Sun, 29 Aug 2021 22:14:42 +0300
added a simple matrix transformation tool
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 | ||
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15 | void Canvas::handleSelectionChange(const QSet<ldraw::id_t>& selectedIds, const QSet<ldraw::id_t>& deselectedIds) |
51 | 16 | { |
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17 | Q_ASSERT(not selectedIds.contains(ldraw::NULL_ID)); |
51 | 18 | this->selection.subtract(deselectedIds); |
19 | this->selection.unite(selectedIds); | |
20 | this->compiler->setSelectedObjects(this->selection); | |
21 | this->update(); | |
22 | } | |
23 | ||
118 | 24 | void Canvas::rebuildVertices(Document* document) |
25 | { | |
26 | if (this->vertexProgram.has_value()) | |
27 | { | |
28 | this->vertexProgram->build(document); | |
29 | this->update(); | |
30 | } | |
31 | } | |
32 | ||
47 | 33 | void Canvas::mouseMoveEvent(QMouseEvent* event) |
34 | { | |
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35 | const ldraw::id_t id = this->pick(event->pos()); |
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36 | this->highlighted = id; |
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37 | this->totalMouseMove += (event->pos() - this->lastMousePosition).manhattanLength(); |
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38 | this->worldPosition = this->screenToModelCoordinates(event->pos(), this->gridPlane); |
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39 | if (this->worldPosition.has_value()) |
55 | 40 | { |
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41 | /* |
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42 | * Snap the position to grid. This procedure is basically the "change of basis" and almost follows the |
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43 | * A⁻¹ × M × A formula which is used to perform a transformation in some other coordinate system, except |
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44 | * we actually use the inverted matrix first and the regular one last to perform the transformation of |
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45 | * grid coordinates in our XY coordinate system. Also, we're rounding the coordinates which is obviously |
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46 | * not a linear transformation, but fits the pattern anyway. |
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47 | */ |
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48 | // First transform the coordinates to the XY plane... |
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49 | this->worldPosition = glm::inverse(this->gridMatrix) * glm::vec4{*this->worldPosition, 1}; |
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50 | // Then round the coordinates to integer precision... |
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51 | this->worldPosition = glm::round(*this->worldPosition); |
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52 | // And finally transform it back to grid coordinates by transforming it with the |
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53 | // grid matrix. |
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54 | this->worldPosition = this->gridMatrix * glm::vec4{*this->worldPosition, 1}; |
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55 | } |
66
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56 | /* |
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57 | if (this->worldPosition.has_value()) |
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58 | { |
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59 | this->newStatusText("Position: (%1, %2, %3)"_q |
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60 | .arg(toDouble(this->worldPosition->x)) |
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61 | .arg(toDouble(this->worldPosition->y)) |
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62 | .arg(toDouble(this->worldPosition->z))); |
55 | 63 | } |
64 | else | |
65 | { | |
66 | this->newStatusText("Position: <none>"_q); | |
67 | } | |
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68 | */ |
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69 | // use a relatively high threshold so that we know when the grid is somewhat perpendicular so we can |
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70 | // automatically change it properly |
67 | 71 | if (isGridPerpendicularToScreen(0.03f)) |
72 | { | |
73 | const glm::vec3 cameraDirection = this->cameraVector(); | |
74 | const glm::vec3 vector_x = glm::normalize(this->gridMatrix * glm::vec4{1, 0, 0, 1}); | |
75 | const glm::vec3 vector_y = glm::normalize(this->gridMatrix * glm::vec4{0, 1, 0, 1}); | |
76 | const float angle_x = std::abs(glm::dot(vector_x, cameraDirection)); | |
77 | const float angle_y = std::abs(glm::dot(vector_y, cameraDirection)); | |
78 | if (angle_x < angle_y) | |
79 | { | |
96 | 80 | this->gridMatrix = glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{1, 0, 0}); |
67 | 81 | } |
82 | else | |
83 | { | |
96 | 84 | this->gridMatrix = glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{0, 1, 0}); |
67 | 85 | } |
86 | this->updateGridMatrix(); | |
87 | this->update(); | |
88 | } | |
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89 | Q_EMIT this->mouseMove(this, event); |
47 | 90 | PartRenderer::mouseMoveEvent(event); |
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91 | this->update(); |
47 | 92 | } |
51 | 93 | |
94 | void Canvas::mousePressEvent(QMouseEvent* event) | |
95 | { | |
96 | this->totalMouseMove = 0; | |
97 | this->lastMousePosition = event->pos(); | |
98 | PartRenderer::mousePressEvent(event); | |
99 | } | |
100 | ||
101 | void Canvas::mouseReleaseEvent(QMouseEvent* event) | |
102 | { | |
103 | if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0) | |
104 | { | |
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105 | Q_EMIT this->mouseClick(this, event); |
51 | 106 | } |
107 | PartRenderer::mouseReleaseEvent(event); | |
