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47 | 1 | #include <QMouseEvent> |
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2 | #include <QPainter> |
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3 | #include "document.h" |
47 | 4 | #include "canvas.h" |
5 | ||
6 | Canvas::Canvas( | |
7 | Model* model, | |
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8 | EditTools *document, |
47 | 9 | DocumentManager* documents, |
205 | 10 | const ColorTable& colorTable, |
47 | 11 | QWidget* parent) : |
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12 | PartRenderer{model, documents, colorTable, parent}, |
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13 | document{document} |
47 | 14 | { |
15 | this->setMouseTracking(true); | |
16 | } | |
17 | ||
129 | 18 | /** |
19 | * @brief Handles a change of selection | |
20 | * @param selectedIds IDs of objects to select | |
21 | * @param deselectedIds IDs of objects to deselect. | |
22 | */ | |
200 | 23 | void Canvas::handleSelectionChange(const QSet<ModelId> &selectedIds, const QSet<ModelId> &deselectedIds) |
51 | 24 | { |
200 | 25 | Q_ASSERT(not selectedIds.contains({0})); |
51 | 26 | this->selection.subtract(deselectedIds); |
27 | this->selection.unite(selectedIds); | |
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28 | gl::setModelShaderSelectedObjects(&this->shaders, this->selection); |
51 | 29 | this->update(); |
30 | } | |
31 | ||
129 | 32 | /** |
33 | * @brief Updates vertex rendering | |
34 | * @param document Document to get vertices from | |
35 | */ | |
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36 | void Canvas::rebuildVertices(VertexMap* vertexMap) |
118 | 37 | { |
38 | if (this->vertexProgram.has_value()) | |
39 | { | |
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40 | this->vertexProgram->build(vertexMap); |
118 | 41 | this->update(); |
42 | } | |
43 | } | |
44 | ||
47 | 45 | void Canvas::mouseMoveEvent(QMouseEvent* event) |
46 | { | |
200 | 47 | const ModelId id = this->pick(event->pos()); |
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48 | this->highlighted = id; |
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49 | this->totalMouseMove += (event->pos() - this->lastMousePosition).manhattanLength(); |
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50 | this->worldPosition = this->screenToModelCoordinates(event->pos(), this->gridPlane); |
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51 | if (this->worldPosition.has_value()) |
55 | 52 | { |
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53 | /* |
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54 | * Snap the position to grid. This procedure is basically the "change of basis" and almost follows the |
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55 | * A⁻¹ × M × A formula which is used to perform a transformation in some other coordinate system, except |
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56 | * we actually use the inverted matrix first and the regular one last to perform the transformation of |
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57 | * grid coordinates in our XY coordinate system. Also, we're rounding the coordinates which is obviously |
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58 | * not a linear transformation, but fits the pattern anyway. |
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59 | */ |
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60 | // First transform the coordinates to the XY plane... |
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61 | this->worldPosition = glm::inverse(this->gridMatrix) * glm::vec4{*this->worldPosition, 1}; |
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62 | // Then round the coordinates to integer precision... |
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63 | this->worldPosition = glm::round(*this->worldPosition); |
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64 | // And finally transform it back to grid coordinates by transforming it with the |
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65 | // grid matrix. |
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66 | this->worldPosition = this->gridMatrix * glm::vec4{*this->worldPosition, 1}; |
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67 | } |
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68 | Q_EMIT this->mouseMove(event); |
47 | 69 | PartRenderer::mouseMoveEvent(event); |
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70 | this->update(); |
47 | 71 | } |
51 | 72 | |
73 | void Canvas::mousePressEvent(QMouseEvent* event) | |
74 | { | |
75 | this->totalMouseMove = 0; | |
76 | this->lastMousePosition = event->pos(); | |
77 | PartRenderer::mousePressEvent(event); | |
78 | } | |
79 | ||
80 | void Canvas::mouseReleaseEvent(QMouseEvent* event) | |
81 | { | |
82 | if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0) | |
83 | { | |
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84 | Q_EMIT this->mouseClick(event); |
51 | 85 | } |
86 | PartRenderer::mouseReleaseEvent(event); | |
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87 | this->update(); |
51 | 88 | } |
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89 | |
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90 | void Canvas::initializeGL() |
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91 | { |
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92 | // We first create the grid program and connect everything and only then call the part renderer's initialization |
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93 | // functions so that when initialization sets up, the signals also set up the matrices on our side. |
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94 | this->gridProgram.emplace(this); |
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95 | this->gridProgram->initialize(); |
70 | 96 | this->axesProgram.emplace(this); |
97 | this->axesProgram->initialize(); | |
118 | 98 | this->vertexProgram.emplace(this); |
99 | this->vertexProgram->initialize(); | |
70 | 100 | for (AbstractBasicShaderProgram* program : { |
101 | static_cast<AbstractBasicShaderProgram*>(&*this->gridProgram), | |
102 | static_cast<AbstractBasicShaderProgram*>(&*this->axesProgram), | |
118 | 103 | static_cast<AbstractBasicShaderProgram*>(&*this->vertexProgram), |
70 | 104 | }) |
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105 | { |
70 | 106 | connect(this, &PartRenderer::projectionMatrixChanged, |
