Sat, 05 Mar 2022 13:18:40 +0200
Icons update
47 | 1 | #include <QMouseEvent> |
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2 | #include <QPainter> |
47 | 3 | #include "canvas.h" |
4 | ||
5 | Canvas::Canvas( | |
6 | Model* model, | |
7 | DocumentManager* documents, | |
8 | const ldraw::ColorTable& colorTable, | |
9 | QWidget* parent) : | |
70 | 10 | PartRenderer{model, documents, colorTable, parent} |
47 | 11 | { |
12 | this->setMouseTracking(true); | |
13 | } | |
14 | ||
129 | 15 | /** |
16 | * @brief Handles a change of selection | |
17 | * @param selectedIds IDs of objects to select | |
18 | * @param deselectedIds IDs of objects to deselect. | |
19 | */ | |
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20 | void Canvas::handleSelectionChange(const QSet<ldraw::id_t>& selectedIds, const QSet<ldraw::id_t>& deselectedIds) |
51 | 21 | { |
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22 | Q_ASSERT(not selectedIds.contains(ldraw::NULL_ID)); |
51 | 23 | this->selection.subtract(deselectedIds); |
24 | this->selection.unite(selectedIds); | |
25 | this->compiler->setSelectedObjects(this->selection); | |
26 | this->update(); | |
27 | } | |
28 | ||
129 | 29 | /** |
30 | * @brief Updates vertex rendering | |
31 | * @param document Document to get vertices from | |
32 | */ | |
118 | 33 | void Canvas::rebuildVertices(Document* document) |
34 | { | |
35 | if (this->vertexProgram.has_value()) | |
36 | { | |
37 | this->vertexProgram->build(document); | |
38 | this->update(); | |
39 | } | |
40 | } | |
41 | ||
47 | 42 | void Canvas::mouseMoveEvent(QMouseEvent* event) |
43 | { | |
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44 | const ldraw::id_t id = this->pick(event->pos()); |
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45 | this->highlighted = id; |
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46 | this->totalMouseMove += (event->pos() - this->lastMousePosition).manhattanLength(); |
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47 | this->worldPosition = this->screenToModelCoordinates(event->pos(), this->gridPlane); |
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48 | if (this->worldPosition.has_value()) |
55 | 49 | { |
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50 | /* |
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51 | * Snap the position to grid. This procedure is basically the "change of basis" and almost follows the |
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52 | * A⁻¹ × M × A formula which is used to perform a transformation in some other coordinate system, except |
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53 | * we actually use the inverted matrix first and the regular one last to perform the transformation of |
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54 | * grid coordinates in our XY coordinate system. Also, we're rounding the coordinates which is obviously |
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55 | * not a linear transformation, but fits the pattern anyway. |
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56 | */ |
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57 | // First transform the coordinates to the XY plane... |
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58 | this->worldPosition = glm::inverse(this->gridMatrix) * glm::vec4{*this->worldPosition, 1}; |
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59 | // Then round the coordinates to integer precision... |
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60 | this->worldPosition = glm::round(*this->worldPosition); |
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61 | // And finally transform it back to grid coordinates by transforming it with the |
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62 | // grid matrix. |
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63 | this->worldPosition = this->gridMatrix * glm::vec4{*this->worldPosition, 1}; |
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64 | } |
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65 | Q_EMIT this->mouseMove(this, event); |
47 | 66 | PartRenderer::mouseMoveEvent(event); |
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67 | this->update(); |
47 | 68 | } |
51 | 69 | |
70 | void Canvas::mousePressEvent(QMouseEvent* event) | |
71 | { | |
72 | this->totalMouseMove = 0; | |
73 | this->lastMousePosition = event->pos(); | |
74 | PartRenderer::mousePressEvent(event); | |
75 | } | |
76 | ||
77 | void Canvas::mouseReleaseEvent(QMouseEvent* event) | |
78 | { | |
79 | if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0) | |
80 | { | |
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81 | Q_EMIT this->mouseClick(this, event); |
51 | 82 | } |
83 | PartRenderer::mouseReleaseEvent(event); | |
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84 | this->update(); |
51 | 85 | } |
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86 | |
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87 | void Canvas::initializeGL() |
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88 | { |
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89 | // We first create the grid program and connect everything and only then call the part renderer's initialization |
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90 | // functions so that when initialization sets up, the signals also set up the matrices on our side. |
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91 | this->gridProgram.emplace(this); |
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92 | this->gridProgram->initialize(); |
70 | 93 | this->axesProgram.emplace(this); |
94 | this->axesProgram->initialize(); | |
118 | 95 | this->vertexProgram.emplace(this); |
96 | this->vertexProgram->initialize(); | |
70 | 97 | for (AbstractBasicShaderProgram* program : { |
98 | static_cast<AbstractBasicShaderProgram*>(&*this->gridProgram), | |
99 | static_cast<AbstractBasicShaderProgram*>(&*this->axesProgram), | |
118 | 100 | static_cast<AbstractBasicShaderProgram*>(&*this->vertexProgram), |
70 | 101 | }) |
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102 | { |
70 | 103 | connect(this, &PartRenderer::projectionMatrixChanged, |
104 | program, &AbstractBasicShaderProgram::setProjectionMatrix); | |
105 | connect(this, &PartRenderer::modelMatrixChanged, | |
