kicad-source/3d-viewer/3d_rendering/opengl/3d_spheres_gizmo.cpp
Damjan 2c92f95a1c 3d-viewer: Navigation gizmo for 3D viewer
ADDED: Blender-like navigational gizmo - new feature

Fixes https://gitlab.com/kicad/code/kicad/-/issues/16956
2025-06-09 10:29:34 -07:00

368 lines
12 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright 2025, Damjan Prerad <damjanovmail@gmail.com>
* Copyright (C) The KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include <gal/opengl/kiglew.h> // Must be included first
#include <glm/geometric.hpp>
#include "3d_spheres_gizmo.h"
SPHERES_GIZMO::~SPHERES_GIZMO()
{
if( m_quadric )
{
gluDeleteQuadric( m_quadric );
m_quadric = nullptr;
}
}
SPHERES_GIZMO::SPHERES_GIZMO( int aGizmoPosX, int aGizmoPosY )
{
m_gizmoPosX = aGizmoPosX;
m_gizmoPosY = aGizmoPosY;
m_quadric = gluNewQuadric();
gluQuadricNormals( m_quadric, GLU_SMOOTH );
}
void SPHERES_GIZMO::setViewport( int ax, int ay, int aWidth, int aHeight )
{
m_viewportX = ax;
m_viewportY = ay;
m_viewportW = aWidth;
m_viewportH = aHeight;
}
std::tuple<int, int, int, int> SPHERES_GIZMO::getViewport() const
{
return std::make_tuple( m_viewportX, m_viewportY, m_viewportW, m_viewportH );
}
void SPHERES_GIZMO::setGizmoPosition( int ax, int ay )
{
m_gizmoPosX = ax;
m_gizmoPosY = ay;
}
void SPHERES_GIZMO::setGizmoMaterial()
{
glEnable( GL_COLOR_MATERIAL );
glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
const SFVEC4F ambient = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
const SFVEC4F diffuse = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
const SFVEC4F emissive = SFVEC4F( 0.0f, 0.0f, 0.0f, 1.0f );
const SFVEC4F specular = SFVEC4F( 0.1f, 0.1f, 0.1f, 1.0f );
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r );
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, 96.0f );
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r );
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r );
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.r );
}
void SPHERES_GIZMO::handleMouseInput( int aMouseX, int aMouseY )
{
int smallViewportW = m_viewportH / 8;
int smallViewportH = m_viewportH / 8;
bool inside = ( aMouseX >= m_gizmoPosX && aMouseX <= m_gizmoPosX + smallViewportW && aMouseY >= m_gizmoPosY
&& aMouseY <= m_gizmoPosY + smallViewportH );
if( inside )
{
m_ndcX = 2.0f * static_cast<float>( aMouseX - m_gizmoPosX ) / smallViewportW - 1.0f;
m_ndcY = 2.0f * static_cast<float>( aMouseY - m_gizmoPosY ) / smallViewportH - 1.0f;
}
else
{
m_ndcX = -1.0f;
m_ndcY = -1.0f;
}
}
void SPHERES_GIZMO::render3dSpheresGizmo( glm::mat4 aCameraRotationMatrix )
{
float fov = 60.0f;
glDisable( GL_CULL_FACE );
// Set up a square viewport (Y x Y)
glViewport( m_gizmoPosX, m_gizmoPosY, m_viewportH / 8, m_viewportH / 8 );
glClear( GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( fov, 1.0f, 0.001f, 2.0f * RANGE_SCALE_3D );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glm::mat4 TranslationMatrix = glm::translate( glm::mat4( 1.0f ), SFVEC3F( 0.0f, 0.0f, -( m_arrowSize * 2.75f ) ) );
glm::mat4 ViewMatrix = TranslationMatrix * aCameraRotationMatrix;
glLoadMatrixf( glm::value_ptr( ViewMatrix ) );
setGizmoMaterial();
// Intersection test
glm::mat4 proj = glm::perspective( glm::radians( fov ), 1.0f, 0.001f, 2.0f * RANGE_SCALE_3D );
