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99 PartRenderer::mouseReleaseEvent(event);
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100 }
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101
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102 void Canvas::initializeGL()
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103 {
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104 // We first create the grid program and connect everything and only then call the part renderer's initialization
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105 // functions so that when initialization sets up, the signals also set up the matrices on our side.
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106 this->gridProgram.emplace(this);
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107 this->gridProgram->initialize();
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108 this->axesProgram.emplace(this);
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109 this->axesProgram->initialize();
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110 for (AbstractBasicShaderProgram* program : {
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111 static_cast<AbstractBasicShaderProgram*>(&*this->gridProgram),
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112 static_cast<AbstractBasicShaderProgram*>(&*this->axesProgram),
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113 })
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114 {
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115 connect(this, &PartRenderer::projectionMatrixChanged,
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116 program, &AbstractBasicShaderProgram::setProjectionMatrix);
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117 connect(this, &PartRenderer::modelMatrixChanged,
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118 program, &AbstractBasicShaderProgram::setModelMatrix);
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119 connect(this, &PartRenderer::viewMatrixChanged,
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120 program, &AbstractBasicShaderProgram::setViewMatrix);
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121 }
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122 connect(this, &PartRenderer::renderPreferencesChanged, [&]()
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123 {
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124 if (this->gridProgram.has_value())
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125 {
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126 const bool isDark = luma(this->renderPreferences.backgroundColor) < 0.25;
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127 this->gridProgram->setGridColor(isDark ? Qt::white : Qt::black);
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128 }
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129 });
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130 PartRenderer::initializeGL();
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131 // Set up XZ grid matrix
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132 this->gridMatrix = glm::mat4{
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133 {1, 0, 0, 0},
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134 {0, 0, 1, 0},
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135 {0, 1, 0, 0},
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136 {0, 0, 0, 1}
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137 };
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138 this->updateGridMatrix();
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139 }
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140
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141 void Canvas::paintGL()
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142 {
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143 PartRenderer::paintGL();
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144 if (this->renderPreferences.style != gl::RenderStyle::PickScene)
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145 {
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146 // Render axes
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147 {
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148 glLineWidth(5);
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149 glEnable(GL_LINE_SMOOTH);
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150 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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151 this->axesProgram->draw();
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152 glDisable(GL_LINE_SMOOTH);
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153 }
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154 // Render grid
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155 {
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156 glEnable(GL_BLEND);
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157 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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158 this->gridProgram->draw();
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159 glDisable(GL_BLEND);
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160 }
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161 if (this->worldPosition.has_value())
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162 {
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163 QPainter painter{this};
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164 painter.setRenderHint(QPainter::Antialiasing);
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165 painter.setPen(Qt::black);
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166 painter.setBrush(Qt::green);
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167 const QPointF pos = this->modelToScreenCoordinates(*this->worldPosition);
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168 painter.drawEllipse(pos, 5, 5);
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169 painter.setPen(Qt::white);
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170 painter.drawText(pos + QPointF{5, 5}, vectorToString(*this->worldPosition));
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171 }
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172 {
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173 QPainter painter{this};
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174 QFont font;
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175 //font.setStyle(QFont::StyleItalic);
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176 painter.setFont(font);
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177 QFontMetrics fontMetrics{font};
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178 const auto renderText = [&](const QString& text, const geom::PointOnRectagle& intersection)
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179 {
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180 QPointF position = toQPointF(intersection.position);
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181 const geom::RectangleSide side = intersection.side;
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182 switch (side)
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183 {
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184 case geom::RectangleSide::Top:
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185 position += QPointF{0, static_cast<qreal>(fontMetrics.ascent())};
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186 break;
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187 case geom::RectangleSide::Left:
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188 break;
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189 case geom::RectangleSide::Bottom:
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190 position += QPointF{0, static_cast<qreal>(-fontMetrics.descent())};
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191 break;
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192 case geom::RectangleSide::Right:
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193 position += QPointF{static_cast<qreal>(-fontMetrics.horizontalAdvance(text)), 0};
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194 break;
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195 }
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196 painter.drawText(position, text);
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197 };
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198 const QRectF box {
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199 QPointF{0, 0},
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200 QPointF{static_cast<qreal>(this->width()), static_cast<qreal>(this->height())}
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201 };
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202 const QPointF p1 = this->modelToScreenCoordinates(glm::vec3{0, 0, 0});
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203
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204 static const struct
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205 {
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206 QString text;
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207 glm::vec3 direction;
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208 } directions[] =
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209 {
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210 {"+𝑥", {1, 0, 0}},
