Sat, 29 Feb 2020 23:51:03 +0200
document the grid snapping transformations
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) : | |
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10 | PartRenderer{model, documents, colorTable, parent}, |
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11 | gridProgram{this} |
47 | 12 | { |
13 | this->setMouseTracking(true); | |
14 | } | |
15 | ||
51 | 16 | void Canvas::handleSelectionChange(const QSet<ldraw::Id>& selectedIds, const QSet<ldraw::Id>& deselectedIds) |
17 | { | |
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18 | Q_ASSERT(not selectedIds.contains(ldraw::NULL_ID)); |
51 | 19 | this->selection.subtract(deselectedIds); |
20 | this->selection.unite(selectedIds); | |
21 | this->compiler->setSelectedObjects(this->selection); | |
22 | this->update(); | |
23 | } | |
24 | ||
47 | 25 | void Canvas::mouseMoveEvent(QMouseEvent* event) |
26 | { | |
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27 | const ldraw::Id id = this->pick(event->pos()); |
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28 | this->highlighted = id; |
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29 | this->totalMouseMove += (event->pos() - this->lastMousePosition).manhattanLength(); |
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30 | this->worldPosition = this->screenToModelCoordinates(event->pos(), this->gridPlane); |
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31 | if (this->worldPosition.has_value()) |
55 | 32 | { |
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33 | /* |
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34 | * Snap the position to grid. This procedure is basically the "change of basis" and almost follows the |
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35 | * A⁻¹ × M × A formula which is used to perform a transformation in some other coordinate system, except |
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36 | * we actually use the inverted matrix first and the regular one last to perform the transformation of |
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37 | * grid coordinates in our XY coordinate system. Also, we're rounding the coordinates which is obviously |
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38 | * not a linear transformation, but fits the pattern anyway. |
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39 | */ |
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40 | // First transform the coordinates to the XY plane... |
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41 | this->worldPosition = glm::inverse(this->gridMatrix) * glm::vec4{*this->worldPosition, 1}; |
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42 | // Then round the coordinates to integer precision... |
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43 | this->worldPosition = glm::round(*this->worldPosition); |
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44 | // And finally transform it back to grid coordinates by transforming it with the |
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45 | // grid matrix. |
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46 | this->worldPosition = this->gridMatrix * glm::vec4{*this->worldPosition, 1}; |
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47 | } |
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48 | if (this->worldPosition.has_value()) |
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49 | { |
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50 | this->newStatusText("Position: (%1, %2, %3)"_q |
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51 | .arg(toDouble(this->worldPosition->x)) |
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52 | .arg(toDouble(this->worldPosition->y)) |
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53 | .arg(toDouble(this->worldPosition->z))); |
55 | 54 | } |
55 | else | |
56 | { | |
57 | this->newStatusText("Position: <none>"_q); | |
58 | } | |
47 | 59 | PartRenderer::mouseMoveEvent(event); |
60 | } | |
51 | 61 | |
62 | void Canvas::mousePressEvent(QMouseEvent* event) | |
63 | { | |
64 | this->totalMouseMove = 0; | |
65 | this->lastMousePosition = event->pos(); | |
66 | PartRenderer::mousePressEvent(event); | |
67 | } | |
68 | ||
69 | void Canvas::mouseReleaseEvent(QMouseEvent* event) | |
70 | { | |
71 | if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0) | |
72 | { | |
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73 | if (this->highlighted == ldraw::NULL_ID) |
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74 | { |
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75 | this->selection = {}; |
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76 | } |
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77 | else |
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78 | { |
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79 | this->selection = {this->highlighted}; |
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80 | } |
51 | 81 | this->compiler->setSelectedObjects(this->selection); |
82 | emit selectionChanged(this->selection); | |
83 | this->update(); | |
84 | } | |
85 | PartRenderer::mouseReleaseEvent(event); | |
86 | } | |
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87 | |
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88 | void Canvas::initializeGL() |
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89 | { |
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90 | // We first create the grid program and connect everything and only then call the part renderer's initialization |
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91 | // functions so that when initialization sets up, the signals also set up the matrices on our side. |
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92 | this->gridProgram.emplace(this); |
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93 | this->gridProgram->initialize(); |
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94 | connect(this, &PartRenderer::projectionMatrixChanged, [&]() |
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95 | { |
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96 | this->gridProgram->setProjectionMatrix(this->projectionMatrix); |
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97 | }); |
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98 | connect(this, &PartRenderer::modelMatrixChanged, [&]() |