107 | program, &AbstractBasicShaderProgram::setProjectionMatrix); | |
108 | connect(this, &PartRenderer::modelMatrixChanged, | |
109 | program, &AbstractBasicShaderProgram::setModelMatrix); | |
110 | connect(this, &PartRenderer::viewMatrixChanged, | |
111 | program, &AbstractBasicShaderProgram::setViewMatrix); | |
112 | } | |
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113 | connect(this, &PartRenderer::renderPreferencesChanged, this, &Canvas::updateCanvasRenderPreferences); |
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114 | PartRenderer::initializeGL(); |
70 | 115 | // Set up XZ grid matrix |
129 | 116 | this->setGridMatrix({{1, 0, 0, 0}, {0, 0, 1, 0}, {0, 1, 0, 0}, {0, 0, 0, 1}}); |
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117 | this->updateCanvasRenderPreferences(); |
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118 | } |
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119 | |
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120 | static const struct |
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121 | { |
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122 | const QBrush pointBrush = {Qt::white}; |
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123 | const QPen polygonPen = {QBrush{Qt::black}, 2.0, Qt::DashLine}; |
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124 | const QPen badPolygonPen = {QBrush{Qt::red}, 2.0, Qt::DashLine}; |
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125 | const QPen pointPen = {QBrush{Qt::black}, 2.0}; |
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126 | const QBrush greenPolygonBrush = {QColor{64, 255, 128, 192}}; |
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127 | const QBrush redPolygonBrush = {QColor{255, 96, 96, 192}}; |
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128 | } pens; |
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129 | |
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130 | static void renderDrawState( |
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131 | QPainter* painter, |
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132 | Canvas* canvas, |
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133 | DrawState* drawState); |
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134 | |
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135 | void Canvas::paintGL() |
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136 | { |
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137 | PartRenderer::paintGL(); |
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138 | if (this->renderPreferences.style != gl::RenderStyle::PickScene) |
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139 | { |
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140 | // Render axes |
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141 | if (this->renderPreferences.drawAxes) |
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142 | { |
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143 | glLineWidth(5); |
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144 | glEnable(GL_LINE_SMOOTH); |
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145 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); |
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146 | this->axesProgram->draw(); |
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147 | glDisable(GL_LINE_SMOOTH); |
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148 | } |
119 | 149 | // Render vertices |
150 | { | |
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151 | glCullFace(GL_FRONT); |
119 | 152 | this->vertexProgram->draw(); |
153 | } | |
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154 | // Render grid |
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155 | { |
157 | 156 | glLineWidth(1); |
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157 | glEnable(GL_BLEND); |
157 | 158 | glLineStipple(1, 0x8888); |
159 | glEnable(GL_LINE_STIPPLE); | |
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160 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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161 | this->gridProgram->draw(); |
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162 | glDisable(GL_BLEND); |
157 | 163 | glDisable(GL_LINE_STIPPLE); |
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164 | } |
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165 | if (this->worldPosition.has_value()) |
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166 | { |
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167 | QPainter painter{this}; |
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168 | painter.setRenderHint(QPainter::Antialiasing); |
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169 | painter.setPen(this->isDark ? Qt::white : Qt::black); |
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170 | painter.setBrush(Qt::green); |
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171 | const QPointF pos = this->modelToScreenCoordinates(*this->worldPosition); |
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172 | painter.drawEllipse(pos, 5, 5); |
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173 | painter.drawText(pos + QPointF{5, 5}, vectorToString(*this->worldPosition)); |
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174 | } |
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175 | QPainter painter{this}; |
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176 | painter.setRenderHint(QPainter::Antialiasing); |
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177 | if (this->renderPreferences.drawAxes) |
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178 | { |
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179 | this->renderAxesLabels(painter); |
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180 | } |
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181 | if (this->drawState != nullptr) { |
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182 | renderDrawState(&painter, this, this->drawState); |
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183 | } |
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184 | } |
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185 | } |
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186 | |
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187 | static void renderDrawState( |
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188 | QPainter* painter, |