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108 | this->update(); |
51 | 109 | } |
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110 | |
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111 | void Canvas::initializeGL() |
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112 | { |
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113 | // We first create the grid program and connect everything and only then call the part renderer's initialization |
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114 | // functions so that when initialization sets up, the signals also set up the matrices on our side. |
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115 | this->gridProgram.emplace(this); |
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116 | this->gridProgram->initialize(); |
70 | 117 | this->axesProgram.emplace(this); |
118 | this->axesProgram->initialize(); | |
118 | 119 | this->vertexProgram.emplace(this); |
120 | this->vertexProgram->initialize(); | |
70 | 121 | for (AbstractBasicShaderProgram* program : { |
122 | static_cast<AbstractBasicShaderProgram*>(&*this->gridProgram), | |
123 | static_cast<AbstractBasicShaderProgram*>(&*this->axesProgram), | |
118 | 124 | static_cast<AbstractBasicShaderProgram*>(&*this->vertexProgram), |
70 | 125 | }) |
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126 | { |
70 | 127 | connect(this, &PartRenderer::projectionMatrixChanged, |
128 | program, &AbstractBasicShaderProgram::setProjectionMatrix); | |
129 | connect(this, &PartRenderer::modelMatrixChanged, | |
130 | program, &AbstractBasicShaderProgram::setModelMatrix); | |
131 | connect(this, &PartRenderer::viewMatrixChanged, | |
132 | program, &AbstractBasicShaderProgram::setViewMatrix); | |
133 | } | |
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134 | connect(this, &PartRenderer::renderPreferencesChanged, [&]() |
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135 | { |
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136 | if (this->gridProgram.has_value()) |
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137 | { |
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138 | const bool isDark = luma(this->renderPreferences.backgroundColor) < 0.25; |
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139 | this->gridProgram->setGridColor(isDark ? Qt::white : Qt::black); |
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140 | } |
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141 | }); |
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142 | PartRenderer::initializeGL(); |
70 | 143 | // Set up XZ grid matrix |
68 | 144 | this->gridMatrix = glm::mat4{ |
145 | {1, 0, 0, 0}, | |
146 | {0, 0, 1, 0}, | |
147 | {0, 1, 0, 0}, | |
148 | {0, 0, 0, 1} | |
149 | }; | |
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150 | this->updateGridMatrix(); |
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151 | } |
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152 | |
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153 | void Canvas::paintGL() |
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154 | { |
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155 | PartRenderer::paintGL(); |
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156 | if (this->renderPreferences.style != gl::RenderStyle::PickScene) |
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157 | { |
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158 | // Render axes |
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159 | { |
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160 | glLineWidth(5); |
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161 | glEnable(GL_LINE_SMOOTH); |
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162 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); |
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163 | this->axesProgram->draw(); |
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164 | glDisable(GL_LINE_SMOOTH); |
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165 | } |
119 | 166 | // Render vertices |
167 | { | |
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168 | glLineWidth(1.5); |
119 | 169 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
170 | glEnable(GL_LINE_SMOOTH); | |
171 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); | |
172 | this->vertexProgram->draw(); | |
173 | glDisable(GL_LINE_SMOOTH); | |
174 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); | |
175 | } | |
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176 | // Render grid |
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177 | { |
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178 | glEnable(GL_BLEND); |
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179 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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180 | this->gridProgram->draw(); |
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181 | glDisable(GL_BLEND); |
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182 | } |
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183 | if (this->worldPosition.has_value()) |
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184 | { |
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185 | QPainter painter{this}; |
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186 | painter.setRenderHint(QPainter::Antialiasing); |
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187 | painter.setPen(Qt::black); |
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188 | painter.setBrush(Qt::green); |
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189 | const QPointF pos = this->modelToScreenCoordinates(*this->worldPosition); |
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190 | painter.drawEllipse(pos, 5, 5); |
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191 | painter.setPen(Qt::white); |
