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remove old todo
24 | 1 | /* |
2 | * LDForge: LDraw parts authoring CAD | |
3 | * Copyright (C) 2013 - 2020 Teemu Piippo | |
4 | * | |
5 | * This program is free software: you can redistribute it and/or modify | |
6 | * it under the terms of the GNU General Public License as published by | |
7 | * the Free Software Foundation, either version 3 of the License, or | |
8 | * (at your option) any later version. | |
9 | * | |
10 | * This program is distributed in the hope that it will be useful, | |
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
13 | * GNU General Public License for more details. | |
14 | * | |
15 | * You should have received a copy of the GNU General Public License | |
16 | * along with this program. If not, see <http://www.gnu.org/licenses/>. | |
17 | */ | |
18 | ||
47 | 19 | #include <QMouseEvent> |
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20 | #include <QPainter> |
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21 | #include "algorithm/earcut.h" |
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22 | #include "document.h" |
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23 | #include "model.h" |
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24 | #include "ui/objecteditor.h" |
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25 | #include "gl/partrenderer.h" |
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26 | |
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27 | // Make mapbox::earcut work with glm::vec3 |
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28 | namespace mapbox { |
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29 | namespace util { |
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30 | template<> struct nth<0, glm::vec3> |
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31 | { |
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32 | static constexpr float get(const glm::vec3& t) { return t.x; }; |
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33 | }; |
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34 | template<> struct nth<1, glm::vec3> |
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35 | { |
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36 | static constexpr float get(const glm::vec3& t) { return t.y; }; |
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37 | }; |
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38 | } |
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39 | } |
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40 | |
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41 | EditTools::EditTools(QObject* parent) : |
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42 | QObject{parent}, |
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43 | RenderLayer{} |
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44 | { |
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45 | } |
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46 | |
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47 | EditTools::~EditTools() |
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48 | { |
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49 | } |
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50 | |
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51 | void EditTools::setEditMode(EditingMode mode) |
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52 | { |
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53 | this->mode = mode; |
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54 | } |
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55 | |
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56 | void EditTools::setGridMatrix(const glm::mat4& gridMatrix) |
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57 | { |
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58 | this->gridMatrix = gridMatrix; |
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59 | this->gridPlane = planeFromTriangle({ |
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60 | this->gridMatrix * glm::vec4{0, 0, 0, 1}, |
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61 | this->gridMatrix * glm::vec4{1, 0, 0, 1}, |
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62 | this->gridMatrix * glm::vec4{0, 1, 0, 1}, |
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63 | }); |
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64 | } |
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65 | |
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66 | void EditTools::mvpMatrixChanged(const glm::mat4& matrix) |
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67 | { |
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68 | this->mvpMatrix = matrix; |
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69 | } |
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70 | |
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71 | void EditTools::mouseMoved(const QMouseEvent* event) |
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72 | { |
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73 | this->worldPosition = this->renderer->screenToModelCoordinates(event->pos(), this->gridPlane); |
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74 | if (this->worldPosition.has_value()) |
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75 | { |
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76 | // Snap the position to grid. This procedure is basically the "change of basis" and almost follows the |
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77 | // A⁻¹ × M × A formula which is used to perform a transformation in some other coordinate system, except |
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78 | // we actually use the inverted matrix first and the regular one last to perform the transformation of |
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79 | // grid coordinates in our XY coordinate system. Also, we're rounding the coordinates which is obviously |
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80 | // not a linear transformation, but fits the pattern anyway. |
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81 | // First transform the coordinates to the XY plane... |
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82 | this->worldPosition = glm::inverse(this->gridMatrix) * glm::vec4{*this->worldPosition, 1}; |
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83 | // Then round the coordinates to integer precision... |
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84 | this->worldPosition = glm::round(*this->worldPosition); |
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85 | // And finally transform it back to grid coordinates by transforming it with the |
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86 | // grid matrix. |
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87 | this->worldPosition = this->gridMatrix * glm::vec4{*this->worldPosition, 1}; |
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88 | this->polygon.back() = *this->worldPosition; |
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89 | } |
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90 | this->numpoints = this->polygon.size(); |
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91 | if (this->isCloseToExistingPoints()) { |
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92 | this->numpoints -= 1; |
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93 | } |
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94 | } |
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95 | |
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96 | static QVector<QPointF> convertWorldPointsToScreenPoints( |
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97 | const std::vector<glm::vec3> &worldPoints, |
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98 | const PartRenderer* renderer) |
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99 | { |
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100 | QVector<QPointF> points2d; |
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101 | points2d.reserve(worldPoints.size()); |
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102 | for (const glm::vec3& point : worldPoints) |
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103 | { |
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104 | points2d.push_back(renderer->modelToScreenCoordinates(point)); |
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105 | } |
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106 | return points2d; |
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107 | } |
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108 | |
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109 | static Winding worldPolygonWinding( |
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110 | const std::vector<glm::vec3> &points, |