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211 {"-𝑥", {-1, 0, 0}},
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212 {"+𝑦", {0, 1, 0}},
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213 {"-𝑦", {0, -1, 0}},
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214 {"+𝑧", {0, 0, 1}},
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215 {"-𝑧", {0, 0, -1}},
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216 };
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217 for (const auto& axis : directions)
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218 {
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219 const QPointF x_p = this->modelToScreenCoordinates(axis.direction);
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220 const auto intersection = geom::rayRectangleIntersection(geom::rayFromPoints(toVec2(p1), toVec2(x_p)), box);
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221 if (intersection.has_value())
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222 {
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223 renderText(axis.text, *intersection);
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224 }
71
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225 }
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226 for (const PreviewLayer& previewLayer : this->previewLayers)
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227 {
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228 painter.setBrush({previewLayer.color});
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229 for (const geom::NPolygon& polygon3d : previewLayer.polygons)
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230 {
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231 QVector<QPointF> points2d;
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232 points2d.reserve(polygon3d.points.size());
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233 for (const glm::vec3& point : polygon3d.points)
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234 {
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235 points2d.push_back(this->modelToScreenCoordinates(point));
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236 }
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237 painter.drawPolygon({points2d});
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238 }
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239 }
71
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240 }
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241 }
57
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242 }
64
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243
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244 void Canvas::updateGridMatrix()
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245 {
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246 const geom::Triangle triangle {
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247 this->gridMatrix * glm::vec4{0, 0, 0, 1},
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248 this->gridMatrix * glm::vec4{1, 0, 0, 1},
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249 this->gridMatrix * glm::vec4{0, 1, 0, 1},
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250 };
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251 this->gridPlane = geom::planeFromTriangle(triangle);
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252 this->gridProgram->setGridMatrix(this->gridMatrix);
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253 }
66
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254
67
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255 glm::vec3 Canvas::cameraVector() const
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256 {
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257 // Find out where the grid is projected on the screen
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258 const QPoint gridOrigin2d = pointFToPoint(this->modelToScreenCoordinates(this->gridPlane.anchor));
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259 // Find out which direction the camera is looking at the grid origin in 3d
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260 return glm::normalize(this->cameraLine(gridOrigin2d).direction);
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261 }
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262
66
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263 /**
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264 * @brief Calculates if the screen is perpendicular to the current grid
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265 * @return yes no
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266 */
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267 bool Canvas::isGridPerpendicularToScreen(float threshold) const
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268 {
67
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269 const glm::vec3 cameraDirection = this->cameraVector();
66
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270 // Compute the dot product. The parameters given are:
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271 // - the normal of the grid plane, which is the vector from the grid origin perpendicular to the grid
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272 // - the direction of the camera looking at the grid, which is the inverse of the vector from the grid
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273 // origin towards the camera
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274 // If the dot product between these two vectors is 0, the grid normal is perpendicular to the camera vector
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275 // and the grid is perpendicular to the screen.
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276 const float dot = glm::dot(glm::normalize(this->gridPlane.normal), glm::normalize(cameraDirection));
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277 return std::abs(dot) < threshold;
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278 }
105
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279
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280 const Canvas::PreviewLayer& Canvas::getPreviewLayer(PreviewLayerName name) const
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281 {
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282 return previewLayers[static_cast<unsigned int>(name)];
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283 }
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284
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parents: 104
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285 Canvas::PreviewLayer& Canvas::modifyPreviewLayer(PreviewLayerName name)
6ca6e8c647d4 added preview layer code and fixed build warnings
Teemu Piippo <teemu@hecknology.net>
parents: 104
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286 {
6ca6e8c647d4 added preview layer code and fixed build warnings
Teemu Piippo <teemu@hecknology.net>
parents: 104
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287 return previewLayers[static_cast<unsigned int>(name)];
6ca6e8c647d4 added preview layer code and fixed build warnings
Teemu Piippo <teemu@hecknology.net>
parents: 104
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288 }
107
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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289
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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290 void Canvas::clearSelection()
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
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291 {
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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292 this->selection.clear();
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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293 this->compiler->setSelectedObjects(this->selection);
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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294 emit selectionChanged(this->selection);
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
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295 this->update();
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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296 }
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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297
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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298 void Canvas::addToSelection(ldraw::id_t id)
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
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299 {
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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300 this->selection.insert(id);
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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301 this->compiler->setSelectedObjects(this->selection);
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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302 emit selectionChanged(this->selection);
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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303 this->update();
02f142b399b1 Move selection logic into select tool
Teemu Piippo <teemu@hecknology.net>
parents: 106
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304 }

mercurial