src/ui/canvas.cpp

Sun, 16 May 2021 22:41:00 +0300

author
Teemu Piippo <teemu@hecknology.net>
date
Sun, 16 May 2021 22:41:00 +0300
changeset 103
94719518e310
parent 100
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child 104
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permissions
-rw-r--r--

update

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1 #include <QMouseEvent>
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2 #include <QPainter>
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3 #include "canvas.h"
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4
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5 Canvas::Canvas(
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6 Model* model,
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7 DocumentManager* documents,
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8 const ldraw::ColorTable& colorTable,
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9 QWidget* parent) :
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10 PartRenderer{model, documents, colorTable, parent}
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11 {
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12 this->setMouseTracking(true);
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13 }
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14
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15 void Canvas::handleSelectionChange(const QSet<ldraw::id_t>& selectedIds, const QSet<ldraw::id_t>& deselectedIds)
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16 {
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17 Q_ASSERT(not selectedIds.contains(ldraw::NULL_ID));
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18 this->selection.subtract(deselectedIds);
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19 this->selection.unite(selectedIds);
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20 this->compiler->setSelectedObjects(this->selection);
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21 this->update();
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22 }
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23
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24 void Canvas::mouseMoveEvent(QMouseEvent* event)
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25 {
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26 const ldraw::id_t id = this->pick(event->pos());
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27 this->highlighted = id;
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28 this->totalMouseMove += (event->pos() - this->lastMousePosition).manhattanLength();
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29 this->worldPosition = this->screenToModelCoordinates(event->pos(), this->gridPlane);
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30 if (this->worldPosition.has_value())
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31 {
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32 /*
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33 * Snap the position to grid. This procedure is basically the "change of basis" and almost follows the
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34 * Aโปยน ร— M ร— A formula which is used to perform a transformation in some other coordinate system, except
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35 * we actually use the inverted matrix first and the regular one last to perform the transformation of
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36 * grid coordinates in our XY coordinate system. Also, we're rounding the coordinates which is obviously
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37 * not a linear transformation, but fits the pattern anyway.
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38 */
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39 // First transform the coordinates to the XY plane...
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40 this->worldPosition = glm::inverse(this->gridMatrix) * glm::vec4{*this->worldPosition, 1};
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41 // Then round the coordinates to integer precision...
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42 this->worldPosition = glm::round(*this->worldPosition);
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43 // And finally transform it back to grid coordinates by transforming it with the
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44 // grid matrix.
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45 this->worldPosition = this->gridMatrix * glm::vec4{*this->worldPosition, 1};
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46 }
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47 /*
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48 if (this->worldPosition.has_value())
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49 {
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50 this->newStatusText("Position: (%1, %2, %3)"_q
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51 .arg(toDouble(this->worldPosition->x))
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52 .arg(toDouble(this->worldPosition->y))
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53 .arg(toDouble(this->worldPosition->z)));
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54 }
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55 else
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56 {
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57 this->newStatusText("Position: <none>"_q);
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58 }
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59 */
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60 // use a relatively high threshold so that we know when the grid is somewhat perpendicular so we can
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61 // automatically change it properly
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62 if (isGridPerpendicularToScreen(0.03f))
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63 {
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64 const glm::vec3 cameraDirection = this->cameraVector();
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65 const glm::vec3 vector_x = glm::normalize(this->gridMatrix * glm::vec4{1, 0, 0, 1});
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66 const glm::vec3 vector_y = glm::normalize(this->gridMatrix * glm::vec4{0, 1, 0, 1});
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67 const float angle_x = std::abs(glm::dot(vector_x, cameraDirection));
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68 const float angle_y = std::abs(glm::dot(vector_y, cameraDirection));
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69 if (angle_x < angle_y)
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70 {
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71 this->gridMatrix = glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{1, 0, 0});
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72 }
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73 else
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74 {
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75 this->gridMatrix = glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{0, 1, 0});
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76 }
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77 this->updateGridMatrix();
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78 this->update();
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79 }
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80 PartRenderer::mouseMoveEvent(event);
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81 }
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82
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83 void Canvas::mousePressEvent(QMouseEvent* event)
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84 {
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85 this->totalMouseMove = 0;
