ENABLE_3DCONNEXION_DEVICES -> Refactored Mouse3DController to simplify code

This commit is contained in:
Enrico Turri 2019-10-03 12:16:59 +02:00
parent b15757a126
commit f315681804
2 changed files with 27 additions and 89 deletions

View file

@ -49,72 +49,6 @@ Mouse3DController::State::State()
{
}
void Mouse3DController::State::set_translation(const Vec3d& translation)
{
std::lock_guard<std::mutex> lock(m_mutex);
m_translation = translation;
}
void Mouse3DController::State::set_rotation(const Vec3f& rotation)
{
std::lock_guard<std::mutex> lock(m_mutex);
m_rotation = rotation;
}
void Mouse3DController::State::set_button(unsigned int id)
{
std::lock_guard<std::mutex> lock(m_mutex);
m_buttons.push_back(id);
}
void Mouse3DController::State::reset_buttons()
{
std::lock_guard<std::mutex> lock(m_mutex);
return m_buttons.clear();
}
const Vec3d& Mouse3DController::State::get_translation() const
{
std::lock_guard<std::mutex> lock(m_mutex);
return m_translation;
}
const Vec3f& Mouse3DController::State::get_rotation() const
{
std::lock_guard<std::mutex> lock(m_mutex);
return m_rotation;
}
const std::vector<unsigned int>& Mouse3DController::State::get_buttons() const
{
std::lock_guard<std::mutex> lock(m_mutex);
return m_buttons;
}
bool Mouse3DController::State::has_translation() const
{
std::lock_guard<std::mutex> lock(m_mutex);
return !m_translation.isApprox(Vec3d::Zero());
}
bool Mouse3DController::State::has_rotation() const
{
std::lock_guard<std::mutex> lock(m_mutex);
return !m_rotation.isApprox(Vec3f::Zero());
}
bool Mouse3DController::State::has_translation_or_rotation() const
{
std::lock_guard<std::mutex> lock(m_mutex);
return !m_translation.isApprox(Vec3d::Zero()) && !m_rotation.isApprox(Vec3f::Zero());
}
bool Mouse3DController::State::has_any_button() const
{
std::lock_guard<std::mutex> lock(m_mutex);
return !m_buttons.empty();
}
bool Mouse3DController::State::apply(Camera& camera)
{
if (!wxGetApp().IsActive())
@ -124,28 +58,25 @@ bool Mouse3DController::State::apply(Camera& camera)
if (has_translation())
{
Vec3d translation = get_translation();
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()));
set_translation(Vec3d::Zero());
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()));
m_translation = Vec3d::Zero();
ret = true;
}
if (has_rotation())
{
Vec3f rotation = get_rotation();
float theta = m_rotation_scale * rotation(0);
float phi = m_rotation_scale * rotation(2);
float theta = m_rotation_scale * m_rotation(0);
float phi = m_rotation_scale * m_rotation(2);
float sign = camera.inverted_phi ? -1.0f : 1.0f;
camera.phi += sign * phi;
camera.set_theta(camera.get_theta() + theta, wxGetApp().preset_bundle->printers.get_edited_preset().printer_technology() != ptSLA);
set_rotation(Vec3f::Zero());
m_rotation = Vec3f::Zero();
ret = true;
}
if (has_any_button())
{
std::vector<unsigned int> buttons = get_buttons();
for (unsigned int i : buttons)
for (unsigned int i : m_buttons)
{
switch (i)
{
@ -204,6 +135,12 @@ void Mouse3DController::shutdown()
m_initialized = false;
}
bool Mouse3DController::apply(Camera& camera)
{
std::lock_guard<std::mutex> lock(m_mutex);
return m_state.apply(camera);
}
void Mouse3DController::render_settings_dialog(unsigned int canvas_width, unsigned int canvas_height) const
{
if (!m_running || !m_settings_dialog)
@ -383,6 +320,8 @@ void Mouse3DController::collect_input()
return;
}
std::lock_guard<std::mutex> lock(m_mutex);
if (res > 0)
{
switch (retrieved_data[0])

View file

@ -24,8 +24,6 @@ class Mouse3DController
static const float DefaultRotationScale;
private:
mutable std::mutex m_mutex;
Vec3d m_translation;
Vec3f m_rotation;
std::vector<unsigned int> m_buttons;
@ -36,19 +34,19 @@ class Mouse3DController
public:
State();
void set_translation(const Vec3d& translation);
void set_rotation(const Vec3f& rotation);
void set_button(unsigned int id);
void reset_buttons();
void set_translation(const Vec3d& translation) { m_translation = translation; }
void set_rotation(const Vec3f& rotation) { m_rotation = rotation; }
void set_button(unsigned int id) { m_buttons.push_back(id); }
void reset_buttons() { return m_buttons.clear(); }
const Vec3d& get_translation() const;
const Vec3f& get_rotation() const;
const std::vector<unsigned int>& get_buttons() const;
const Vec3d& get_translation() const { return m_translation; }
const Vec3f& get_rotation() const { return m_rotation; }
const std::vector<unsigned int>& get_buttons() const { return m_buttons; }
bool has_translation() const;
bool has_rotation() const;
bool has_translation_or_rotation() const;
bool has_any_button() const;
bool has_translation() const { return !m_translation.isApprox(Vec3d::Zero()); }
bool has_rotation() const { return !m_rotation.isApprox(Vec3f::Zero()); }
bool has_translation_or_rotation() const { return !m_translation.isApprox(Vec3d::Zero()) && !m_rotation.isApprox(Vec3f::Zero()); }
bool has_any_button() const { return !m_buttons.empty(); }
double get_translation_scale() const { return m_translation_scale; }
void set_translation_scale(double scale) { m_translation_scale = scale; }
@ -62,6 +60,7 @@ class Mouse3DController
bool m_initialized;
mutable State m_state;
std::mutex m_mutex;
std::thread m_thread;
hid_device* m_device;
std::string m_device_str;
@ -82,7 +81,7 @@ public:
bool has_translation_or_rotation() const { return m_state.has_translation_or_rotation(); }
bool has_any_button() const { return m_state.has_any_button(); }
bool apply(Camera& camera) { return m_state.apply(camera); }
bool apply(Camera& camera);
bool is_settings_dialog_shown() const { return m_settings_dialog; }
void show_settings_dialog(bool show) { m_settings_dialog = show; }