Wed, 29 Jun 2022 16:33:49 +0300
Fixed ModelId being used to identify both models and elements, added ElementId to identify elements
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 "thirdparty/earcut.h" |
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22 | #include "src/model.h" |
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23 | #include "src/ui/objecteditor.h" |
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24 | #include "src/gl/partrenderer.h" |
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25 | #include "src/circularprimitive.h" |
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26 | #include "src/layers/edittools.h" |
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27 | #include "src/invert.h" |
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28 | |
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29 | // Make mapbox::earcut work with glm::vec3 |
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30 | template<> struct mapbox::util::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 | |
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35 | template<> struct mapbox::util::nth<1, glm::vec3> |
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36 | { |
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37 | static constexpr float get(const glm::vec3& t) { return t.y; } |
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38 | }; |
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39 | |
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40 | EditTools::EditTools(QObject* parent) : |
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41 | QObject{parent}, |
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42 | RenderLayer{} |
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43 | { |
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44 | } |
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45 | |
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46 | EditTools::~EditTools() |
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47 | { |
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48 | } |
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49 | |
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50 | void EditTools::setEditMode(EditingMode newMode) |
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51 | { |
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52 | this->mode = newMode; |
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53 | } |
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54 | |
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55 | void EditTools::setGridMatrix(const glm::mat4& newGridMatrix) |
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56 | { |
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57 | this->gridMatrix = newGridMatrix; |
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58 | this->gridPlane = planeFromTriangle({ |
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59 | this->gridMatrix * glm::vec4{0, 0, 0, 1}, |
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60 | this->gridMatrix * glm::vec4{1, 0, 0, 1}, |
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61 | this->gridMatrix * glm::vec4{0, 1, 0, 1}, |
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62 | }); |
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63 | } |
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64 | |
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65 | void EditTools::setCircleToolOptions(const CircleToolOptions& options) |
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66 | { |
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67 | this->circleToolOptions = options; |
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68 | } |
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69 | |
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70 | void EditTools::mvpMatrixChanged(const glm::mat4& matrix) |
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71 | { |
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72 | this->mvpMatrix = matrix; |
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73 | } |
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74 | |
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75 | void EditTools::mouseMoved(const QMouseEvent* event) |
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76 | { |
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77 | this->worldPosition = this->renderer->screenToModelCoordinates(event->pos(), this->gridPlane); |
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78 | if (this->worldPosition.has_value()) |
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79 | { |
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80 | // Snap the position to grid. This procedure is basically the "change of basis" and almost follows the |
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81 | // A⁻¹ × M × A formula which is used to perform a transformation in some other coordinate system, except |
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82 | // we actually use the inverted matrix first and the regular one last to perform the transformation of |
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83 | // grid coordinates in our XY coordinate system. Also, we're rounding the coordinates which is obviously |
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84 | // not a linear transformation, but fits the pattern anyway. |
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85 | // First transform the coordinates to the XY plane... |
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86 | this->worldPosition = glm::inverse(this->gridMatrix) * glm::vec4{*this->worldPosition, 1}; |
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87 | // Then round the coordinates to integer precision... |
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88 | this->worldPosition = glm::round(*this->worldPosition); |
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89 | // And finally transform it back to grid coordinates by transforming it with the |
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90 | // grid matrix. |
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91 | this->worldPosition = this->gridMatrix * glm::vec4{*this->worldPosition, 1}; |
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92 | this->polygon.back() = *this->worldPosition; |
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93 | } |
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94 | this->numpoints = this->polygon.size(); |
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95 | if (this->isCloseToExistingPoints()) { |
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96 | this->numpoints -= 1; |
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97 | } |
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98 | } |
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99 | |
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100 | static QVector<QPointF> convertWorldPointsToScreenPoints( |
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101 | const std::vector<glm::vec3> &worldPoints, |
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102 | const PartRenderer* renderer) |
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103 | { |
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104 | QVector<QPointF> points2d; |
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105 | points2d.reserve(static_cast<int>(worldPoints.size())); |
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106 | for (const glm::vec3& point : worldPoints) |
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107 | { |