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189 | Canvas* canvas, |
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190 | DrawState* drawState) |
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191 | { |
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192 | switch(drawState->mode) |
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193 | { |
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194 | case SelectMode: |
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195 | break; |
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196 | case DrawMode: |
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197 | { |
197
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198 | painter->setPen(drawState->isconcave ? ::pens.badPolygonPen : ::pens.polygonPen); |
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199 | if (drawState->previewPolygon.size() > 2 and not drawState->isconcave) |
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200 | { |
197
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201 | if (canvas->worldPolygonWinding(drawState->previewPolygon) == Winding::Clockwise) |
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202 | { |
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203 | painter->setBrush(::pens.greenPolygonBrush); |
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204 | } |
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205 | else |
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206 | { |
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207 | painter->setBrush(::pens.redPolygonBrush); |
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208 | } |
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209 | canvas->drawWorldPolygon(painter, drawState->previewPolygon); |
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210 | } |
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211 | else |
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212 | { |
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213 | canvas->drawWorldPolyline(painter, drawState->previewPolygon); |
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214 | } |
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215 | painter->setBrush(::pens.pointBrush); |
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216 | painter->setPen(::pens.pointPen); |
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217 | for (const glm::vec3& point : drawState->polygon) |
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218 | { |
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219 | canvas->drawWorldPoint(painter, point); |
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220 | } |
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221 | canvas->drawWorldPoint(painter, drawState->previewPoint); |
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222 | } |
197
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223 | break; |
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224 | } |
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225 | } |
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226 | |
129 | 227 | /** |
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228 | * @brief Renders labels such as +x at the ends of axes at the screen |
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229 | * @param painter |
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230 | */ |
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231 | void Canvas::renderAxesLabels(QPainter& painter) |
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232 | { |
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233 | QFont font; |
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234 | //font.setStyle(QFont::StyleItalic); |
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235 | painter.setFont(font); |
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236 | QFontMetrics fontMetrics{font}; |
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237 | const auto renderText = [&](const QString& text, const PointOnRectagle& intersection) |
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238 | { |
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239 | QPointF position = toQPointF(intersection.position); |
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240 | const RectangleSide side = intersection.side; |
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241 | switch (side) |
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242 | { |
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243 | case RectangleSide::Top: |
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244 | position += QPointF{0, static_cast<qreal>(fontMetrics.ascent())}; |
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245 | break; |
201
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246 | case RectangleSide::Left: |
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247 | break; |
201
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248 | case RectangleSide::Bottom: |
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249 | position += QPointF{0, static_cast<qreal>(-fontMetrics.descent())}; |
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250 | break; |
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251 | case RectangleSide::Right: |
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252 | position += QPointF{static_cast<qreal>(-fontMetrics.horizontalAdvance(text)), 0}; |
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253 | break; |
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254 | } |
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255 | painter.drawText(position, text); |
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256 | }; |
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257 | const QRectF box {QPointF{0, 0}, sizeToSizeF(this->size())}; |
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258 | const QPointF p1 = this->modelToScreenCoordinates(glm::vec3{0, 0, 0}); |
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259 | static const struct |
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260 | { |
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261 | QString text; |
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262 | glm::vec3 direction; |
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263 | } directions[] = |
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264 | { |