glm::mat4 invVP = glm::inverse( proj * ViewMatrix );
glm::vec4 rayStartNDC( m_ndcX, m_ndcY, -1.0f, 1.0f );
glm::vec4 rayEndNDC( m_ndcX, m_ndcY, 1.0f, 1.0f );
glm::vec4 rayStartWorld = invVP * rayStartNDC;
rayStartWorld /= rayStartWorld.w;
glm::vec4 rayEndWorld = invVP * rayEndNDC;
rayEndWorld /= rayEndWorld.w;
glm::vec3 rayOrigin = glm::vec3( rayStartWorld );
glm::vec3 rayDirection = glm::normalize( glm::vec3( rayEndWorld - rayStartWorld ) );
auto intersects =
[]( const glm::vec3& aRayOrigin, const glm::vec3& aRayDir, const glm::vec3& aSphereCenter, float aRadius )
{
glm::vec3 L = aSphereCenter - aRayOrigin;
float tca = glm::dot( L, aRayDir );
float d2 = glm::dot( L, L ) - tca * tca;
return d2 <= aRadius * aRadius;
};
int clickedIndex = -1;
m_selectedGizmoSphere = GizmoSphereSelection::None;
for( size_t i = 0; i < m_spheres.size(); ++i )
{
const auto& sphere = m_spheres[i];
if( intersects( rayOrigin, rayDirection, sphere.m_position, sphere.m_radius ) )
{
clickedIndex = static_cast<int>( i );
m_selectedGizmoSphere = static_cast<GizmoSphereSelection>( i );
break; // only pick the first intersected sphere
}
}
// Update colors
for( size_t i = 0; i < m_spheres.size(); ++i )
{
if( static_cast<int>( i ) == clickedIndex )
{
m_spheres[i].m_color = { 1.0f, 1.0f, 1.0f }; // White
}
else
{
m_spheres[i].m_color = m_spheres[i].m_originalColor; // Restore default
}
}
// Intersection test done
auto drawBillboardCircle = []( const glm::vec3& aCenter, float aRadius, const glm::vec3& aColor,
const glm::vec3& aCamRight, const glm::vec3& aCamUp, int aSegments = 64 )
{
float thickness = aRadius * 0.4f;
glColor3f( aColor.r, aColor.g, aColor.b );
glBegin( GL_TRIANGLE_STRIP );
for( int i = 0; i <= aSegments; ++i )
{
float angle = 2.0f * glm::pi<float>() * i / aSegments;
glm::vec3 dir = cos( angle ) * aCamRight + sin( angle ) * aCamUp;
glm::vec3 outer = aCenter + dir * ( aRadius + thickness * 0.5f );
glm::vec3 inner = aCenter + dir * ( aRadius - thickness * 0.5f );
glVertex3f( outer.x, outer.y, outer.z );
glVertex3f( inner.x, inner.y, inner.z );
}
glEnd();
};
glm::vec3 camRight( aCameraRotationMatrix[0][0], aCameraRotationMatrix[1][0], aCameraRotationMatrix[2][0] );
glm::vec3 camUp( aCameraRotationMatrix[0][1], aCameraRotationMatrix[1][1], aCameraRotationMatrix[2][1] );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
for( const auto& sphere : m_spheres )
{
glColor4f( sphere.m_color.r, sphere.m_color.g, sphere.m_color.b, 0.3f );
glPushMatrix();
glTranslatef( sphere.m_position.x, sphere.m_position.y, sphere.m_position.z );
if( m_quadric )
{
gluSphere( m_quadric, sphere.m_radius, 32, 32 );
}
glPopMatrix();
drawBillboardCircle( sphere.m_position, sphere.m_radius, sphere.m_color, camRight, camUp );
}
// Draw sphere labels
glDisable( GL_DEPTH_TEST );
glDisable( GL_LIGHTING );
std::array<std::string, 6> labels = { "X", "", "Y", "", "Z", "" };
// View direction (camera looks along negative Z in view space)
// So we offset a little toward the camera to avoid z-fighting
glm::vec3 offset = glm::normalize( -rayDirection ) * 0.02f;
glColor4f( 0.0f, 0.0f, 0.0f, 1.0f );
auto drawX = []( const glm::vec3& aPos, float aSize, const glm::vec3& aColor, const glm::vec3& aCamRight,
const glm::vec3& aCamUp )