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108 | points2d.push_back(renderer->modelToScreenCoordinates(point)); |
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109 | } |
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110 | return points2d; |
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111 | } |
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112 | |
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113 | static Winding worldPolygonWinding( |
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114 | const std::vector<glm::vec3> &points, |
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115 | const PartRenderer* renderer) |
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116 | { |
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117 | return winding(QPolygonF{convertWorldPointsToScreenPoints(points, renderer)}); |
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118 | } |
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119 | |
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120 | static void drawWorldPoint( |
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121 | QPainter* painter, |
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122 | const glm::vec3& worldPoint, |
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123 | const PartRenderer* renderer) |
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124 | { |
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125 | const QPointF center = renderer->modelToScreenCoordinates(worldPoint); |
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126 | painter->drawEllipse(inscribe(CircleF{center, 5})); |
125
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127 | } |
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128 | |
217
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129 | static void drawWorldPolyline( |
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130 | QPainter *painter, |
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131 | const std::vector<glm::vec3> &points, |
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132 | const PartRenderer* renderer) |
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133 | { |
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134 | painter->drawPolyline(QPolygonF{convertWorldPointsToScreenPoints(points, renderer)}); |
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135 | } |
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136 | |
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137 | static void drawWorldPolygon( |
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138 | QPainter* painter, |
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139 | const std::vector<glm::vec3> &points, |
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140 | const PartRenderer* renderer) |
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141 | { |
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142 | painter->drawPolygon(QPolygonF{convertWorldPointsToScreenPoints(points, renderer)}); |
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143 | } |
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144 | |
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145 | //! \brief Conversion function from PlainPolygonElement to ModelElement |
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146 | ModelElement elementFromPolygonAndColor(const PlainPolygonElement& poly, ColorIndex color) |
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147 | { |
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148 | // use std::visit with a templated lambda to resolve the type of poly. |
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149 | return std::visit([color](const auto& resolvedPoly) -> ModelElement { |
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150 | // unlike with normal templates we need to pry out the type out manually |
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151 | using PolygonType = std::decay_t<decltype(resolvedPoly)>; |
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152 | // add color and return as a model element. |
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153 | return Colored<PolygonType>{resolvedPoly, color}; |
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154 | }, poly); |
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155 | } |
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156 | |
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157 | static std::vector<std::vector<glm::vec3>> polygonsToBeInserted(const ModelAction& action) |
222
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158 | { |
232
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159 | std::vector<std::vector<glm::vec3>> result; |
222
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160 | if (const AppendToModel* append = std::get_if<AppendToModel>(&action)) { |
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161 | const ModelElement& newElement = append->newElement; |
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162 | if (const LineSegment* seg = std::get_if<Colored<LineSegment>>(&newElement)) { |
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163 | result.push_back({seg->p1, seg->p2}); |
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164 | } |
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165 | else if (const Triangle* tri = std::get_if<Colored<Triangle>>(&newElement)) { |
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166 | result.push_back({tri->p1, tri->p2, tri->p3}); |
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167 | } |
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168 | else if (const Quadrilateral* quad = std::get_if<Colored<Quadrilateral>>(&newElement)) { |
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169 | result.push_back({quad->p1, quad->p2, quad->p3, quad->p4}); |
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170 | } |
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171 | else if (const CircularPrimitive* circ = std::get_if<Colored<CircularPrimitive>>(&newElement)) { |
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172 | // rasterize the circle down to polygons, and append them to the result. |
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173 | rasterize(*circ, [&](const PlainPolygonElement& poly, const ColorIndex color){ |
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174 | AppendToModel append{elementFromPolygonAndColor(poly, color)}; |
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175 | const auto& subpoints = polygonsToBeInserted(append); |
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176 | std::copy(subpoints.begin(), subpoints.end(), std::back_inserter(result)); |
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177 | }); |
222
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178 | } |
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179 | } |
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180 | return result; |
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181 | } |
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182 | |
228 | 183 | namespace { |
184 | struct Pens | |
185 | { | |
186 | const QBrush pointBrush; | |
187 | const QPen pointPen; | |
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188 | const QPen textPen; |
228 | 189 | const QPen polygonPen; |
190 | const QPen badPolygonPen; | |
191 | const QBrush greenPolygonBrush; | |
192 | const QBrush redPolygonBrush; | |
193 | }; | |
194 | } | |
195 | ||
196 | static const Pens brightPens{ | |
245
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197 | .pointBrush = {Qt::black}, |