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86 this->lastMousePosition = event->pos();
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87 PartRenderer::mousePressEvent(event);
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88 }
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89
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90 void Canvas::mouseReleaseEvent(QMouseEvent* event)
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91 {
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92 if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0)
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93 {
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94 if (this->highlighted == ldraw::NULL_ID)
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95 {
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96 this->selection = {};
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97 }
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98 else
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99 {
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100 this->selection = {this->highlighted};
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101 }
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102 this->compiler->setSelectedObjects(this->selection);
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103 emit selectionChanged(this->selection);
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104 this->update();
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105 }
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106 PartRenderer::mouseReleaseEvent(event);
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107 }
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108
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109 void Canvas::initializeGL()
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110 {
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111 // We first create the grid program and connect everything and only then call the part renderer's initialization
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112 // functions so that when initialization sets up, the signals also set up the matrices on our side.
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113 this->gridProgram.emplace(this);
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114 this->gridProgram->initialize();
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115 this->axesProgram.emplace(this);
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116 this->axesProgram->initialize();
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117 for (AbstractBasicShaderProgram* program : {
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118 static_cast<AbstractBasicShaderProgram*>(&*this->gridProgram),
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119 static_cast<AbstractBasicShaderProgram*>(&*this->axesProgram),
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120 })
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121 {
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122 connect(this, &PartRenderer::projectionMatrixChanged,
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123 program, &AbstractBasicShaderProgram::setProjectionMatrix);
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124 connect(this, &PartRenderer::modelMatrixChanged,
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125 program, &AbstractBasicShaderProgram::setModelMatrix);
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126 connect(this, &PartRenderer::viewMatrixChanged,
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127 program, &AbstractBasicShaderProgram::setViewMatrix);
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128 }
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129 connect(this, &PartRenderer::renderPreferencesChanged, [&]()
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130 {
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131 if (this->gridProgram.has_value())
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132 {
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133 const bool isDark = luma(this->renderPreferences.backgroundColor) < 0.25;
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134 this->gridProgram->setGridColor(isDark ? Qt::white : Qt::black);
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135 }
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136 });
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137 PartRenderer::initializeGL();
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138 // Set up XZ grid matrix
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139 this->gridMatrix = glm::mat4{
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140 {1, 0, 0, 0},
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141 {0, 0, 1, 0},
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142 {0, 1, 0, 0},
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143 {0, 0, 0, 1}
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144 };
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145 this->updateGridMatrix();
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146 }
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147
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148 void Canvas::paintGL()
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149 {
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150 PartRenderer::paintGL();
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151 if (this->renderPreferences.style != gl::RenderStyle::PickScene)
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152 {
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153 // Render axes
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154 {
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155 glLineWidth(5);
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156 glEnable(GL_LINE_SMOOTH);
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157 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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158 this->axesProgram->draw();
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159 glDisable(GL_LINE_SMOOTH);
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160 }
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161 // Render grid
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162 {
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163 glEnable(GL_BLEND);
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164 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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165 this->gridProgram->draw();
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166 glDisable(GL_BLEND);
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167 }
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168 if (this->worldPosition.has_value())
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169 {
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170 QPainter painter{this};
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171 painter.setRenderHint(QPainter::Antialiasing);
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172 painter.setPen(Qt::black);
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173 painter.setBrush(Qt::green);
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174 const QPointF pos = this->modelToScreenCoordinates(*this->worldPosition);
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175 painter.drawEllipse(pos, 5, 5);
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176 painter.setPen(Qt::white);
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177 painter.drawText(pos + QPointF{5, 5}, vectorToString(*this->worldPosition));
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178 }
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179 {
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180 QPainter painter{this};
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181 QFont font;
