General: Migrate off non-constexpr constants

This commit is contained in:
Lioncash
2020-06-16 22:22:54 -04:00
parent 31bfca7aac
commit 566a32fd75
50 changed files with 304 additions and 258 deletions

View File

@@ -19,17 +19,17 @@ CGizmo::CGizmo()
, mHasTransformed(false)
, mWrapOffset(0.f)
, mEnableCursorWrap(true)
, mPosition(CVector3f::skZero)
, mRotation(CQuaternion::skIdentity)
, mLocalRotation(CQuaternion::skIdentity)
, mScale(CVector3f::skOne)
, mPosition(CVector3f::Zero())
, mRotation(CQuaternion::Identity())
, mLocalRotation(CQuaternion::Identity())
, mScale(CVector3f::One())
, mFlipScaleX(false)
, mFlipScaleY(false)
, mFlipScaleZ(false)
, mDeltaTranslation(CVector3f::skZero)
, mDeltaRotation(CQuaternion::skIdentity)
, mDeltaScale(CVector3f::skOne)
, mTotalScale(CVector3f::skOne)
, mDeltaTranslation(CVector3f::Zero())
, mDeltaRotation(CQuaternion::Identity())
, mDeltaScale(CVector3f::One())
, mTotalScale(CVector3f::One())
, mSetOffset(false)
{
LoadModels();
@@ -80,7 +80,7 @@ void CGizmo::Draw(FRenderOptions /*Options*/, int ComponentIndex, ERenderCommand
CGraphics::UpdateMVPBlock();
// Clear tint color
CGraphics::sPixelBlock.TintColor = CColor::skWhite;
CGraphics::sPixelBlock.TintColor = CColor::White();
CGraphics::UpdatePixelBlock();
// Choose material set
@@ -98,7 +98,8 @@ void CGizmo::IncrementSize()
static const float skMaxSize = powf(skIncAmount, 4);
mGizmoSize *= skIncAmount;
if (mGizmoSize > skMaxSize) mGizmoSize = skMaxSize;
if (mGizmoSize > skMaxSize)
mGizmoSize = skMaxSize;
}
void CGizmo::DecrementSize()
@@ -107,7 +108,8 @@ void CGizmo::DecrementSize()
static const float skMinSize = powf(skDecAmount, 4);
mGizmoSize *= skDecAmount;
if (mGizmoSize < skMinSize) mGizmoSize = skMinSize;
if (mGizmoSize < skMinSize)
mGizmoSize = skMinSize;
}
void CGizmo::UpdateForCamera(const CCamera& rkCamera)
@@ -118,13 +120,13 @@ void CGizmo::UpdateForCamera(const CCamera& rkCamera)
mFlipScaleY = (mRotation.YAxis().Dot(CameraToGizmo) >= 0.f);
mFlipScaleZ = (mRotation.ZAxis().Dot(CameraToGizmo) >= 0.f);
if ((!mIsTransforming) || (mMode != EGizmoMode::Translate))
if (!mIsTransforming || mMode != EGizmoMode::Translate)
mCameraDist = mPosition.Distance(CamPos);
// todo: make this cleaner...
CVector3f BillDir = (CamPos - mPosition).Normalized();
CVector3f Axis = CVector3f::skForward.Cross(BillDir);
float Angle = acosf(CVector3f::skForward.Dot(BillDir));
CVector3f Axis = CVector3f::Forward().Cross(BillDir);
float Angle = acosf(CVector3f::Forward().Dot(BillDir));
mBillboardRotation = CQuaternion::FromAxisAngle(Angle, Axis);
}
@@ -155,8 +157,8 @@ bool CGizmo::CheckSelectedAxes(const CRay& rkRay)
// Ray/Model AABox test - allow buffer room because lines are small
CAABox AABox = pModel->AABox();
AABox.ExpandBy(CVector3f::skOne);
bool ModelBoxCheck = Math::RayBoxIntersection(rPartRay, AABox).first;
AABox.ExpandBy(CVector3f::One());
const bool ModelBoxCheck = Math::RayBoxIntersection(rPartRay, AABox).first;
if (ModelBoxCheck)
{
@@ -198,16 +200,15 @@ bool CGizmo::CheckSelectedAxes(const CRay& rkRay)