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111 | const PartRenderer* renderer) |
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112 | { |
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113 | return winding(QPolygonF{convertWorldPointsToScreenPoints(points, renderer)}); |
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114 | } |
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115 | |
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116 | static void drawWorldPoint( |
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117 | QPainter* painter, |
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118 | const glm::vec3& worldPoint, |
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119 | const PartRenderer* renderer) |
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120 | { |
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121 | const QPointF center = renderer->modelToScreenCoordinates(worldPoint); |
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122 | painter->drawEllipse(inscribe(CircleF{center, 5})); |
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123 | } |
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124 | |
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125 | static void drawWorldPolyline( |
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126 | QPainter *painter, |
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127 | const std::vector<glm::vec3> &points, |
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128 | const PartRenderer* renderer) |
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129 | { |
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130 | painter->drawPolyline(QPolygonF{convertWorldPointsToScreenPoints(points, renderer)}); |
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131 | } |
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132 | |
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133 | static void drawWorldPolygon( |
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134 | QPainter* painter, |
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135 | const std::vector<glm::vec3> &points, |
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136 | const PartRenderer* renderer) |
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137 | { |
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138 | painter->drawPolygon(QPolygonF{convertWorldPointsToScreenPoints(points, renderer)}); |
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139 | } |
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140 | |
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141 | static opt<std::vector<glm::vec3>> modelActionPoints(const ModelAction& action) |
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142 | { |
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143 | opt<std::vector<glm::vec3>> result; |
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144 | if (const AppendToModel* append = std::get_if<AppendToModel>(&action)) { |
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145 | const ModelElement& newElement = append->newElement; |
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146 | if (const LineSegment* seg = std::get_if<Colored<LineSegment>>(&newElement)) { |
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147 | result = {seg->p1, seg->p2}; |
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148 | } |
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149 | else if (const Triangle* tri = std::get_if<Colored<Triangle>>(&newElement)) { |
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150 | result = {tri->p1, tri->p2, tri->p3}; |
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151 | } |
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152 | else if (const Quadrilateral* quad = std::get_if<Colored<Quadrilateral>>(&newElement)) { |
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153 | result = {quad->p1, quad->p2, quad->p3, quad->p4}; |
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154 | } |
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155 | } |
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156 | return result; |
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157 | } |
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158 | |
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159 | void EditTools::overpaint(QPainter* painter) |
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160 | { |
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161 | struct Pens |
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162 | { |
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163 | const QBrush pointBrush; |
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164 | const QPen pointPen; |
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165 | const QPen polygonPen; |
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166 | const QPen badPolygonPen; |
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167 | const QBrush greenPolygonBrush; |
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168 | const QBrush redPolygonBrush; |
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169 | }; |
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170 | static const Pens brightPens{ |
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171 | .pointBrush = {Qt::white}, |
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172 | .pointPen = {QBrush{Qt::black}, 2.0}, |
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173 | .polygonPen = {QBrush{Qt::black}, 2.0, Qt::DashLine}, |
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174 | .greenPolygonBrush = {QColor{64, 255, 128, 192}}, |
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175 | .redPolygonBrush = {QColor{255, 96, 96, 192}}, |
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176 | }; |
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177 | static const Pens darkPens{ |
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178 | .pointBrush = {Qt::black}, |
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179 | .pointPen = {QBrush{Qt::white}, 2.0}, |
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180 | .polygonPen = {QBrush{Qt::white}, 2.0, Qt::DashLine}, |
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181 | .greenPolygonBrush = {QColor{64, 255, 128, 192}}, |
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182 | .redPolygonBrush = {QColor{255, 96, 96, 192}}, |
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183 | }; |
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184 | const Pens& pens = (this->renderer->isDark() ? darkPens : brightPens); |
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185 | switch(this->mode) { |
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186 | case SelectMode: |
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187 | break; |
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188 | case DrawMode: |
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189 | painter->setPen(pens.polygonPen); |
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190 | for (const ModelAction& action : this->actions()) { |
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191 | const opt<std::vector<glm::vec3>> points = modelActionPoints(action); |
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192 | if (points.has_value()) { |
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193 | if (worldPolygonWinding(*points, this->renderer) == Winding::Clockwise) { |
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194 | painter->setBrush(pens.greenPolygonBrush); |
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195 | } |
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196 | else { |
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197 | painter->setBrush(pens.redPolygonBrush); |
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198 | } |
222
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199 | drawWorldPolygon(painter, *points, this->renderer); |
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200 | } |
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201 | } |
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202 | //drawWorldPolyline(painter, this->previewPolygon, this->renderer); |
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203 | painter->setBrush(pens.pointBrush); |
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204 | painter->setPen(pens.pointPen); |
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205 | for (const glm::vec3& point : this->polygon) { |
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206 | drawWorldPoint(painter, point, this->renderer); |
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207 | } |
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208 | break; |
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209 | } |