{
glColor3f( aColor.r, aColor.g, aColor.b );
glLineWidth( 3.0f );
float h = aSize * 0.5f;
// Define two diagonal line directions in camera-facing plane
glm::vec3 dir1 = ( -aCamRight + aCamUp ) * h; // one diagonal
glm::vec3 dir2 = ( -aCamRight - aCamUp ) * h; // other diagonal
glBegin( GL_LINES );
glVertex3f( ( aPos - dir1 ).x, ( aPos - dir1 ).y, ( aPos - dir1 ).z );
glVertex3f( ( aPos + dir1 ).x, ( aPos + dir1 ).y, ( aPos + dir1 ).z );
glVertex3f( ( aPos - dir2 ).x, ( aPos - dir2 ).y, ( aPos - dir2 ).z );
glVertex3f( ( aPos + dir2 ).x, ( aPos + dir2 ).y, ( aPos + dir2 ).z );
glEnd();
};
auto drawY = []( const glm::vec3& aPos, float aSize, const glm::vec3& aColor, const glm::vec3& aCamRight,
const glm::vec3& aCamUp )
{
glColor3f( aColor.r, aColor.g, aColor.b );
glLineWidth( 3.0f );
float h = aSize * 0.5f;
// Top-left and top-right in screen plane
glm::vec3 topLeft = aPos + aCamUp * h - aCamRight * h;
glm::vec3 topRight = aPos + aCamUp * h + aCamRight * h;
glm::vec3 bottom = aPos - aCamUp * h;
glBegin( GL_LINES );
glVertex3f( topLeft.x, topLeft.y, topLeft.z );
glVertex3f( aPos.x, aPos.y, aPos.z );
glVertex3f( topRight.x, topRight.y, topRight.z );
glVertex3f( aPos.x, aPos.y, aPos.z );
glVertex3f( aPos.x, aPos.y, aPos.z );
glVertex3f( bottom.x, bottom.y, bottom.z );
glEnd();
};
auto drawZ = []( const glm::vec3& aPos, float aSize, const glm::vec3& aColor, const glm::vec3& aCamRight,
const glm::vec3& aCamUp )
{
glColor3f( aColor.r, aColor.g, aColor.b );
glLineWidth( 3.0f );
float h = aSize * 0.5f;
// Define corners in screen plane relative to camera
glm::vec3 topLeft = aPos + aCamUp * h - aCamRight * h;
glm::vec3 topRight = aPos + aCamUp * h + aCamRight * h;
glm::vec3 bottomLeft = aPos - aCamUp * h - aCamRight * h;
glm::vec3 bottomRight = aPos - aCamUp * h + aCamRight * h;
glBegin( GL_LINE_STRIP );
glVertex3f( topLeft.x, topLeft.y, topLeft.z );
glVertex3f( topRight.x, topRight.y, topRight.z );
glVertex3f( bottomLeft.x, bottomLeft.y, bottomLeft.z );
glVertex3f( bottomRight.x, bottomRight.y, bottomRight.z );
glEnd();
};
for( size_t i = 0; i < m_spheres.size(); ++i )
{
if( labels[i].empty() )
continue;
glm::vec3 textPos = m_spheres[i].m_position + offset;
const std::string& label = labels[i];
if( label == "X" )
{
drawX( textPos, 0.30f, glm::vec3( 0.0f ), camRight, camUp );
}
else if( label == "Y" )
{
drawY( textPos, 0.30f, glm::vec3( 0.0f ), camRight, camUp );
}
else if( label == "Z" )
{
drawZ( textPos, 0.30f, glm::vec3( 0.0f ), camRight, camUp );
}
}
glEnable( GL_LIGHTING );
glEnable( GL_DEPTH_TEST );
// Draw lines only to the positive axis spheres
glLineWidth( 2.0f );
glBegin( GL_LINES );
glColor3f( 0.9f, 0.0f, 0.0f ); // X+
glVertex3f( 0.0f, 0.0f, 0.0f );
glVertex3f( m_arrowSize, 0.0f, 0.0f );
glColor3f( 0.0f, 0.9f, 0.0f ); // Y+
glVertex3f( 0.0f, 0.0f, 0.0f );
glVertex3f( 0.0f, m_arrowSize, 0.0f );
glColor3f( 0.0f, 0.0f, 0.9f ); // Z+
glVertex3f( 0.0f, 0.0f, 0.0f );
glVertex3f( 0.0f, 0.0f, m_arrowSize );
glEnd();
glEnable( GL_CULL_FACE );
}
SPHERES_GIZMO::GizmoSphereSelection SPHERES_GIZMO::getSelectedGizmoSphere() const
{
return m_selectedGizmoSphere;
}
void SPHERES_GIZMO::resetSelectedGizmoSphere()
{
m_selectedGizmoSphere = GizmoSphereSelection::None;
m_ndcX = -1.0f;
m_ndcY = -1.0f;
}