228 | 198 | .pointPen = {QBrush{Qt::black}, 2.0}, |
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199 | .textPen = {Qt::black}, |
228 | 200 | .polygonPen = {QBrush{Qt::black}, 2.0, Qt::DashLine}, |
201 | .greenPolygonBrush = {QColor{64, 255, 128, 192}}, | |
202 | .redPolygonBrush = {QColor{255, 96, 96, 192}}, | |
203 | }; | |
204 | ||
205 | static const Pens darkPens{ | |
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206 | .pointBrush = {Qt::white}, |
228 | 207 | .pointPen = {QBrush{Qt::white}, 2.0}, |
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208 | .textPen = {Qt::white}, |
228 | 209 | .polygonPen = {QBrush{Qt::white}, 2.0, Qt::DashLine}, |
210 | .greenPolygonBrush = {QColor{64, 255, 128, 192}}, | |
211 | .redPolygonBrush = {QColor{255, 96, 96, 192}}, | |
212 | }; | |
213 | ||
217
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214 | void EditTools::overpaint(QPainter* painter) |
197
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215 | { |
245
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216 | painter->save(); |
217
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217 | const Pens& pens = (this->renderer->isDark() ? darkPens : brightPens); |
228 | 218 | this->renderPreview(painter, &pens); |
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219 | QFont font; |
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220 | font.setBold(true); |
217
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221 | if (this->worldPosition.has_value()) |
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222 | { |
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223 | painter->setRenderHint(QPainter::Antialiasing); |
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224 | painter->setPen(pens.pointPen); |
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225 | painter->setBrush(pens.greenPolygonBrush); |
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226 | const QPointF pos = this->renderer->modelToScreenCoordinates(*this->worldPosition); |
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227 | painter->drawEllipse(pos, 5, 5); |
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228 | drawBorderedText(painter, pos + QPointF{5, 5}, font, vectorToString(*this->worldPosition)); |
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229 | } |
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230 | painter->restore(); |
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231 | } |
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232 | |
232
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233 | const std::vector<ModelAction> EditTools::modelActions() const |
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234 | { |
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235 | switch(this->mode) { |
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236 | case SelectMode: |
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237 | return {}; |
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238 | case DrawMode: |
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239 | return drawModeActions(); |
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240 | case CircleMode: |
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241 | return circleModeActions(); |
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242 | } |
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243 | } |
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244 | |
228 | 245 | void EditTools::renderPreview(QPainter* painter, const void* pensptr) |
246 | { | |
247 | const Pens& pens = *reinterpret_cast<const Pens*>(pensptr); | |
248 | painter->setPen(pens.polygonPen); | |
232
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249 | for (const ModelAction& action : this->modelActions()) { |
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250 | for (const std::vector<glm::vec3>& points : polygonsToBeInserted(action)) { |
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251 | if (points.size() == 2) { |
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252 | drawWorldPolyline(painter, points, renderer); |
228 | 253 | } |
254 | else { | |
232
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255 | if (worldPolygonWinding(points, this->renderer) == Winding::Clockwise) { |
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256 | painter->setBrush(pens.greenPolygonBrush); |
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257 | } |
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258 | else { |
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259 | painter->setBrush(pens.redPolygonBrush); |
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260 | } |
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261 | drawWorldPolygon(painter, points, this->renderer); |
228 | 262 | } |
263 | } | |
264 | } | |
265 | painter->setBrush(pens.pointBrush); | |
266 | painter->setPen(pens.pointPen); | |
267 | for (const glm::vec3& point : this->polygon) { | |
268 | drawWorldPoint(painter, point, this->renderer); | |
269 | } | |
270 | } | |
271 | ||
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272 | void EditTools::removeLastPoint() |
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273 | { |
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274 | if (this->polygon.size() > 1) { |
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275 | this->polygon.erase(this->polygon.end() - 1); |
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276 | } |
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277 | } |
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278 | |
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279 | bool EditTools::isCloseToExistingPoints() const |
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280 | { |
223
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281 | if (this->worldPosition.has_value()) { |
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282 | const glm::vec3& pos = *this->worldPosition; |
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283 | return std::any_of(this->polygon.begin(), this->polygon.end() - 1, [&pos](const glm::vec3& p){ |
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284 | return isclose(pos, p); |
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285 | }); |
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286 | } |
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287 | else { |
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288 | return false; |
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289 | } |
197
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290 | } |
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291 | |
217
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292 | EditingMode EditTools::currentEditingMode() const |
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293 | { |
217
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294 | return this->mode; |
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295 | } |
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296 | |
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297 | void EditTools::mouseClick(const QMouseEvent* event) |
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298 | { |
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299 | switch(this->mode) { |
197
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300 | case SelectMode: |
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301 | if (event->button() == Qt::LeftButton) { |
309
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302 | const ElementId highlighted = this->renderer->pick(event->pos()); |