}
// Otherwise, we have at least one hit - sort results and set selected axes
Results.sort([](const SResult& rkLeft, SResult& rkRight) -> bool
{
return (rkLeft.Dist < rkRight.Dist);
});
Results.sort([](const SResult& rkLeft, SResult& rkRight) {
return rkLeft.Dist < rkRight.Dist;
});
CRay& rPartRay = (pPart->IsBillboard ? BillRay : LocalRay);
mSelectedAxes = Results.front().pPart->ModelAxes;
mHitPoint = mTransform * rPartRay.PointOnRay(Results.front().Dist);
return (mSelectedAxes != EAxis::None);
return mSelectedAxes != EAxis::None;
}
uint32 CGizmo::NumSelectedAxes()
@@ -229,25 +230,27 @@ void CGizmo::StartTransform()
{
mIsTransforming = true;
mHasTransformed = false;
mWrapOffset = CVector2f::skZero;
mWrapOffset = CVector2f::Zero();
mSetOffset = false;
mTotalTranslation = CVector3f::skZero;
mTotalRotation = CVector3f::skZero;
mCurrentRotation = CQuaternion::skIdentity;
mTotalScale = CVector3f::skOne;
mTotalTranslation = CVector3f::Zero();
mTotalRotation = CVector3f::Zero();
mCurrentRotation = CQuaternion::Identity();
mTotalScale = CVector3f::One();
// Set rotation direction
if (mMode == EGizmoMode::Rotate)
{
CVector3f Axis;
if (mSelectedAxes & EAxis::X) Axis = mRotation.XAxis();
else if (mSelectedAxes & EAxis::Y) Axis = mRotation.YAxis();
else Axis = mRotation.ZAxis();
if (mSelectedAxes & EAxis::X)
Axis = mRotation.XAxis();
else if (mSelectedAxes & EAxis::Y)
Axis = mRotation.YAxis();
else
Axis = mRotation.ZAxis();
CVector3f GizmoToHit = (mHitPoint - mPosition).Normalized();
const CVector3f GizmoToHit = (mHitPoint - mPosition).Normalized();
mMoveDir = Axis.Cross(GizmoToHit);
}
// Set scale direction
else if (mMode == EGizmoMode::Scale)
{
@@ -257,16 +260,18 @@ void CGizmo::StartTransform()
// One axis; direction = selected axis
if (NumSelectedAxes() == 1)
{
if (mSelectedAxes & EAxis::X) mMoveDir = mRotation.XAxis();
else if (mSelectedAxes & EAxis::Y) mMoveDir = mRotation.YAxis();
else mMoveDir = mRotation.ZAxis();
if (mSelectedAxes & EAxis::X)
mMoveDir = mRotation.XAxis();
else if (mSelectedAxes & EAxis::Y)
mMoveDir = mRotation.YAxis();
else
mMoveDir = mRotation.ZAxis();
}
// Two axes; interpolate between the two selected axes
else if (NumSelectedAxes() == 2)
{
CVector3f AxisA = (mSelectedAxes & EAxis::X ? mRotation.XAxis() : mRotation.YAxis());
CVector3f AxisB = (mSelectedAxes & EAxis::Z ? mRotation.ZAxis() : mRotation.YAxis());
const CVector3f AxisA = (mSelectedAxes & EAxis::X ? mRotation.XAxis() : mRotation.YAxis());
const CVector3f AxisB = (mSelectedAxes & EAxis::Z ? mRotation.ZAxis() : mRotation.YAxis());
mMoveDir = (AxisA + AxisB) / 2.f;
}
}
@@ -296,18 +301,20 @@ bool CGizmo::TransformFromInput(const CRay& rkRay, CCamera& rCamera)
if (NumAxes == 1)
{
if (mSelectedAxes & EAxis::X) AxisB = mRotation.XAxis();
else if (mSelectedAxes & EAxis::Y) AxisB = mRotation.YAxis();
else AxisB = mRotation.ZAxis();
if (mSelectedAxes & EAxis::X)
AxisB = mRotation.XAxis();
else if (mSelectedAxes & EAxis::Y)
AxisB = mRotation.YAxis();
else
AxisB = mRotation.ZAxis();
