It is a bit tricked, but you can now rotate the model with a circle around the model in a drag/drop way.

master
daid 2012-09-24 16:37:52 +02:00
parent b1a7647c6e
commit b785dccec1
1 changed files with 78 additions and 13 deletions

View File

@ -273,7 +273,7 @@ class previewPanel(wx.Panel):
size = (self.objectsMaxV - self.objectsMinV) * scale
if size[0] > self.machineSize.x or size[1] > self.machineSize.y or size[2] > self.machineSize.z:
self.OnScaleMax(None)
self.glCanvas.zoom = numpy.max(size) * 1.7
self.glCanvas.zoom = numpy.max(size) * 2.5
self.errorList = []
wx.CallAfter(self.updateToolbar)
wx.CallAfter(self.glCanvas.Refresh)
@ -419,6 +419,8 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
self.objColor = [[1.0, 0.8, 0.6, 1.0], [0.2, 1.0, 0.1, 1.0], [1.0, 0.2, 0.1, 1.0], [0.1, 0.2, 1.0, 1.0]]
self.oldX = 0
self.oldY = 0
self.dragType = ''
self.tempRotate = 0
def updateProfileToControls(self):
self.objColor[0] = profile.getPreferenceColour('model_colour')
@ -427,23 +429,54 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
self.objColor[3] = profile.getPreferenceColour('model_colour3')
def OnMouseMotion(self,e):
size = (self.parent.objectsMaxV - self.parent.objectsMinV)
sizeXY = math.sqrt((size[0] * size[0]) + (size[1] * size[1]))
p0 = numpy.array(gluUnProject(e.GetX(), self.viewport[1] + self.viewport[3] - e.GetY(), 0, self.modelMatrix, self.projMatrix, self.viewport))
p1 = numpy.array(gluUnProject(e.GetX(), self.viewport[1] + self.viewport[3] - e.GetY(), 1, self.modelMatrix, self.projMatrix, self.viewport))
cursorZ0 = p0 - (p1 - p0) * (p0[2] / (p1[2] - p0[2]))
cursorXY = math.sqrt((cursorZ0[0] * cursorZ0[0]) + (cursorZ0[1] * cursorZ0[1]))
if cursorXY >= sizeXY * 0.7 and cursorXY <= sizeXY * 0.7 + 3:
self.SetCursor(wx.StockCursor(wx.CURSOR_SIZING))
else:
self.SetCursor(wx.StockCursor(wx.CURSOR_DEFAULT))
if e.Dragging() and e.LeftIsDown():
if self.view3D:
self.yaw += e.GetX() - self.oldX
self.pitch -= e.GetY() - self.oldY
if self.pitch > 170:
self.pitch = 170
if self.pitch < 10:
self.pitch = 10
else:
self.offsetX += float(e.GetX() - self.oldX) * self.zoom / self.GetSize().GetHeight() * 2
self.offsetY -= float(e.GetY() - self.oldY) * self.zoom / self.GetSize().GetHeight() * 2
if self.dragType == '':
#Define the drag type depending on the cursor position.
if cursorXY >= sizeXY * 0.7 and cursorXY <= sizeXY * 0.7 + 3:
self.dragType = 'modelRotate'
self.dragStart = math.atan2(cursorZ0[0], cursorZ0[1])
else:
self.dragType = 'viewRotate'
if self.dragType == 'viewRotate':
if self.view3D:
self.yaw += e.GetX() - self.oldX
self.pitch -= e.GetY() - self.oldY
if self.pitch > 170:
self.pitch = 170
if self.pitch < 10:
self.pitch = 10
else:
self.offsetX += float(e.GetX() - self.oldX) * self.zoom / self.GetSize().GetHeight() * 2
self.offsetY -= float(e.GetY() - self.oldY) * self.zoom / self.GetSize().GetHeight() * 2
elif self.dragType == 'modelRotate':
angle = math.atan2(cursorZ0[0], cursorZ0[1])
diff = self.dragStart - angle