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265 | {"+𝑥", {1, 0, 0}}, |
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266 | {"-𝑥", {-1, 0, 0}}, |
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267 | {"+𝑦", {0, 1, 0}}, |
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268 | {"-𝑦", {0, -1, 0}}, |
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269 | {"+𝑧", {0, 0, 1}}, |
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270 | {"-𝑧", {0, 0, -1}}, |
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271 | }; |
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272 | for (const auto& axis : directions) |
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273 | { |
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274 | const QPointF x_p = this->modelToScreenCoordinates(axis.direction); |
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275 | const auto intersection = rayRectangleIntersection( |
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276 | rayFromPoints(toVec2(p1), toVec2(x_p)), |
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277 | box); |
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278 | if (intersection.has_value()) |
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279 | { |
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280 | renderText(axis.text, *intersection); |
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281 | } |
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282 | } |
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283 | } |
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284 | |
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285 | /** |
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286 | * @brief Draws a polyline to where the specified vector of 3D points would appear on the screen. |
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287 | * @param painter Painter to use to draw with |
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288 | * @param points 3D points to render |
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289 | */ |
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290 | void Canvas::drawWorldPolyline(QPainter *painter, const std::vector<glm::vec3> &points) |
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291 | { |
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292 | painter->drawPolyline(QPolygonF{this->convertWorldPointsToScreenPoints(points)}); |
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293 | } |
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294 | |
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295 | /** |
129 | 296 | * @brief Draws a polygon to where the specified vector of 3D points would appear on the screen. |
297 | * @param painter Painter to use to draw with | |
298 | * @param points 3D points to render | |
299 | */ | |
109
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300 | void Canvas::drawWorldPolygon(QPainter* painter, const std::vector<glm::vec3> &points) |
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301 | { |
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302 | painter->drawPolygon(QPolygonF{this->convertWorldPointsToScreenPoints(points)}); |
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303 | } |
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304 | |
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305 | Winding Canvas::worldPolygonWinding(const std::vector<glm::vec3> &points) const |
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306 | { |
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307 | return winding(QPolygonF{this->convertWorldPointsToScreenPoints(points)}); |
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308 | } |
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309 | |
129 | 310 | /** |
311 | * @brief Gets the current position of the cursor in the model | |
312 | * @return 3D vector | |
313 | */ | |
110 | 314 | const std::optional<glm::vec3>& Canvas::getWorldPosition() const |
315 | { | |
316 | return this->worldPosition; | |
317 | } | |
318 | ||
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319 | /** |
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320 | * @brief Adjusts the grid to be so that it is perpendicular to the camera. |
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321 | */ |
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322 | void adjustGridToView(Canvas* canvas) |
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323 | { |
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324 | const glm::vec3 cameraDirection = canvas->cameraVector(); |
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325 | const glm::mat4& grid = canvas->getGridMatrix(); |
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326 | const glm::vec3 vector_x = glm::normalize(grid * glm::vec4{1, 0, 0, 1}); |
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327 | const glm::vec3 vector_y = glm::normalize(grid * glm::vec4{0, 1, 0, 1}); |
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328 | const float angle_x = std::abs(glm::dot(vector_x, cameraDirection)); |
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329 | const float angle_y = std::abs(glm::dot(vector_y, cameraDirection)); |
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330 | canvas->setGridMatrix(glm::rotate( |
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331 | grid, |
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332 | pi<> * 0.5f, |
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333 | (angle_x < angle_y) ? glm::vec3{1, 0, 0} : glm::vec3{0, 1, 0} |
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334 | )); |
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335 | canvas->update(); |
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336 | } |
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337 | |
129 | 338 | /** |
169
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339 | * @returns the ids of the currently selected objects |
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340 | */ |
200 | 341 | const QSet<ModelId> Canvas::selectedObjects() const |
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342 | { |
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343 | return this->selection; |
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344 | } |
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345 | |
187 | 346 | const glm::mat4 &Canvas::getGridMatrix() const |
347 | { | |