106 | program, &AbstractBasicShaderProgram::setModelMatrix); | |
107 | connect(this, &PartRenderer::viewMatrixChanged, | |
108 | program, &AbstractBasicShaderProgram::setViewMatrix); | |
109 | } | |
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110 | connect(this, &PartRenderer::renderPreferencesChanged, [&]() |
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111 | { |
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112 | if (this->gridProgram.has_value()) |
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113 | { |
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114 | const bool isDark = luma(this->renderPreferences.backgroundColor) < 0.25; |
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115 | this->gridProgram->setGridColor(isDark ? Qt::white : Qt::black); |
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116 | } |
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117 | }); |
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118 | PartRenderer::initializeGL(); |
70 | 119 | // Set up XZ grid matrix |
129 | 120 | this->setGridMatrix({{1, 0, 0, 0}, {0, 0, 1, 0}, {0, 1, 0, 0}, {0, 0, 0, 1}}); |
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121 | } |
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122 | |
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123 | void Canvas::paintGL() |
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124 | { |
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125 | PartRenderer::paintGL(); |
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126 | if (this->renderPreferences.style != gl::RenderStyle::PickScene) |
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127 | { |
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128 | // Render axes |
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129 | { |
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130 | glLineWidth(5); |
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131 | glEnable(GL_LINE_SMOOTH); |
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132 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); |
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133 | this->axesProgram->draw(); |
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134 | glDisable(GL_LINE_SMOOTH); |
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135 | } |
119 | 136 | // Render vertices |
137 | { | |
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138 | glLineWidth(1.5); |
119 | 139 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
140 | glEnable(GL_LINE_SMOOTH); | |
141 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); | |
142 | this->vertexProgram->draw(); | |
143 | glDisable(GL_LINE_SMOOTH); | |
144 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | |
145 | } | |
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146 | // Render grid |
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147 | { |
157 | 148 | glLineWidth(1); |
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149 | glEnable(GL_BLEND); |
157 | 150 | glLineStipple(1, 0x8888); |
151 | glEnable(GL_LINE_STIPPLE); | |
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152 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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153 | this->gridProgram->draw(); |
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154 | glDisable(GL_BLEND); |
157 | 155 | glDisable(GL_LINE_STIPPLE); |
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156 | } |
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157 | if (this->worldPosition.has_value()) |
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158 | { |
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159 | QPainter painter{this}; |
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160 | painter.setRenderHint(QPainter::Antialiasing); |
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161 | painter.setPen(Qt::black); |
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162 | painter.setBrush(Qt::green); |
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163 | const QPointF pos = this->modelToScreenCoordinates(*this->worldPosition); |
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164 | painter.drawEllipse(pos, 5, 5); |
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165 | painter.setPen(Qt::white); |
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166 | painter.drawText(pos + QPointF{5, 5}, vectorToString(*this->worldPosition)); |
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167 | } |
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168 | { |
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169 | QPainter painter{this}; |
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170 | painter.setRenderHint(QPainter::Antialiasing); |
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171 | QFont font; |
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172 | //font.setStyle(QFont::StyleItalic); |
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173 | painter.setFont(font); |
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174 | QFontMetrics fontMetrics{font}; |
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175 | const auto renderText = [&](const QString& text, const geom::PointOnRectagle& intersection) |
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176 | { |
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177 | QPointF position = toQPointF(intersection.position); |
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178 | const geom::RectangleSide side = intersection.side; |
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179 | switch (side) |
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180 | { |
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181 | case geom::RectangleSide::Top: |
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182 | position += QPointF{0, static_cast<qreal>(fontMetrics.ascent())}; |
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183 | break; |
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184 | case geom::RectangleSide::Left: |
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185 | break; |
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186 | case geom::RectangleSide::Bottom: |