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192 | painter.drawText(pos + QPointF{5, 5}, vectorToString(*this->worldPosition)); |
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193 | } |
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194 | { |
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195 | QPainter painter{this}; |
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196 | painter.setRenderHint(QPainter::Antialiasing); |
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197 | QFont font; |
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198 | //font.setStyle(QFont::StyleItalic); |
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199 | painter.setFont(font); |
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200 | QFontMetrics fontMetrics{font}; |
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201 | const auto renderText = [&](const QString& text, const geom::PointOnRectagle& intersection) |
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202 | { |
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203 | QPointF position = toQPointF(intersection.position); |
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204 | const geom::RectangleSide side = intersection.side; |
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205 | switch (side) |
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206 | { |
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207 | case geom::RectangleSide::Top: |
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208 | position += QPointF{0, static_cast<qreal>(fontMetrics.ascent())}; |
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209 | break; |
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210 | case geom::RectangleSide::Left: |
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211 | break; |
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212 | case geom::RectangleSide::Bottom: |
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213 | position += QPointF{0, static_cast<qreal>(-fontMetrics.descent())}; |
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214 | break; |
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215 | case geom::RectangleSide::Right: |
100 | 216 | position += QPointF{static_cast<qreal>(-fontMetrics.horizontalAdvance(text)), 0}; |
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217 | break; |
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218 | } |
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219 | painter.drawText(position, text); |
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220 | }; |
113 | 221 | const QRectF box {QPointF{0, 0}, sizeToSizeF(this->size())}; |
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222 | const QPointF p1 = this->modelToScreenCoordinates(glm::vec3{0, 0, 0}); |
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223 | |
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224 | static const struct |
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225 | { |
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226 | QString text; |
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227 | glm::vec3 direction; |
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228 | } directions[] = |
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229 | { |
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230 | {"+𝑥", {1, 0, 0}}, |
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231 | {"-𝑥", {-1, 0, 0}}, |
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232 | {"+𝑦", {0, 1, 0}}, |
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233 | {"-𝑦", {0, -1, 0}}, |
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234 | {"+𝑧", {0, 0, 1}}, |
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235 | {"-𝑧", {0, 0, -1}}, |
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236 | }; |
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237 | for (const auto& axis : directions) |
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238 | { |
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239 | const QPointF x_p = this->modelToScreenCoordinates(axis.direction); |
115 | 240 | const auto intersection = geom::rayRectangleIntersection( |
241 | geom::rayFromPoints(toVec2(p1), toVec2(x_p)), | |
242 | box); | |
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243 | if (intersection.has_value()) |
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244 | { |
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245 | renderText(axis.text, *intersection); |
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246 | } |
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247 | } |
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248 | if (this->overpaintCallback != nullptr) |
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249 | { |
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250 | this->overpaintCallback(this, &painter); |
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251 | } |
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252 | } |
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253 | } |
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254 | } |
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255 | |
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256 | void Canvas::drawWorldPolygon(QPainter* painter, const std::vector<glm::vec3> &points) |
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257 | { |
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258 | QVector<QPointF> points2d; |
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259 | points2d.reserve(points.size()); |
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260 | for (const glm::vec3& point : points) |
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261 | { |
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262 | points2d.push_back(this->modelToScreenCoordinates(point)); |
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263 | } |