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210 | if (this->worldPosition.has_value()) |
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211 | { |
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212 | painter->setRenderHint(QPainter::Antialiasing); |
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213 | painter->setPen(Qt::white); |
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214 | painter->setBrush(Qt::green); |
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215 | const QPointF pos = this->renderer->modelToScreenCoordinates(*this->worldPosition); |
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216 | painter->drawEllipse(pos, 5, 5); |
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217 | painter->drawText(pos + QPointF{5, 5}, vectorToString(*this->worldPosition)); |
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218 | } |
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219 | } |
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220 | |
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221 | void EditTools::removeLastPoint() |
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222 | { |
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223 | if (this->polygon.size() > 1) { |
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224 | this->polygon.erase(this->polygon.end() - 1); |
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225 | } |
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226 | } |
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227 | |
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228 | bool EditTools::isCloseToExistingPoints() const |
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229 | { |
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230 | if (this->worldPosition.has_value()) { |
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231 | const glm::vec3& pos = *this->worldPosition; |
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232 | return std::any_of(this->polygon.begin(), this->polygon.end() - 1, [&pos](const glm::vec3& p){ |
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233 | return isclose(pos, p); |
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234 | }); |
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235 | } |
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236 | else { |
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237 | return false; |
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238 | } |
197
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239 | } |
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240 | |
217
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241 | EditingMode EditTools::currentEditingMode() const |
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242 | { |
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243 | return this->mode; |
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244 | } |
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245 | |
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246 | void EditTools::mouseClick(const QMouseEvent* event) |
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247 | { |
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248 | switch(this->mode) { |
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249 | case SelectMode: |
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250 | if (event->button() == Qt::LeftButton) { |
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251 | const ModelId highlighted = this->renderer->pick(event->pos()); |
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252 | Q_EMIT this->select({highlighted}, false); |
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253 | } |
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254 | break; |
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255 | case DrawMode: |
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256 | if (event->button() == Qt::LeftButton and this->worldPosition.has_value()) { |
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257 | if (isCloseToExistingPoints()) { |
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258 | this->closeShape(); |
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259 | } |
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260 | else { |
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261 | this->polygon.push_back(*this->worldPosition); |
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262 | } |
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263 | } |
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264 | else if (true |
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265 | and event->button() == Qt::RightButton |
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266 | and this->polygon.size() > 1 |
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267 | ) { |
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268 | this->removeLastPoint(); |
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269 | } |
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270 | break; |
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271 | } |
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272 | } |
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273 | |
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274 | constexpr float distancesquared(const glm::vec3& p1, const glm::vec3& p2) |
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275 | { |
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276 | const float dx = p2.x - p1.x; |
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277 | const float dy = p2.y - p1.y; |
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278 | const float dz = p2.z - p1.z; |
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279 | return (dx * dx) + (dy * dy) + (dz * dz); |
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280 | } |
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281 | |
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282 | inline float area(const Quadrilateral& q) |
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283 | { |
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284 | return 0.5 * ( |
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285 | glm::length(glm::cross(q.p2 - q.p1, q.p3 - q.p1)) + |
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286 | glm::length(glm::cross(q.p3 - q.p2, q.p4 - q.p2)) |
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287 | ); |
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288 | } |
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289 | |
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290 | inline float energy(const Quadrilateral& q) |
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291 | { |
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292 | const float L2 = distancesquared(q.p1, q.p2) |
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293 | + distancesquared(q.p2, q.p3) |
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294 | + distancesquared(q.p3, q.p4) |
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295 | + distancesquared(q.p4, q.p1); |
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296 | return 1 - 6.928203230275509 * area(q) / L2; |
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297 | } |
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298 | |
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299 | struct MergedTriangles |
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300 | { |
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301 | std::vector<Quadrilateral> quadrilaterals; |
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302 | std::set<std::size_t> cutTriangles; |
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303 | }; |
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304 | |
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305 | static MergedTriangles mergeTriangles( |
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306 | const std::vector<std::uint16_t>& indices, |
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307 | const std::vector<glm::vec3>& polygon) |
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308 | { |
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309 | MergedTriangles result; |
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310 | using indextype = std::uint16_t; |
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311 | using indexpair = std::pair<indextype, indextype>; |
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312 | struct boundaryinfo { indextype third; std::size_t triangleid; }; |
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313 | std::map<indexpair, boundaryinfo> boundaries; |
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314 | for (std::size_t i = 0; i < indices.size(); i += 3) { |
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315 | const auto add = [&](int o1, int o2, int o3){ |
