PrimeWorldEditor/UI/CGizmo.cpp

721 lines
24 KiB
C++

#include "CGizmo.h"
#include <Common/Math.h>
#include <Core/CRenderer.h>
#include <Core/CResCache.h>
#include <Core/CDrawUtil.h>
#include <Core/Log.h>
#include <QApplication>
#include <QDesktopWidget>
#include <iostream>
CGizmo::CGizmo()
{
LoadModels();
SetMode(eTranslate);
mSelectedAxes = eNone;
mTransformSpace = eWorldTransform;
mGizmoSize = 1.f;
mCameraDist = 0.f;
mIsTransforming = false;
mHasTransformed = false;
mWrapOffset = 0.f;
mEnableCursorWrap = true;
mPosition = CVector3f::skZero;
mRotation = CQuaternion::skIdentity;
mLocalRotation = CQuaternion::skIdentity;
mScale = CVector3f::skOne;
mFlipScaleX = false;
mFlipScaleY = false;
mFlipScaleZ = false;
mDeltaTranslation = CVector3f::skZero;
mDeltaRotation = CQuaternion::skIdentity;
mDeltaScale = CVector3f::skOne;
mTotalScale = CVector3f::skOne;
mSetOffset = false;
}
CGizmo::~CGizmo()
{
}
void CGizmo::AddToRenderer(CRenderer *pRenderer)
{
// Transform is updated every frame even if the user doesn't modify the gizmo
// in order to account for scale changes based on camera distance
UpdateTransform();
SModelPart *pPart = mpCurrentParts;
// Add all parts to renderer
for (u32 iPart = 0; iPart < mNumCurrentParts; iPart++)
{
CModel *pModel = pPart->pModel;
// Determine whether to use the mat set for regular (0) or highlight (1)
EGizmoAxes partAxes = pPart->modelAxes;
bool isHighlighted = (partAxes != eNone) && ((mSelectedAxes & partAxes) == pPart->modelAxes);
u32 setID = (isHighlighted ? 1 : 0);
// Add to renderer...
if (pModel->HasTransparency(setID))
pRenderer->AddTransparentMesh(this, iPart, pModel->AABox().Transformed(mTransform), eDrawAsset);
else
pRenderer->AddOpaqueMesh(this, iPart, pModel->AABox().Transformed(mTransform), eDrawAsset);
pPart++;
}
}
void CGizmo::DrawAsset(ERenderOptions options, u32 asset)
{
// Determine which SModelPart array to use
if (asset >= mNumCurrentParts) return;
SModelPart *pPart = mpCurrentParts;
// Set model matrix
if (pPart[asset].isBillboard)
CGraphics::sMVPBlock.ModelMatrix = mBillboardTransform.ToMatrix4f();
else if ((mMode == eScale) && ((mSelectedAxes & pPart[asset].modelAxes) != 0))
CGraphics::sMVPBlock.ModelMatrix = mScaledTransform.ToMatrix4f();
else
CGraphics::sMVPBlock.ModelMatrix = mTransform.ToMatrix4f();
CGraphics::UpdateMVPBlock();
// Choose material set
EGizmoAxes partAxes = pPart[asset].modelAxes;
bool isHighlighted = (partAxes != eNone) && ((mSelectedAxes & partAxes) == pPart[asset].modelAxes);
u32 setID = (isHighlighted ? 1 : 0);
// Draw model
pPart[asset].pModel->Draw((ERenderOptions) 0, setID);
}
void CGizmo::IncrementSize()
{
static const float skIncAmount = 1.3f;
static const float skMaxSize = powf(skIncAmount, 4);
mGizmoSize *= skIncAmount;
if (mGizmoSize > skMaxSize) mGizmoSize = skMaxSize;
}
void CGizmo::DecrementSize()
{
static const float skDecAmount = (1.f / 1.3f);
static const float skMinSize = powf(skDecAmount, 4);
mGizmoSize *= skDecAmount;
if (mGizmoSize < skMinSize) mGizmoSize = skMinSize;
}
void CGizmo::UpdateForCamera(const CCamera &camera)
{
CVector3f camPos = camera.Position();
