src/ui/canvas.cpp

Sun, 29 Aug 2021 20:05:24 +0300

author
Teemu Piippo <teemu@hecknology.net>
date
Sun, 29 Aug 2021 20:05:24 +0300
changeset 124
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parent 121
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child 128
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permissions
-rw-r--r--

esc with draw mode now clears the polygon

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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::rebuildVertices(Document* document)
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25 {
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26 if (this->vertexProgram.has_value())
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27 {
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28 this->vertexProgram->build(document);
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29 this->update();
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30 }
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31 }
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32
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33 void Canvas::mouseMoveEvent(QMouseEvent* event)
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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())
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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 }
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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)));
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63 }
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64 else
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65 {
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66 this->newStatusText("Position: <none>"_q);
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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
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71 if (isGridPerpendicularToScreen(0.03f))
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72 {
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73 const glm::vec3 cameraDirection = this->cameraVector();
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74 const glm::vec3 vector_x = glm::normalize(this->gridMatrix * glm::vec4{1, 0, 0, 1});
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75 const glm::vec3 vector_y = glm::normalize(this->gridMatrix * glm::vec4{0, 1, 0, 1});
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76 const float angle_x = std::abs(glm::dot(vector_x, cameraDirection));
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77 const float angle_y = std::abs(glm::dot(vector_y, cameraDirection));
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78 if (angle_x < angle_y)
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79 {
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80 this->gridMatrix = glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{1, 0, 0});
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81 }
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82 else
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83 {
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84 this->gridMatrix = glm::rotate(this->gridMatrix, PI<float> / 2, glm::vec3{0, 1, 0});
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85 }
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86 this->updateGridMatrix();
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87 this->update();
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88 }
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89 Q_EMIT this->mouseMove(this, event);
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90 PartRenderer::mouseMoveEvent(event);
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91 this->update();
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92 }
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93
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94 void Canvas::mousePressEvent(QMouseEvent* event)
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95 {
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96 this->totalMouseMove = 0;
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97 this->lastMousePosition = event->pos();
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98 PartRenderer::mousePressEvent(event);
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99 }
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100
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101 void Canvas::mouseReleaseEvent(QMouseEvent* event)
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102 {
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103 if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0)
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104 {
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105 Q_EMIT this->mouseClick(this, event);
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106 }
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107 PartRenderer::mouseReleaseEvent(event);
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108 this->update();
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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();
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117 this->axesProgram.emplace(this);
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118 this->axesProgram->initialize();
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119 this->vertexProgram.emplace(this);
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120 this->vertexProgram->initialize();
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121 for (AbstractBasicShaderProgram* program : {
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122 static_cast<AbstractBasicShaderProgram*>(&*this->gridProgram),
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123 static_cast<AbstractBasicShaderProgram*>(&*this->axesProgram),
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124 static_cast<AbstractBasicShaderProgram*>(&*this->vertexProgram),
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125 })
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126 {
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127 connect(this, &PartRenderer::projectionMatrixChanged,
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128 program, &AbstractBasicShaderProgram::setProjectionMatrix);
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129 connect(this, &PartRenderer::modelMatrixChanged,
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130 program, &AbstractBasicShaderProgram::setModelMatrix);
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131 connect(this, &PartRenderer::viewMatrixChanged,
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132 program, &AbstractBasicShaderProgram::setViewMatrix);
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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();
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143 // Set up XZ grid matrix
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144 this->gridMatrix = glm::mat4{
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145 {1, 0, 0, 0},
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146 {0, 0, 1, 0},
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147 {0, 1, 0, 0},
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148 {0, 0, 0, 1}
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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
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166 // Render vertices
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167 {
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168 glLineWidth(1.5);
119
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169 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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170 glEnable(GL_LINE_SMOOTH);
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171 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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172 this->vertexProgram->draw();
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173 glDisable(GL_LINE_SMOOTH);
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174 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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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};
109
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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)
71
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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:
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216 position += QPointF{static_cast<qreal>(-fontMetrics.horizontalAdvance(text)), 0};
79
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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
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221 const QRectF box {QPointF{0, 0}, sizeToSizeF(this->size())};
79
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222 const QPointF p1 = this->modelToScreenCoordinates(glm::vec3{0, 0, 0});
71
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223
79
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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[] =
71
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229 {
79
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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
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240 const auto intersection = geom::rayRectangleIntersection(
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241 geom::rayFromPoints(toVec2(p1), toVec2(x_p)),
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242 box);
79
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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 }
71
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247 }
109
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248 if (this->overpaintCallback != nullptr)
105
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249 {
109
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250 this->overpaintCallback(this, &painter);
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251 }
71
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252 }
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253 }
57
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254 }
64
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255
109
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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
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267 const std::optional<glm::vec3>& Canvas::getWorldPosition() const
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268 {
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269 return this->worldPosition;
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270 }
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271
109
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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
64
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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 }
66
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288
67
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289 glm::vec3 Canvas::cameraVector() const
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290 {
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291 // Find out where the grid is projected on the screen
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292 const QPoint gridOrigin2d = pointFToPoint(this->modelToScreenCoordinates(this->gridPlane.anchor));
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293 // Find out which direction the camera is looking at the grid origin in 3d
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294 return glm::normalize(this->cameraLine(gridOrigin2d).direction);
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295 }
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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 {
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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 }
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313
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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);
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318 Q_EMIT selectionChanged(this->selection);
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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);
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326 Q_EMIT selectionChanged(this->selection);
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327 this->update();
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328 }
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329
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330 void Canvas::setOverpaintCallback(Canvas::OverpaintCallback fn)
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331 {
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332 this->overpaintCallback = fn;
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333 }

mercurial