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187 | position += QPointF{0, static_cast<qreal>(-fontMetrics.descent())}; |
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188 | break; |
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189 | case geom::RectangleSide::Right: |
100 | 190 | position += QPointF{static_cast<qreal>(-fontMetrics.horizontalAdvance(text)), 0}; |
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191 | break; |
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192 | } |
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193 | painter.drawText(position, text); |
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194 | }; |
113 | 195 | const QRectF box {QPointF{0, 0}, sizeToSizeF(this->size())}; |
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196 | const QPointF p1 = this->modelToScreenCoordinates(glm::vec3{0, 0, 0}); |
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197 | |
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198 | static const struct |
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199 | { |
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200 | QString text; |
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201 | glm::vec3 direction; |
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202 | } directions[] = |
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203 | { |
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204 | {"+𝑥", {1, 0, 0}}, |
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205 | {"-𝑥", {-1, 0, 0}}, |
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206 | {"+𝑦", {0, 1, 0}}, |
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207 | {"-𝑦", {0, -1, 0}}, |
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208 | {"+𝑧", {0, 0, 1}}, |
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209 | {"-𝑧", {0, 0, -1}}, |
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210 | }; |
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211 | for (const auto& axis : directions) |
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212 | { |
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213 | const QPointF x_p = this->modelToScreenCoordinates(axis.direction); |
115 | 214 | const auto intersection = geom::rayRectangleIntersection( |
215 | geom::rayFromPoints(toVec2(p1), toVec2(x_p)), | |
216 | box); | |
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217 | if (intersection.has_value()) |
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218 | { |
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219 | renderText(axis.text, *intersection); |
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220 | } |
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221 | } |
109
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222 | if (this->overpaintCallback != nullptr) |
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223 | { |
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224 | this->overpaintCallback(this, &painter); |
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225 | } |
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226 | } |
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227 | } |
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228 | } |
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229 | |
129 | 230 | /** |
231 | * @brief Draws a polygon to where the specified vector of 3D points would appear on the screen. | |
232 | * @param painter Painter to use to draw with | |
233 | * @param points 3D points to render | |
234 | */ | |
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235 | void Canvas::drawWorldPolygon(QPainter* painter, const std::vector<glm::vec3> &points) |
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236 | { |
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237 | QVector<QPointF> points2d; |
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238 | points2d.reserve(points.size()); |
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239 | for (const glm::vec3& point : points) |
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240 | { |
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241 | points2d.push_back(this->modelToScreenCoordinates(point)); |
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242 | } |
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243 | painter->drawPolygon(QPolygonF{points2d}); |
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244 | } |
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245 | |
129 | 246 | /** |
247 | * @brief Gets the current position of the cursor in the model | |
248 | * @return 3D vector | |
249 | */ | |
110 | 250 | const std::optional<glm::vec3>& Canvas::getWorldPosition() const |
251 | { | |
252 | return this->worldPosition; | |
253 | } | |
254 | ||
128
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255 | /** |
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256 | * @brief Adjusts the grid to be so that it is perpendicular to the camera. |
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257 | */ |
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258 | void Canvas::adjustGridToView() |
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259 | { |
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260 | const glm::vec3 cameraDirection = this->cameraVector(); |
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261 | const glm::vec3 vector_x = glm::normalize(this->gridMatrix * glm::vec4{1, 0, 0, 1}); |
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262 | const glm::vec3 vector_y = glm::normalize(this->gridMatrix * glm::vec4{0, 1, 0, 1}); |
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263 | const float angle_x = std::abs(glm::dot(vector_x, cameraDirection)); |
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264 | const float angle_y = std::abs(glm::dot(vector_y, cameraDirection)); |
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265 | if (angle_x < angle_y) |
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266 | { |
129 | 267 | this->setGridMatrix(glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{1, 0, 0})); |
128
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268 | } |
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269 | else |
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270 | { |