CVector3f cameraToGizmo = (mPosition - camPos).Normalized();
mFlipScaleX = (mRotation.XAxis().Dot(cameraToGizmo) >= 0.f);
mFlipScaleY = (mRotation.YAxis().Dot(cameraToGizmo) >= 0.f);
mFlipScaleZ = (mRotation.ZAxis().Dot(cameraToGizmo) >= 0.f);
if ((!mIsTransforming) || (mMode != eTranslate))
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));
mBillboardRotation = CQuaternion::FromAxisAngle(angle, axis);
}
bool CGizmo::CheckSelectedAxes(const CRay &ray)
{
CRay localRay = ray.Transformed(mTransform.Inverse());
CRay billRay = ray.Transformed(mBillboardTransform.Inverse());
// Do raycast on each model
SModelPart *pPart = mpCurrentParts;
struct SResult {
SModelPart *pPart;
float dist;
};
std::list<SResult> results;
for (u32 iPart = 0; iPart < mNumCurrentParts; iPart++)
{
if (!pPart->enableRayCast)
{
pPart++;
continue;
}
CModel *pModel = pPart->pModel;
CRay& partRay = (pPart->isBillboard ? billRay : localRay);
// Ray/Model AABox test - allow buffer room because lines are small
CAABox AABox = pModel->AABox();
AABox.ExpandBy(CVector3f::skOne);
bool modelBoxCheck = Math::RayBoxIntersection(partRay, AABox).first;
if (modelBoxCheck)
{
bool hit = false;
float dist;
for (u32 iSurf = 0; iSurf < pModel->GetSurfaceCount(); iSurf++)
{
// Skip surface/box check - since we use lines the boxes might be too small
SSurface *pSurf = pModel->GetSurface(iSurf);
std::pair<bool,float> surfCheck = pSurf->IntersectsRay(partRay, 0.05f);
if (surfCheck.first)
{
if ((!hit) || (surfCheck.second < dist))
dist = surfCheck.second;
hit = true;
}
}
if (hit)
{
SResult result;
result.pPart = pPart;
result.dist = dist;
results.push_back(result);
}
}
pPart++;
}
// Results list empty = no hits
if (results.empty())
{
mSelectedAxes = eNone;
return false;
}
// Otherwise, we have at least one hit - sort results and set selected axes
results.sort([](const SResult& a, SResult& b) -> bool
{
return (a.dist < b.dist);
});
CRay& partRay = (pPart->isBillboard ? billRay : localRay);
mSelectedAxes = results.front().pPart->modelAxes;
mHitPoint = mTransform * partRay.PointOnRay(results.front().dist);
return (mSelectedAxes != eNone);
}
u32 CGizmo::NumSelectedAxes()
{
u32 out = 0;
for (u32 iAxis = 1; iAxis < 8; iAxis <<= 1)
if (mSelectedAxes & (EGizmoAxes) iAxis) out++;
return out;
}
void CGizmo::ResetSelectedAxes()
{
mSelectedAxes = eNone;
}
void CGizmo::StartTransform()
{
mIsTransforming = true;
mHasTransformed = false;
mWrapOffset = CVector2f::skZero;
mSetOffset = false;
mTotalTranslation = CVector3f::skZero;
mTotalRotation = CVector3f::skZero;
mCurrentRotation = CQuaternion::skIdentity;
mTotalScale = CVector3f::skOne;
// Set rotation direction
if (mMode == eRotate)
{
CVector3f axis;
if (mSelectedAxes & eX) axis = mRotation.XAxis();
else if (mSelectedAxes & eY) axis = mRotation.YAxis();
else axis = mRotation.ZAxis();
CVector3f gizmoToHit = (mHitPoint - mPosition).Normalized();
mMoveDir = axis.Cross(gizmoToHit);
}
// Set scale direction
else if (mMode == eScale)
{
// Only need to set scale direction if < 3 axes selected
if (NumSelectedAxes() != 3)
{
// One axis; direction = selected axis
if (NumSelectedAxes() == 1)
{