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303 | Q_EMIT this->select({highlighted}, false); |
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304 | } |
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305 | break; |
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306 | case DrawMode: |
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307 | if (event->button() == Qt::LeftButton and this->worldPosition.has_value()) { |
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308 | if (isCloseToExistingPoints()) { |
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309 | this->closeShape(); |
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310 | } |
214
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311 | else { |
217
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312 | this->polygon.push_back(*this->worldPosition); |
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313 | } |
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314 | } |
232
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315 | break; |
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316 | case CircleMode: |
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317 | if (event->button() == Qt::LeftButton and this->worldPosition.has_value()) { |
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318 | if (this->polygon.size() == 2) { |
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319 | this->closeShape(); |
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320 | } |
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321 | else { |
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322 | this->polygon.push_back(*this->worldPosition); |
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323 | } |
197
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324 | } |
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325 | break; |
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326 | } |
232
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327 | if (event->button() == Qt::RightButton and this->polygon.size() > 1) { |
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328 | this->removeLastPoint(); |
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329 | } |
223
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330 | } |
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331 | |
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332 | struct MergedTriangles |
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333 | { |
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334 | std::vector<Quadrilateral> quadrilaterals; |
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335 | std::set<std::size_t> cutTriangles; |
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336 | }; |
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337 | |
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338 | static MergedTriangles mergeTriangles( |
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339 | const std::vector<std::uint16_t>& indices, |
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340 | const std::vector<glm::vec3>& polygon) |
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341 | { |
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342 | MergedTriangles result; |
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343 | using indextype = std::uint16_t; |
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344 | using indexpair = std::pair<indextype, indextype>; |
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345 | struct boundaryinfo { indextype third; std::size_t triangleid; }; |
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346 | std::map<indexpair, boundaryinfo> boundaries; |
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347 | for (std::size_t i = 0; i < indices.size(); i += 3) { |
250
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348 | const auto add = [&](const std::size_t o1, const std::size_t o2, const std::size_t o3){ |
223
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349 | const auto key = std::make_pair(indices[i + o1], indices[i + o2]); |
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350 | boundaries[key] = {indices[i + o3], i}; |
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351 | }; |
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352 | add(0, 1, 2); |
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353 | add(1, 2, 0); |
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354 | add(2, 0, 1); |
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355 | } |
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356 | std::vector<std::array<indextype, 4>> quadindices; |
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357 | std::vector<Quadrilateral> quads; |
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358 | bool repeat = true; |
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359 | const auto iscut = [&result](const std::size_t i){ |
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360 | return result.cutTriangles.find(i) != result.cutTriangles.end(); |
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361 | }; |
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362 | while (repeat) { |
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363 | repeat = false; |
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364 | // Go through triangle boundaries |
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365 | for (const auto& it1 : boundaries) { |
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366 | const indexpair& pair1 = it1.first; |
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367 | const boundaryinfo& boundary1 = it1.second; |
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368 | // .. the ones we haven't already merged anyway |
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369 | if (not iscut(boundary1.triangleid)) { |
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370 | // Look for its inverse boundary to find the touching triangle |
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371 | const auto pair2 = std::make_pair(pair1.second, pair1.first); |
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372 | const auto it2 = boundaries.find(pair2); |
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373 | // Also if that hasn't been cut |
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374 | if (it2 != boundaries.end() and not iscut(it2->second.triangleid)) { |
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375 | const Quadrilateral quad{ |
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376 | polygon[pair1.first], |
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377 | polygon[it2->second.third], |
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378 | polygon[pair1.second], |
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379 | polygon[boundary1.third], |
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380 | }; |
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381 | if (isConvex(quad)) { |
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382 | result.quadrilaterals.push_back(quad); |
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383 | result.cutTriangles.insert(boundary1.triangleid); |
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384 | result.cutTriangles.insert(it2->second.triangleid); |
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385 | repeat = true; |
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386 | } |
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387 | } |
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388 | } |
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389 | } |