CVector3f GizmoToCamera = (mPosition - rCamera.Position()).Normalized();
AxisA = AxisB.Cross(GizmoToCamera);
}
else if (NumAxes == 2)
{
AxisA = (mSelectedAxes & EAxis::X ? mRotation.XAxis() : mRotation.YAxis());
AxisB = (mSelectedAxes & EAxis::Z ? mRotation.ZAxis() : mRotation.YAxis());
AxisA = mSelectedAxes & EAxis::X ? mRotation.XAxis() : mRotation.YAxis();
AxisB = mSelectedAxes & EAxis::Z ? mRotation.ZAxis() : mRotation.YAxis();
}
CVector3f PlaneNormal = AxisA.Cross(AxisB);
@@ -323,58 +330,65 @@ bool CGizmo::TransformFromInput(const CRay& rkRay, CCamera& rCamera)
// Calculate new position
CVector3f NewPos = mPosition;
if (mSelectedAxes & EAxis::X) NewPos += mRotation.XAxis() * LocalDelta.X;
if (mSelectedAxes & EAxis::Y) NewPos += mRotation.YAxis() * LocalDelta.Y;
if (mSelectedAxes & EAxis::Z) NewPos += mRotation.ZAxis() * LocalDelta.Z;
if (mSelectedAxes & EAxis::X)
NewPos += mRotation.XAxis() * LocalDelta.X;
if (mSelectedAxes & EAxis::Y)
NewPos += mRotation.YAxis() * LocalDelta.Y;
if (mSelectedAxes & EAxis::Z)
NewPos += mRotation.ZAxis() * LocalDelta.Z;
// Check relativity of new pos to camera to reduce issue where the gizmo might
// go flying off into the distance if newPosToCamera is parallel to the plane
CVector3f NewPosToCamera = (NewPos - rCamera.Position()).Normalized();
float Dot = Math::Abs(PlaneNormal.Dot(NewPosToCamera));
if (Dot < 0.02f) return false;
if (Dot < 0.02f)
return false;
// Set offset
if (!mSetOffset)
{
mTranslateOffset = mPosition - NewPos;
mDeltaTranslation = CVector3f::skZero;
mDeltaTranslation = CVector3f::Zero();
mSetOffset = true;
return false;
}
// Apply translation
else
else // Apply translation
{
mDeltaTranslation = mRotation.Inverse() * (NewPos - mPosition + mTranslateOffset);
if (!(mSelectedAxes & EAxis::X)) mDeltaTranslation.X = 0.f;
if (!(mSelectedAxes & EAxis::Y)) mDeltaTranslation.Y = 0.f;
if (!(mSelectedAxes & EAxis::Z)) mDeltaTranslation.Z = 0.f;
if (!(mSelectedAxes & EAxis::X))
mDeltaTranslation.X = 0.f;
if (!(mSelectedAxes & EAxis::Y))
mDeltaTranslation.Y = 0.f;
if (!(mSelectedAxes & EAxis::Z))
mDeltaTranslation.Z = 0.f;
mTotalTranslation += mDeltaTranslation;
mPosition += mRotation * mDeltaTranslation;
if (!mHasTransformed && (mDeltaTranslation != CVector3f::skZero))
if (!mHasTransformed && (mDeltaTranslation != CVector3f::Zero()))
mHasTransformed = true;
return mHasTransformed;
}
}
else
{
mDeltaTranslation = CVector3f::skZero;
mDeltaTranslation = CVector3f::Zero();
return false;
}
}
// Rotate
else if (mMode == EGizmoMode::Rotate)
if (mMode == EGizmoMode::Rotate)
{
// Choose rotation axis
CVector3f Axis;
if (mSelectedAxes & EAxis::X) Axis = CVector3f::skUnitX;
else if (mSelectedAxes & EAxis::Y) Axis = CVector3f::skUnitY;
else Axis = CVector3f::skUnitZ;
if (mSelectedAxes & EAxis::X)
Axis = CVector3f::UnitX();
else if (mSelectedAxes & EAxis::Y)
Axis = CVector3f::UnitY();
else
Axis = CVector3f::UnitZ();
// Convert hit point + move direction into a line in screen space
// Clockwise direction is set in StartTransform(). Is there a cleaner way to calculate the direction?