if (mSelectedAxes & eX) mMoveDir = mRotation.XAxis();
else if (mSelectedAxes & eY) mMoveDir = mRotation.YAxis();
else mMoveDir = mRotation.ZAxis();
}
// Two axes; interpolate between the two selected axes
else if (NumSelectedAxes() == 2)
{
CVector3f axisA = (mSelectedAxes & eX ? mRotation.XAxis() : mRotation.YAxis());
CVector3f axisB = (mSelectedAxes & eZ ? mRotation.ZAxis() : mRotation.YAxis());
mMoveDir = (axisA + axisB) / 2.f;
}
}
}
}
bool CGizmo::TransformFromInput(const CRay& ray, CCamera& camera)
{
// Wrap cursor (this has no effect until the next time this function is called)
if (mEnableCursorWrap && (mMode != eTranslate))
WrapCursor();
// Calculate normalized cursor position
QPoint cursorPos = QCursor::pos();
QRect geom = QApplication::desktop()->screenGeometry();
CVector2f mouseCoords(
(((2.f * cursorPos.x()) / geom.width()) - 1.f),
(1.f - ((2.f * cursorPos.y()) / geom.height()))
);
// Translate
if (mMode == eTranslate)
{
// Create translate plane
CVector3f axisA, axisB;
u32 numAxes = NumSelectedAxes();
if (numAxes == 1)
{
if (mSelectedAxes & eX) axisB = mRotation.XAxis();
else if (mSelectedAxes & eY) axisB = mRotation.YAxis();
else axisB = mRotation.ZAxis();
CVector3f gizmoToCamera = (mPosition - camera.Position()).Normalized();
axisA = axisB.Cross(gizmoToCamera);
}
else if (numAxes == 2)
{
axisA = (mSelectedAxes & eX ? mRotation.XAxis() : mRotation.YAxis());
axisB = (mSelectedAxes & eZ ? mRotation.ZAxis() : mRotation.YAxis());
}
CVector3f planeNormal = axisA.Cross(axisB);
mTranslatePlane.Redefine(planeNormal, mPosition);
// Do translate
std::pair<bool,float> result = Math::RayPlaneIntersecton(ray, mTranslatePlane);
if (result.first)
{
CVector3f hit = ray.PointOnRay(result.second);
CVector3f localDelta = mRotation.Inverse() * (hit - mPosition);
// Calculate new position
CVector3f newPos = mPosition;
if (mSelectedAxes & eX) newPos += mRotation.XAxis() * localDelta.x;
if (mSelectedAxes & eY) newPos += mRotation.YAxis() * localDelta.y;
if (mSelectedAxes & eZ) 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 - camera.Position()).Normalized();
float dot = Math::Abs(planeNormal.Dot(newPosToCamera));
if (dot < 0.02f) return false;
// Set offset
if (!mSetOffset)
{
mTranslateOffset = mPosition - newPos;
mDeltaTranslation = CVector3f::skZero;
mSetOffset = true;
return false;
}
// Apply translation
else
{
mDeltaTranslation = mRotation.Inverse() * (newPos - mPosition + mTranslateOffset);
if (!(mSelectedAxes & eX)) mDeltaTranslation.x = 0.f;
if (!(mSelectedAxes & eY)) mDeltaTranslation.y = 0.f;
if (!(mSelectedAxes & eZ)) mDeltaTranslation.z = 0.f;
mTotalTranslation += mDeltaTranslation;
mPosition += mRotation * mDeltaTranslation;
if (!mHasTransformed && (mDeltaTranslation != CVector3f::skZero))
mHasTransformed = true;
return true;
}
}
else
{
mDeltaTranslation = CVector3f::skZero;
return false;
}
}
// Rotate
else if (mMode == eRotate)
{
// Choose rotation axis
CVector3f axis;
if (mSelectedAxes & eX) axis = CVector3f::skUnitX;
else if (mSelectedAxes & eY) axis = CVector3f::skUnitY;
else axis = CVector3f::skUnitZ;
// 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?