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316 | const auto key = std::make_pair(indices[i + o1], indices[i + o2]); |
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317 | boundaries[key] = {indices[i + o3], i}; |
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318 | }; |
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319 | add(0, 1, 2); |
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320 | add(1, 2, 0); |
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321 | add(2, 0, 1); |
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322 | } |
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323 | std::vector<std::array<indextype, 4>> quadindices; |
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324 | std::vector<Quadrilateral> quads; |
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325 | bool repeat = true; |
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326 | const auto iscut = [&result](const std::size_t i){ |
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327 | return result.cutTriangles.find(i) != result.cutTriangles.end(); |
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328 | }; |
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329 | while (repeat) { |
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330 | repeat = false; |
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331 | // Go through triangle boundaries |
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332 | for (const auto& it1 : boundaries) { |
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333 | const indexpair& pair1 = it1.first; |
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334 | const boundaryinfo& boundary1 = it1.second; |
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335 | // .. the ones we haven't already merged anyway |
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336 | if (not iscut(boundary1.triangleid)) { |
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337 | // Look for its inverse boundary to find the touching triangle |
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338 | const auto pair2 = std::make_pair(pair1.second, pair1.first); |
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339 | const auto it2 = boundaries.find(pair2); |
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340 | // Also if that hasn't been cut |
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341 | if (it2 != boundaries.end() and not iscut(it2->second.triangleid)) { |
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342 | const Quadrilateral quad{ |
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343 | polygon[pair1.first], |
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344 | polygon[it2->second.third], |
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345 | polygon[pair1.second], |
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346 | polygon[boundary1.third], |
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347 | }; |
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348 | if (isConvex(quad)) { |
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349 | result.quadrilaterals.push_back(quad); |
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350 | result.cutTriangles.insert(boundary1.triangleid); |
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351 | result.cutTriangles.insert(it2->second.triangleid); |
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352 | repeat = true; |
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353 | } |
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354 | } |
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355 | } |
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356 | } |
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357 | } |
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358 | return result; |
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359 | } |
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360 | |
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361 | const std::vector<ModelAction> EditTools::actions() const |
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362 | { |
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363 | std::vector<ModelAction> result; |
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364 | if (this->numpoints == 2) { |
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365 | result.push_back(AppendToModel{ |
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366 | .newElement = Colored<LineSegment>{ |
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367 | LineSegment{ |
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368 | .p1 = this->polygon[0], |
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369 | .p2 = this->polygon[1], |
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370 | }, |
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371 | EDGE_COLOR, |
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372 | } |
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373 | }); |
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374 | } |
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375 | else if (this->numpoints > 2) { |
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376 | const glm::mat4 inverseGrid = glm::inverse(this->gridMatrix); |
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377 | std::vector<std::vector<glm::vec3>> polygons{1}; |
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378 | std::vector<glm::vec3>& polygon2d = polygons.back(); |
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379 | polygon2d.reserve(this->numpoints); |
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380 | for (std::size_t i = 0; i < this->numpoints; ++i) { |
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381 | polygon2d.push_back(inverseGrid * glm::vec4{this->polygon[i], 1}); |
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382 | } |
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383 | using indextype = std::uint16_t; |
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384 | const std::vector<indextype> indices = mapbox::earcut<std::uint16_t>(polygons); |
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385 | MergedTriangles mergedTriangles = mergeTriangles(indices, this->polygon); |
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386 | for (const Quadrilateral& quad : mergedTriangles.quadrilaterals) { |
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387 | result.push_back(AppendToModel{ |
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388 | .newElement = Colored<Quadrilateral>{quad, MAIN_COLOR}, |
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389 | }); |
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390 | } |
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391 | for (std::size_t i = 0; i < indices.size(); i += 3) { |
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392 | if (mergedTriangles.cutTriangles.find(i) == mergedTriangles.cutTriangles.end()) { |
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393 | result.push_back(AppendToModel{ |
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394 | .newElement = Colored<Triangle>{ |
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395 | Triangle{ |
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396 | .p1 = this->polygon[indices[i]], |
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397 | .p2 = this->polygon[indices[i + 1]], |
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398 | .p3 = this->polygon[indices[i + 2]], |
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399 | }, |
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400 | MAIN_COLOR, |
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401 | } |
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402 | }); |
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403 | } |
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404 | } |
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405 | } |
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406 | return result; |
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407 | } |
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408 | |
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409 | void EditTools::closeShape() |
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410 | { |
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411 | for (const ModelAction& action : this->actions()) { |
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412 | Q_EMIT this->modelAction(action); |
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413 | } |
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414 | this->polygon.clear(); |
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415 | this->polygon.push_back(this->worldPosition.value_or(glm::vec3{0, 0, 0})); |
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416 | } |