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390 | } |
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391 | return result; |
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392 | } |
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393 | |
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394 | |
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395 | const std::vector<ModelAction> EditTools::circleModeActions() const |
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396 | { |
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397 | std::vector<ModelAction> result; |
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398 | if (this->numpoints == 2) { |
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399 | const glm::vec3 x = polygon[1] - polygon[0]; |
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400 | glm::mat4 transform{ |
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401 | glm::vec4{x, 0}, |
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402 | this->gridMatrix[2], |
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403 | glm::vec4{glm::cross(glm::vec3{-this->gridMatrix[2]}, x), 0}, |
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404 | glm::vec4{this->polygon[0], 1}, |
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405 | }; |
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406 | Colored<CircularPrimitive> circ{ |
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407 | CircularPrimitive{ |
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408 | .type = this->circleToolOptions.type, |
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409 | .fraction = this->circleToolOptions.fraction, |
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410 | .transformation = transform, |
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411 | }, |
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412 | MAIN_COLOR |
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413 | }; |
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414 | result.push_back(AppendToModel{.newElement = circ}); |
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415 | } |
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416 | return result; |
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417 | } |
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418 | |
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419 | const std::vector<ModelAction> EditTools::drawModeActions() const |
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420 | { |
222
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421 | std::vector<ModelAction> result; |
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422 | if (this->numpoints == 2) { |
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423 | result.push_back(AppendToModel{ |
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424 | .newElement = Colored<LineSegment>{ |
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425 | LineSegment{ |
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426 | .p1 = this->polygon[0], |
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427 | .p2 = this->polygon[1], |
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428 | }, |
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429 | EDGE_COLOR, |
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430 | } |
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431 | }); |
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432 | } |
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433 | else if (this->numpoints > 2) { |
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434 | const glm::mat4 inverseGrid = glm::inverse(this->gridMatrix); |
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435 | std::vector<std::vector<glm::vec3>> polygons{1}; |
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436 | std::vector<glm::vec3>& polygon2d = polygons.back(); |
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437 | polygon2d.reserve(this->numpoints); |
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438 | for (std::size_t i = 0; i < this->numpoints; ++i) { |
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439 | polygon2d.push_back(inverseGrid * glm::vec4{this->polygon[i], 1}); |
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440 | } |
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441 | // mapbox::earcut will always produce a CCW polygon, so if we're drawing |
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442 | // a CW polygon, we should invert the result afterwards |
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443 | const float shouldInvert = glm::dot( |
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444 | glm::vec3{inverseGrid[2]}, |
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445 | glm::cross(this->polygon[0] - this->polygon[1], this->polygon[2] - this->polygon[1])); |
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446 | using indextype = std::uint16_t; |
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447 | const std::vector<indextype> indices = mapbox::earcut<std::uint16_t>(polygons); |
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448 | MergedTriangles mergedTriangles = mergeTriangles(indices, this->polygon); |
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449 | for (Quadrilateral& quad : mergedTriangles.quadrilaterals) { |
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450 | if (shouldInvert < 0) { |
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451 | invert(quad); |
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452 | } |
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453 | result.push_back(AppendToModel{ |
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454 | .newElement = Colored<Quadrilateral>{quad, MAIN_COLOR}, |
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455 | }); |
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456 | } |
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457 | for (std::size_t i = 0; i < indices.size(); i += 3) { |
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458 | if (mergedTriangles.cutTriangles.find(i) == mergedTriangles.cutTriangles.end()) { |
307 | 459 | Colored<Triangle> tri = triangle( |
460 | this->polygon[indices[i]], | |
461 | this->polygon[indices[i + 1]], | |
462 | this->polygon[indices[i + 2]]); | |
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463 | if (shouldInvert < 0) { |
307 | 464 | invert(tri); |
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465 | } |
307 | 466 | result.push_back(AppendToModel{tri}); |
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467 | } |
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468 | } |
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469 | } |
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470 | return result; |
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471 | } |
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472 | |
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473 | void EditTools::closeShape() |
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474 | { |
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475 | for (const ModelAction& action : this->modelActions()) { |
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476 | Q_EMIT this->modelAction(action); |
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477 | } |
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478 | this->polygon.clear(); |
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479 | this->polygon.push_back(this->worldPosition.value_or(glm::vec3{0, 0, 0})); |
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480 | } |