@@ -387,7 +401,7 @@ bool CGizmo::TransformFromInput(const CRay& rkRay, CCamera& rCamera)
if (!mSetOffset)
{
mRotateOffset = -RotAmount;
mDeltaRotation = CQuaternion::skIdentity;
mDeltaRotation = CQuaternion::Identity();
mSetOffset = true;
return false;
}
@@ -402,18 +416,21 @@ bool CGizmo::TransformFromInput(const CRay& rkRay, CCamera& rCamera)
mRotation *= mDeltaRotation;
// Add to total
if (mSelectedAxes & EAxis::X) mTotalRotation.X = RotAmount;
else if (mSelectedAxes & EAxis::Y) mTotalRotation.Y = RotAmount;
else mTotalRotation.Z = RotAmount;
if (mSelectedAxes & EAxis::X)
mTotalRotation.X = RotAmount;
else if (mSelectedAxes & EAxis::Y)
mTotalRotation.Y = RotAmount;
else
mTotalRotation.Z = RotAmount;
if (!mHasTransformed && (RotAmount != 0.f))
if (!mHasTransformed && RotAmount != 0.f)
mHasTransformed = true;
return mHasTransformed;
}
// Scale
else if (mMode == EGizmoMode::Scale)
if (mMode == EGizmoMode::Scale)
{
// Create a line in screen space. First step: line origin
CMatrix4f VP = rCamera.ViewMatrix().Transpose() * rCamera.ProjectionMatrix().Transpose();
@@ -431,9 +448,12 @@ bool CGizmo::TransformFromInput(const CRay& rkRay, CCamera& rCamera)
if (NumSelectedAxes() == 1)
{
CVector3f WorldDir;
if (mSelectedAxes & EAxis::X) WorldDir = DirX;
else if (mSelectedAxes & EAxis::Y) WorldDir = DirY;
else WorldDir = DirZ;
if (mSelectedAxes & EAxis::X)
WorldDir = DirX;
else if (mSelectedAxes & EAxis::Y)
WorldDir = DirY;
else
WorldDir = DirZ;
LineDir = (((mPosition + WorldDir) * VP).XY() - LineOrigin).Normalized();
}
// Two axes - take the two selected axes and convert them to world space, then average them for the line direction
@@ -445,16 +465,17 @@ bool CGizmo::TransformFromInput(const CRay& rkRay, CCamera& rCamera)
CVector2f ScreenB = (((mPosition + AxisB) * VP).XY() - LineOrigin).Normalized();
LineDir = ((ScreenA + ScreenB) / 2.f).Normalized();
}
// Three axes - use straight up
else LineDir = CVector2f::skUp;
else // Three axes - use straight up
{
LineDir = CVector2f::Up();
}
float ScaleAmount = LineDir.Dot(MouseCoords + mWrapOffset - LineOrigin) * 5.f;
// Set offset
if (!mSetOffset)
{
mScaleOffset = -ScaleAmount;
mDeltaScale = CVector3f::skOne;
mDeltaScale = CVector3f::One();
mSetOffset = true;
return false;
}
@@ -468,10 +489,13 @@ bool CGizmo::TransformFromInput(const CRay& rkRay, CCamera& rCamera)
CVector3f OldScale = mTotalScale;
mTotalScale = CVector3f::skOne;
if (mSelectedAxes & EAxis::X) mTotalScale.X = ScaleAmount;
if (mSelectedAxes & EAxis::Y) mTotalScale.Y = ScaleAmount;
if (mSelectedAxes & EAxis::Z) mTotalScale.Z = ScaleAmount;
mTotalScale = CVector3f::One();
if (mSelectedAxes & EAxis::X)
mTotalScale.X = ScaleAmount;
if (mSelectedAxes & EAxis::Y)
mTotalScale.Y = ScaleAmount;
if (mSelectedAxes & EAxis::Z)
mTotalScale.Z = ScaleAmount;
mDeltaScale = mTotalScale / OldScale;
@@ -486,7 +510,7 @@ bool CGizmo::TransformFromInput(const CRay& rkRay, CCamera& rCamera)
void CGizmo::EndTransform()
{
mTotalScale = CVector3f::skOne;
mTotalScale = CVector3f::One();
mIsTransforming = false;
}
@@ -499,22 +523,22 @@ void CGizmo::SetMode(EGizmoMode Mode)
case EGizmoMode::Translate:
mpCurrentParts = smTranslateModels;
mNumCurrentParts = CGIZMO_TRANSLATE_NUM;
mDeltaRotation = CQuaternion::skIdentity;
mDeltaScale = CVector3f::skOne;
mDeltaRotation = CQuaternion::Identity();
mDeltaScale = CVector3f::One();
break;
case EGizmoMode::Rotate:
mpCurrentParts = smRotateModels;
mNumCurrentParts = CGIZMO_ROTATE_NUM;
mDeltaTranslation = CVector3f::skZero;
mDeltaScale = CVector3f::skOne;
mDeltaTranslation = CVector3f::Zero();
mDeltaScale = CVector3f::One();
break;
case EGizmoMode::Scale:
mpCurrentParts = smScaleModels;
mNumCurrentParts = CGIZMO_SCALE_NUM;
mDeltaTranslation = CVector3f::skZero;
mDeltaRotation = CQuaternion::skIdentity;
mDeltaTranslation = CVector3f::Zero();
mDeltaRotation = CQuaternion::Identity();
break;
default: break;
}
@@ -525,7 +549,7 @@ void CGizmo::SetTransformSpace(ETransformSpace Space)
mTransformSpace = Space;
if (Space == ETransformSpace::World)
mRotation = CQuaternion::skIdentity;
mRotation = CQuaternion::Identity();
else
mRotation = mLocalRotation;
}