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182 //font.setStyle(QFont::StyleItalic);
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183 painter.setFont(font);
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184 QFontMetrics fontMetrics{font};
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185 const auto renderText = [&](const QString& text, const geom::PointOnRectagle& intersection)
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186 {
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187 QPointF position = toQPointF(intersection.position);
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188 const geom::RectangleSide side = intersection.side;
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189 switch (side)
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190 {
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191 case geom::RectangleSide::Top:
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192 position += QPointF{0, static_cast<qreal>(fontMetrics.ascent())};
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193 break;
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194 case geom::RectangleSide::Left:
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195 break;
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196 case geom::RectangleSide::Bottom:
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197 position += QPointF{0, static_cast<qreal>(-fontMetrics.descent())};
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198 break;
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199 case geom::RectangleSide::Right:
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200 position += QPointF{static_cast<qreal>(-fontMetrics.horizontalAdvance(text)), 0};
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201 break;
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202 }
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203 painter.drawText(position, text);
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204 };
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205 const QRectF box {
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206 QPointF{0, 0},
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207 QPointF{static_cast<qreal>(this->width()), static_cast<qreal>(this->height())}
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208 };
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209 const QPointF p1 = this->modelToScreenCoordinates(glm::vec3{0, 0, 0});
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210
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211 static const struct
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212 {
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213 QString text;
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214 glm::vec3 direction;
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215 } directions[] =
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216 {
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217 {"+๐‘ฅ", {1, 0, 0}},
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218 {"-๐‘ฅ", {-1, 0, 0}},
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219 {"+๐‘ฆ", {0, 1, 0}},
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220 {"-๐‘ฆ", {0, -1, 0}},
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221 {"+๐‘ง", {0, 0, 1}},
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222 {"-๐‘ง", {0, 0, -1}},
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223 };
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224 for (const auto& axis : directions)
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225 {
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226 const QPointF x_p = this->modelToScreenCoordinates(axis.direction);
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227 const auto intersection = geom::rayRectangleIntersection(geom::rayFromPoints(toVec2(p1), toVec2(x_p)), box);
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228 if (intersection.has_value())
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229 {
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230 renderText(axis.text, *intersection);
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231 }
71
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232 }
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233 }
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234 }
57
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235 }
64
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236
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237 void Canvas::updateGridMatrix()
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238 {
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239 const geom::Triangle triangle {
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240 this->gridMatrix * glm::vec4{0, 0, 0, 1},
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241 this->gridMatrix * glm::vec4{1, 0, 0, 1},
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242 this->gridMatrix * glm::vec4{0, 1, 0, 1},
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243 };
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244 this->gridPlane = geom::planeFromTriangle(triangle);
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245 this->gridProgram->setGridMatrix(this->gridMatrix);
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246 }
66
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247
67
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248 glm::vec3 Canvas::cameraVector() const
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249 {
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250 // Find out where the grid is projected on the screen
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251 const QPoint gridOrigin2d = pointFToPoint(this->modelToScreenCoordinates(this->gridPlane.anchor));
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252 // Find out which direction the camera is looking at the grid origin in 3d
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253 return glm::normalize(this->cameraLine(gridOrigin2d).direction);
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254 }
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255
66
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256 /**
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257 * @brief Calculates if the screen is perpendicular to the current grid
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258 * @return yes no
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259 */
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260 bool Canvas::isGridPerpendicularToScreen(float threshold) const
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261 {
67
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262 const glm::vec3 cameraDirection = this->cameraVector();
66
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263 // Compute the dot product. The parameters given are:
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264 // - the normal of the grid plane, which is the vector from the grid origin perpendicular to the grid
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265 // - the direction of the camera looking at the grid, which is the inverse of the vector from the grid
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266 // origin towards the camera
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267 // If the dot product between these two vectors is 0, the grid normal is perpendicular to the camera vector
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268 // and the grid is perpendicular to the screen.
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269 const float dot = glm::dot(glm::normalize(this->gridPlane.normal), glm::normalize(cameraDirection));
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270 return std::abs(dot) < threshold;
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271 }

mercurial