129 | 271 | this->setGridMatrix(glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{0, 1, 0})); |
128
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272 | } |
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273 | this->update(); |
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274 | } |
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275 | |
129 | 276 | /** |
277 | * @brief Paints a circle at where @c worldPoint is located on the screen. | |
278 | * @param painter Painter to use to render | |
279 | * @param worldPoint Point to render | |
280 | */ | |
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281 | void Canvas::drawWorldPoint(QPainter* painter, const glm::vec3& worldPoint) const |
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282 | { |
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283 | const QPointF center = this->modelToScreenCoordinates(worldPoint); |
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284 | painter->drawEllipse(geom::inscribe(geom::CircleF{center, 5})); |
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285 | } |
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286 | |
129 | 287 | /** |
288 | * @brief Changes the grid matrix to the one specified. Updates relevant member variables. | |
289 | * @param newMatrix New matrix to use | |
290 | */ | |
291 | void Canvas::setGridMatrix(const glm::mat4& newMatrix) | |
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292 | { |
129 | 293 | this->gridMatrix = newMatrix; |
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294 | const geom::Triangle triangle { |
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295 | this->gridMatrix * glm::vec4{0, 0, 0, 1}, |
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296 | this->gridMatrix * glm::vec4{1, 0, 0, 1}, |
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297 | this->gridMatrix * glm::vec4{0, 1, 0, 1}, |
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298 | }; |
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299 | this->gridPlane = geom::planeFromTriangle(triangle); |
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300 | this->gridProgram->setGridMatrix(this->gridMatrix); |
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301 | } |
66
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302 | |
129 | 303 | /** |
304 | * @brief Gets the current camera vector, i.e. the vector from the camera to the grid origin. | |
305 | * @return vector | |
306 | */ | |
67 | 307 | glm::vec3 Canvas::cameraVector() const |
308 | { | |
309 | // Find out where the grid is projected on the screen | |
310 | const QPoint gridOrigin2d = pointFToPoint(this->modelToScreenCoordinates(this->gridPlane.anchor)); | |
311 | // Find out which direction the camera is looking at the grid origin in 3d | |
312 | return glm::normalize(this->cameraLine(gridOrigin2d).direction); | |
313 | } | |
314 | ||
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315 | /** |
129 | 316 | * @brief Calculates whether the screen is perpendicular to the current grid |
317 | * @return bool | |
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318 | */ |
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319 | bool Canvas::isGridPerpendicularToScreen(float threshold) const |
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320 | { |
67 | 321 | const glm::vec3 cameraDirection = this->cameraVector(); |
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322 | // Compute the dot product. The parameters given are: |
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323 | // - the normal of the grid plane, which is the vector from the grid origin perpendicular to the grid |
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324 | // - the direction of the camera looking at the grid, which is the inverse of the vector from the grid |
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325 | // origin towards the camera |
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326 | // If the dot product between these two vectors is 0, the grid normal is perpendicular to the camera vector |
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327 | // and the grid is perpendicular to the screen. |
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328 | const float dot = glm::dot(glm::normalize(this->gridPlane.normal), glm::normalize(cameraDirection)); |
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329 | return std::abs(dot) < threshold; |
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330 | } |
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331 | |
129 | 332 | /** |
333 | * @brief Clears the selection. | |
334 | */ | |
107
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335 | void Canvas::clearSelection() |
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336 | { |
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337 | this->selection.clear(); |
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338 | this->compiler->setSelectedObjects(this->selection); |
112 | 339 | Q_EMIT selectionChanged(this->selection); |
107
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340 | this->update(); |
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341 | } |
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342 | |
129 | 343 | /** |
344 | * @brief Adds an object to selection. | |
345 | * @param id ID of object to add | |
346 | */ | |
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347 | void Canvas::addToSelection(ldraw::id_t id) |
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348 | { |
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349 | this->selection.insert(id); |
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350 | this->compiler->setSelectedObjects(this->selection); |
112 | 351 | Q_EMIT selectionChanged(this->selection); |
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352 | this->update(); |
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353 | } |
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354 | |
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355 | void Canvas::setOverpaintCallback(Canvas::OverpaintCallback fn) |
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356 | { |
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357 | this->overpaintCallback = fn; |
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358 | } |