Пример #1
0
/******************************************************************************
* Aligns the slicing plane to the viewing direction.
******************************************************************************/
void SliceModifierEditor::onAlignPlaneToView()
{
	TimeInterval interval;

	Viewport* vp = dataset()->viewportConfig()->activeViewport();
	if(!vp) return;

	// Get the object to world transformation for the currently selected object.
	ObjectNode* node = dynamic_object_cast<ObjectNode>(dataset()->selection()->front());
	if(!node) return;
	const AffineTransformation& nodeTM = node->getWorldTransform(dataset()->animationSettings()->time(), interval);

	// Get the base point of the current slicing plane in local coordinates.
	SliceModifier* mod = static_object_cast<SliceModifier>(editObject());
	if(!mod) return;
	Plane3 oldPlaneLocal = mod->slicingPlane(dataset()->animationSettings()->time(), interval);
	Point3 basePoint = Point3::Origin() + oldPlaneLocal.normal * oldPlaneLocal.dist;

	// Get the orientation of the projection plane of the current viewport.
	Vector3 dirWorld = -vp->cameraDirection();
	Plane3 newPlaneLocal(basePoint, nodeTM.inverse() * dirWorld);
	if(std::abs(newPlaneLocal.normal.x()) < FLOATTYPE_EPSILON) newPlaneLocal.normal.x() = 0;
	if(std::abs(newPlaneLocal.normal.y()) < FLOATTYPE_EPSILON) newPlaneLocal.normal.y() = 0;
	if(std::abs(newPlaneLocal.normal.z()) < FLOATTYPE_EPSILON) newPlaneLocal.normal.z() = 0;

	undoableTransaction(tr("Align plane to view"), [mod, &newPlaneLocal]() {
		mod->setNormal(newPlaneLocal.normal.normalized());
		mod->setDistance(newPlaneLocal.dist);
	});
}
Пример #2
0
/******************************************************************************
* Aligns the current viewing direction to the slicing plane.
******************************************************************************/
void SliceModifierEditor::onAlignViewToPlane()
{
	TimeInterval interval;

	Viewport* vp = dataset()->viewportConfig()->activeViewport();
	if(!vp) return;

	// Get the object to world transformation for the currently selected object.
	ObjectNode* node = dynamic_object_cast<ObjectNode>(dataset()->selection()->front());
	if(!node) return;
	const AffineTransformation& nodeTM = node->getWorldTransform(dataset()->animationSettings()->time(), interval);

	// Transform the current slicing plane to the world coordinate system.
	SliceModifier* mod = static_object_cast<SliceModifier>(editObject());
	if(!mod) return;
	Plane3 planeLocal = mod->slicingPlane(dataset()->animationSettings()->time(), interval);
	Plane3 planeWorld = nodeTM * planeLocal;

	// Calculate the intersection point of the current viewing direction with the current slicing plane.
	Ray3 viewportRay(vp->cameraPosition(), vp->cameraDirection());
	FloatType t = planeWorld.intersectionT(viewportRay);
	Point3 intersectionPoint;
	if(t != FLOATTYPE_MAX)
		intersectionPoint = viewportRay.point(t);
	else
		intersectionPoint = Point3::Origin() + nodeTM.translation();

	if(vp->isPerspectiveProjection()) {
		FloatType distance = (vp->cameraPosition() - intersectionPoint).length();
		vp->setViewType(Viewport::VIEW_PERSPECTIVE);
		vp->setCameraDirection(-planeWorld.normal);
		vp->setCameraPosition(intersectionPoint + planeWorld.normal * distance);
	}
	else {
		vp->setViewType(Viewport::VIEW_ORTHO);
		vp->setCameraDirection(-planeWorld.normal);
	}

	vp->zoomToSelectionExtents();
}