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99 | { |
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100 | this->gridProgram->setModelMatrix(this->modelMatrix); |
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101 | }); |
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102 | connect(this, &PartRenderer::viewMatrixChanged, [&]() |
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103 | { |
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104 | this->gridProgram->setViewMatrix(this->viewMatrix); |
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105 | }); |
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106 | connect(this, &PartRenderer::renderPreferencesChanged, [&]() |
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107 | { |
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108 | if (this->gridProgram.has_value()) |
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109 | { |
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110 | const bool isDark = luma(this->renderPreferences.backgroundColor) < 0.25; |
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111 | this->gridProgram->setGridColor(isDark ? Qt::white : Qt::black); |
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112 | } |
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113 | }); |
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114 | PartRenderer::initializeGL(); |
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115 | this->gridMatrix = glm::mat4{ |
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116 | {-4, 0, 0, 0}, |
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117 | {0, 6.9266, -3.6955, 0}, |
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118 | {0, -16.7222, -1.5307, 0}, |
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119 | {0, -13.273, -9.255, 1}, |
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120 | }; |
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121 | this->updateGridMatrix(); |
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122 | } |
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123 | |
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124 | void Canvas::paintGL() |
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125 | { |
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126 | PartRenderer::paintGL(); |
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127 | glEnable(GL_BLEND); |
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128 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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129 | this->gridProgram->draw(); |
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130 | glDisable(GL_BLEND); |
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131 | if (this->worldPosition.has_value()) |
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132 | { |
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133 | QPainter painter{this}; |
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134 | painter.setRenderHint(QPainter::Antialiasing); |
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135 | painter.setPen(Qt::black); |
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136 | painter.setBrush(Qt::green); |
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137 | const QPointF pos = this->modelToScreenCoordinates(*this->worldPosition); |
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138 | painter.drawEllipse(pos, 5, 5); |
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139 | painter.setPen(Qt::white); |
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140 | painter.drawText(pos + QPointF{5, 5}, vectorToString(*this->worldPosition)); |
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141 | } |
64
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142 | { |
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143 | QPainter axisPainter{this}; |
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144 | axisPainter.setRenderHint(QPainter::Antialiasing); |
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145 | axisPainter.setPen(Qt::red); |
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146 | axisPainter.drawLine( |
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147 | this->modelToScreenCoordinates({10, 0, 0}), |
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148 | this->modelToScreenCoordinates({-10, 0, 0})); |
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149 | axisPainter.setPen(Qt::green); |
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150 | axisPainter.drawLine( |
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151 | this->modelToScreenCoordinates({0, 10, 0}), |
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152 | this->modelToScreenCoordinates({0, -10, 0})); |
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153 | axisPainter.setPen(Qt::blue); |
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154 | axisPainter.drawLine( |
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155 | this->modelToScreenCoordinates({0, 0, 10}), |
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156 | this->modelToScreenCoordinates({0, 0, -10})); |
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157 | } |
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use glm::unProject to implement screenToModelCoordinates
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158 | } |
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159 | |
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160 | void Canvas::updateGridMatrix() |
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161 | { |
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162 | const geom::Triangle triangle { |
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163 | this->gridMatrix * glm::vec4{0, 0, 0, 1}, |
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164 | this->gridMatrix * glm::vec4{1, 0, 0, 1}, |
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165 | this->gridMatrix * glm::vec4{0, 1, 0, 1}, |
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166 | }; |
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167 | this->gridPlane = geom::planeFromTriangle(triangle); |
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168 | this->gridProgram->setGridMatrix(this->gridMatrix); |
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169 | } |