self.tempRotate = diff * 180 / math.pi
#Workaround for buggy ATI cards.
size = self.GetSizeTuple()
self.SetSize((size[0]+1, size[1]))
self.SetSize((size[0], size[1]))
self.Refresh()
else:
if self.tempRotate != 0:
profile.putProfileSetting('model_rotate_base', profile.getProfileSettingFloat('model_rotate_base') + self.tempRotate)
self.parent.updateModelTransform()
self.tempRotate = 0
self.dragType = ''
if e.Dragging() and e.RightIsDown():
self.zoom += e.GetY() - self.oldY
if self.zoom < 1:
@ -451,6 +484,9 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
self.Refresh()
self.oldX = e.GetX()
self.oldY = e.GetY()
#self.Refresh()
def OnMouseWheel(self,e):
self.zoom *= 1.0 - float(e.GetWheelRotation() / e.GetWheelDelta()) / 10.0
@ -482,10 +518,15 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
glTranslate(0,0,-self.parent.gcode.layerList[self.parent.layerSpin.GetValue()][0].list[-1].z)
else:
if self.parent.objectsMaxV != None:
glTranslate(0,0,-self.parent.objectsMaxV[2] * profile.getProfileSettingFloat('model_scale') / 2)
glTranslate(0,0,-(self.parent.objectsMaxV[2]-self.parent.objectsMinV[2]) * profile.getProfileSettingFloat('model_scale') / 2)
else:
glScale(1.0/self.zoom, 1.0/self.zoom, 1.0)
glTranslate(self.offsetX, self.offsetY, 0.0)
self.viewport = glGetIntegerv(GL_VIEWPORT);
self.modelMatrix = glGetDoublev(GL_MODELVIEW_MATRIX);
self.projMatrix = glGetDoublev(GL_PROJECTION_MATRIX);
glTranslate(-self.parent.machineCenter.x, -self.parent.machineCenter.y, 0)
self.OnDraw()
@ -529,6 +570,7 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
self.drawModel(obj)
glColor3f(1.0,1.0,1.0)
glClear(GL_DEPTH_BUFFER_BIT)
glPopMatrix()
if self.parent.gcode != None and (self.viewMode == "GCode" or self.viewMode == "Mixed"):
@ -654,6 +696,28 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
glEnd()
glEnable(GL_DEPTH_TEST)
opengl.DrawMachine(machineSize)
glPushMatrix()
glTranslate(self.parent.machineCenter.x, self.parent.machineCenter.y, 0)
#Draw the rotate circle
glDisable(GL_LIGHTING)
glDisable(GL_CULL_FACE)
glEnable(GL_BLEND)
glBegin(GL_TRIANGLE_STRIP)
size = (self.parent.objectsMaxV - self.parent.objectsMinV)
sizeXY = math.sqrt((size[0] * size[0]) + (size[1] * size[1]))
for i in xrange(0, 64+1):
f = i if i < 64/2 else 64 - i
glColor4ub(255,int(f*255/(64/2)),0,128)
glVertex3f(sizeXY * 0.7 * math.cos(i/32.0*math.pi), sizeXY * 0.7 * math.sin(i/32.0*math.pi),0.1)
glColor4ub( 0,128,0,128)
glVertex3f((sizeXY * 0.7 + 3) * math.cos(i/32.0*math.pi), (sizeXY * 0.7 + 3) * math.sin(i/32.0*math.pi),0.1)
glEnd()
glEnable(GL_CULL_FACE)
glPopMatrix()
glFlush()
def drawModel(self, obj):
@ -662,6 +726,7 @@ class PreviewGLCanvas(glcanvas.GLCanvas):
modelScale = profile.getProfileSettingFloat('model_scale')
modelSize = (obj.mesh.getMaximum() - obj.mesh.getMinimum()) * modelScale
glPushMatrix()
glRotate(self.tempRotate, 0, 0, 1)
glTranslate(-(modelSize[0]+10)*(multiX-1)/2,-(modelSize[1]+10)*(multiY-1)/2, 0)
for mx in xrange(0, multiX):
for my in xrange(0, multiY):