348 | return this->gridMatrix; | |
349 | } | |
350 | ||
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351 | /** |
129 | 352 | * @brief Paints a circle at where @c worldPoint is located on the screen. |
353 | * @param painter Painter to use to render | |
354 | * @param worldPoint Point to render | |
355 | */ | |
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356 | void Canvas::drawWorldPoint(QPainter* painter, const glm::vec3& worldPoint) const |
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357 | { |
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358 | const QPointF center = this->modelToScreenCoordinates(worldPoint); |
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359 | painter->drawEllipse(inscribe(CircleF{center, 5})); |
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360 | } |
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361 | |
129 | 362 | /** |
363 | * @brief Changes the grid matrix to the one specified. Updates relevant member variables. | |
364 | * @param newMatrix New matrix to use | |
365 | */ | |
366 | void Canvas::setGridMatrix(const glm::mat4& newMatrix) | |
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367 | { |
129 | 368 | this->gridMatrix = newMatrix; |
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369 | const Triangle triangle { |
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370 | this->gridMatrix * glm::vec4{0, 0, 0, 1}, |
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371 | this->gridMatrix * glm::vec4{1, 0, 0, 1}, |
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372 | this->gridMatrix * glm::vec4{0, 1, 0, 1}, |
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373 | }; |
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374 | this->gridPlane = planeFromTriangle(triangle); |
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375 | this->gridProgram->setGridMatrix(this->gridMatrix); |
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376 | this->update(); |
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377 | } |
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378 | |
129 | 379 | /** |
380 | * @brief Gets the current camera vector, i.e. the vector from the camera to the grid origin. | |
381 | * @return vector | |
382 | */ | |
67 | 383 | glm::vec3 Canvas::cameraVector() const |
384 | { | |
385 | // Find out where the grid is projected on the screen | |
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386 | const QPointF gridOrigin2d = this->modelToScreenCoordinates(this->gridPlane.anchor); |
67 | 387 | // Find out which direction the camera is looking at the grid origin in 3d |
388 | return glm::normalize(this->cameraLine(gridOrigin2d).direction); | |
389 | } | |
390 | ||
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391 | /** |
129 | 392 | * @brief Calculates whether the screen is perpendicular to the current grid |
393 | * @return bool | |
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394 | */ |
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395 | bool Canvas::isGridPerpendicularToScreen(float threshold) const |
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396 | { |
67 | 397 | const glm::vec3 cameraDirection = this->cameraVector(); |
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398 | // Compute the dot product. The parameters given are: |
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399 | // - the normal of the grid plane, which is the vector from the grid origin perpendicular to the grid |
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400 | // - the direction of the camera looking at the grid, which is the inverse of the vector from the grid |
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401 | // origin towards the camera |
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402 | // If the dot product between these two vectors is 0, the grid normal is perpendicular to the camera vector |
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403 | // and the grid is perpendicular to the screen. |
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404 | const float dot = glm::dot(glm::normalize(this->gridPlane.normal), glm::normalize(cameraDirection)); |
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405 | return std::abs(dot) < threshold; |
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406 | } |
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407 | |
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408 | QVector<QPointF> Canvas::convertWorldPointsToScreenPoints(const std::vector<glm::vec3> &worldPoints) const |
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409 | { |
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410 | QVector<QPointF> points2d; |
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411 | points2d.reserve(worldPoints.size()); |
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412 | for (const glm::vec3& point : worldPoints) |
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413 | { |
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414 | points2d.push_back(this->modelToScreenCoordinates(point)); |
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415 | } |
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416 | return points2d; |
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417 | } |
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418 | |
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419 | void Canvas::updateCanvasRenderPreferences() |
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420 | { |
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421 | this->isDark = luma(this->renderPreferences.backgroundColor) < 0.25; |
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422 | if (this->gridProgram.has_value()) |
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423 | { |
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424 | this->gridProgram->setGridColor(this->isDark ? Qt::white : Qt::black); |
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425 | } |
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426 | } |
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427 | |
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428 | void Canvas::setOverpaintCallback(Canvas::OverpaintCallback fn) |
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429 | { |
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430 | this->overpaintCallback = fn; |
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431 | } |