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264 | painter->drawPolygon(QPolygonF{points2d}); |
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265 | } |
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266 | |
110 | 267 | const std::optional<glm::vec3>& Canvas::getWorldPosition() const |
268 | { | |
269 | return this->worldPosition; | |
270 | } | |
271 | ||
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272 | void Canvas::drawWorldPoint(QPainter* painter, const glm::vec3& worldPoint) const |
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273 | { |
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274 | const QPointF center = this->modelToScreenCoordinates(worldPoint); |
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275 | painter->drawEllipse(geom::inscribe(geom::CircleF{center, 5})); |
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276 | } |
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277 | |
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278 | void Canvas::updateGridMatrix() |
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279 | { |
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280 | const geom::Triangle triangle { |
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281 | this->gridMatrix * glm::vec4{0, 0, 0, 1}, |
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282 | this->gridMatrix * glm::vec4{1, 0, 0, 1}, |
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283 | this->gridMatrix * glm::vec4{0, 1, 0, 1}, |
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284 | }; |
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285 | this->gridPlane = geom::planeFromTriangle(triangle); |
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286 | this->gridProgram->setGridMatrix(this->gridMatrix); |
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287 | } |
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288 | |
67 | 289 | glm::vec3 Canvas::cameraVector() const |
290 | { | |
291 | // Find out where the grid is projected on the screen | |
292 | const QPoint gridOrigin2d = pointFToPoint(this->modelToScreenCoordinates(this->gridPlane.anchor)); | |
293 | // Find out which direction the camera is looking at the grid origin in 3d | |
294 | return glm::normalize(this->cameraLine(gridOrigin2d).direction); | |
295 | } | |
296 | ||
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297 | /** |
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298 | * @brief Calculates if the screen is perpendicular to the current grid |
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299 | * @return yes no |
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300 | */ |
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301 | bool Canvas::isGridPerpendicularToScreen(float threshold) const |
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302 | { |
67 | 303 | const glm::vec3 cameraDirection = this->cameraVector(); |
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304 | // Compute the dot product. The parameters given are: |
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305 | // - the normal of the grid plane, which is the vector from the grid origin perpendicular to the grid |
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306 | // - the direction of the camera looking at the grid, which is the inverse of the vector from the grid |
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307 | // origin towards the camera |
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308 | // If the dot product between these two vectors is 0, the grid normal is perpendicular to the camera vector |
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309 | // and the grid is perpendicular to the screen. |
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310 | const float dot = glm::dot(glm::normalize(this->gridPlane.normal), glm::normalize(cameraDirection)); |
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311 | return std::abs(dot) < threshold; |
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312 | } |
105
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313 | |
107
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314 | void Canvas::clearSelection() |
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315 | { |
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316 | this->selection.clear(); |
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317 | this->compiler->setSelectedObjects(this->selection); |
112 | 318 | Q_EMIT selectionChanged(this->selection); |
107
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319 | this->update(); |
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320 | } |
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321 | |
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322 | void Canvas::addToSelection(ldraw::id_t id) |
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323 | { |
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324 | this->selection.insert(id); |
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325 | this->compiler->setSelectedObjects(this->selection); |
112 | 326 | Q_EMIT selectionChanged(this->selection); |
107
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327 | this->update(); |
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328 | } |
109
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329 | |
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330 | void Canvas::setOverpaintCallback(Canvas::OverpaintCallback fn) |
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replaced preview layers in favor of overpainting callback
Teemu Piippo <teemu@hecknology.net>
parents:
108
diff
changeset
|
331 | { |
40a1cf2f38f5
replaced preview layers in favor of overpainting callback
Teemu Piippo <teemu@hecknology.net>
parents:
108
diff
changeset
|
332 | this->overpaintCallback = fn; |
40a1cf2f38f5
replaced preview layers in favor of overpainting callback
Teemu Piippo <teemu@hecknology.net>
parents:
108
diff
changeset
|
333 | } |