ENABLE_3DCONNEXION_DEVICES -> Refactored Mouse3DController to simplify code
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b15757a126
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f315681804
2 changed files with 27 additions and 89 deletions
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@ -49,72 +49,6 @@ Mouse3DController::State::State()
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{
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}
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void Mouse3DController::State::set_translation(const Vec3d& translation)
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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m_translation = translation;
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}
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void Mouse3DController::State::set_rotation(const Vec3f& rotation)
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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m_rotation = rotation;
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}
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void Mouse3DController::State::set_button(unsigned int id)
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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m_buttons.push_back(id);
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}
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void Mouse3DController::State::reset_buttons()
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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return m_buttons.clear();
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}
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const Vec3d& Mouse3DController::State::get_translation() const
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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return m_translation;
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}
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const Vec3f& Mouse3DController::State::get_rotation() const
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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return m_rotation;
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}
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const std::vector<unsigned int>& Mouse3DController::State::get_buttons() const
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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return m_buttons;
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}
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bool Mouse3DController::State::has_translation() const
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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return !m_translation.isApprox(Vec3d::Zero());
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}
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bool Mouse3DController::State::has_rotation() const
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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return !m_rotation.isApprox(Vec3f::Zero());
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}
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bool Mouse3DController::State::has_translation_or_rotation() const
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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return !m_translation.isApprox(Vec3d::Zero()) && !m_rotation.isApprox(Vec3f::Zero());
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}
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bool Mouse3DController::State::has_any_button() const
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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return !m_buttons.empty();
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}
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bool Mouse3DController::State::apply(Camera& camera)
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{
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if (!wxGetApp().IsActive())
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@ -124,28 +58,25 @@ bool Mouse3DController::State::apply(Camera& camera)
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if (has_translation())
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{
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Vec3d translation = get_translation();
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camera.set_target(camera.get_target() + m_translation_scale * (translation(0) * camera.get_dir_right() + translation(1) * camera.get_dir_forward() + translation(2) * camera.get_dir_up()));
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set_translation(Vec3d::Zero());
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camera.set_target(camera.get_target() + m_translation_scale * (m_translation(0) * camera.get_dir_right() + m_translation(1) * camera.get_dir_forward() + m_translation(2) * camera.get_dir_up()));
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m_translation = Vec3d::Zero();
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ret = true;
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}
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if (has_rotation())
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{
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Vec3f rotation = get_rotation();
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float theta = m_rotation_scale * rotation(0);
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float phi = m_rotation_scale * rotation(2);
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float theta = m_rotation_scale * m_rotation(0);
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float phi = m_rotation_scale * m_rotation(2);
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float sign = camera.inverted_phi ? -1.0f : 1.0f;
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camera.phi += sign * phi;
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camera.set_theta(camera.get_theta() + theta, wxGetApp().preset_bundle->printers.get_edited_preset().printer_technology() != ptSLA);
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set_rotation(Vec3f::Zero());
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m_rotation = Vec3f::Zero();
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ret = true;
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}
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if (has_any_button())
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{
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std::vector<unsigned int> buttons = get_buttons();
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for (unsigned int i : buttons)
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for (unsigned int i : m_buttons)
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{
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switch (i)
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{
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@ -204,6 +135,12 @@ void Mouse3DController::shutdown()
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m_initialized = false;
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}
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bool Mouse3DController::apply(Camera& camera)
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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return m_state.apply(camera);
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}
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void Mouse3DController::render_settings_dialog(unsigned int canvas_width, unsigned int canvas_height) const
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{
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if (!m_running || !m_settings_dialog)
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@ -383,6 +320,8 @@ void Mouse3DController::collect_input()
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return;
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}
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std::lock_guard<std::mutex> lock(m_mutex);
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if (res > 0)
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{
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switch (retrieved_data[0])
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@ -24,8 +24,6 @@ class Mouse3DController
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static const float DefaultRotationScale;
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private:
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mutable std::mutex m_mutex;
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Vec3d m_translation;
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Vec3f m_rotation;
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std::vector<unsigned int> m_buttons;
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@ -36,19 +34,19 @@ class Mouse3DController
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public:
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State();
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void set_translation(const Vec3d& translation);
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void set_rotation(const Vec3f& rotation);
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void set_button(unsigned int id);
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void reset_buttons();
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void set_translation(const Vec3d& translation) { m_translation = translation; }
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void set_rotation(const Vec3f& rotation) { m_rotation = rotation; }
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void set_button(unsigned int id) { m_buttons.push_back(id); }
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void reset_buttons() { return m_buttons.clear(); }
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const Vec3d& get_translation() const;
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const Vec3f& get_rotation() const;
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const std::vector<unsigned int>& get_buttons() const;
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const Vec3d& get_translation() const { return m_translation; }
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const Vec3f& get_rotation() const { return m_rotation; }
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const std::vector<unsigned int>& get_buttons() const { return m_buttons; }
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bool has_translation() const;
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bool has_rotation() const;
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bool has_translation_or_rotation() const;
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bool has_any_button() const;
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bool has_translation() const { return !m_translation.isApprox(Vec3d::Zero()); }
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bool has_rotation() const { return !m_rotation.isApprox(Vec3f::Zero()); }
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bool has_translation_or_rotation() const { return !m_translation.isApprox(Vec3d::Zero()) && !m_rotation.isApprox(Vec3f::Zero()); }
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bool has_any_button() const { return !m_buttons.empty(); }
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double get_translation_scale() const { return m_translation_scale; }
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void set_translation_scale(double scale) { m_translation_scale = scale; }
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@ -62,6 +60,7 @@ class Mouse3DController
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bool m_initialized;
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mutable State m_state;
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std::mutex m_mutex;
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std::thread m_thread;
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hid_device* m_device;
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std::string m_device_str;
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@ -82,7 +81,7 @@ public:
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bool has_translation_or_rotation() const { return m_state.has_translation_or_rotation(); }
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bool has_any_button() const { return m_state.has_any_button(); }
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bool apply(Camera& camera) { return m_state.apply(camera); }
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bool apply(Camera& camera);
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bool is_settings_dialog_shown() const { return m_settings_dialog; }
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void show_settings_dialog(bool show) { m_settings_dialog = show; }
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