CMatrix4f VP = camera.ViewMatrix().Transpose() * camera.ProjectionMatrix().Transpose();
CVector2f lineOrigin = (mHitPoint * VP).xy();
CVector2f lineDir = (((mHitPoint + mMoveDir) * VP).xy() - lineOrigin).Normalized();
float rotAmount = lineDir.Dot(mouseCoords + mWrapOffset - lineOrigin) * 180.f;
// Set offset
if (!mSetOffset)
{
mRotateOffset = -rotAmount;
mDeltaRotation = CQuaternion::skIdentity;
mSetOffset = true;
return false;
}
// Apply rotation
rotAmount += mRotateOffset;
CQuaternion oldRot = mCurrentRotation;
mCurrentRotation = CQuaternion::FromAxisAngle(Math::DegreesToRadians(rotAmount), axis);
mDeltaRotation = mCurrentRotation * oldRot.Inverse();
if (mTransformSpace == eLocalTransform)
mRotation *= mDeltaRotation;
// Add to total
if (mSelectedAxes & eX) mTotalRotation.x = rotAmount;
else if (mSelectedAxes & eY) mTotalRotation.y = rotAmount;
else mTotalRotation.z = rotAmount;
if (!mHasTransformed && (rotAmount != 0.f))
mHasTransformed = true;
return true;
}
// Scale
else if (mMode == eScale)
{
// Create a line in screen space. First step: line origin
CMatrix4f VP = camera.ViewMatrix().Transpose() * camera.ProjectionMatrix().Transpose();
CVector2f lineOrigin = (mPosition * VP).xy();
// Next step: determine the appropriate world space direction using the selected axes and then convert to screen space
// Since the axes can be flipped while the gizmo is transforming, this has to be done every frame rather than
// pre-saving the world space direction like the rotate gizmo does.
CVector3f dirX = (mFlipScaleX ? -mRotation.XAxis() : mRotation.XAxis());
CVector3f dirY = (mFlipScaleY ? -mRotation.YAxis() : mRotation.YAxis());
CVector3f dirZ = (mFlipScaleZ ? -mRotation.ZAxis() : mRotation.ZAxis());
CVector2f lineDir;
// One axis - world space direction is just the selected axis
if (NumSelectedAxes() == 1)
{
CVector3f worldDir;
if (mSelectedAxes & eX) worldDir = dirX;
else if (mSelectedAxes & eY) 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
else if (NumSelectedAxes() == 2)
{
CVector3f axisA = (mSelectedAxes & eX ? dirX : dirY);
CVector3f axisB = (mSelectedAxes & eZ ? dirZ : dirY);
CVector2f screenA = (((mPosition + axisA) * VP).xy() - lineOrigin).Normalized();
CVector2f screenB = (((mPosition + axisB) * VP).xy() - lineOrigin).Normalized();
lineDir = ((screenA + screenB) / 2.f).Normalized();
}
// Three axes - use straight up
else lineDir = CVector2f::skUp;
float scaleAmount = lineDir.Dot(mouseCoords + mWrapOffset - lineOrigin) * 5.f;
// Set offset
if (!mSetOffset)
{
mScaleOffset = -scaleAmount;
mDeltaScale = CVector3f::skOne;
mSetOffset = true;
return false;
}
// Apply scale
scaleAmount = scaleAmount + mScaleOffset + 1.f;
if (scaleAmount < 1.f)
scaleAmount = 1.f / (-(scaleAmount - 1.f) + 1.f);
CVector3f oldScale = mTotalScale;
mTotalScale = CVector3f::skOne;
if (mSelectedAxes & eX) mTotalScale.x = scaleAmount;
if (mSelectedAxes & eY) mTotalScale.y = scaleAmount;
if (mSelectedAxes & eZ) mTotalScale.z = scaleAmount;
mDeltaScale = mTotalScale / oldScale;
if (!mHasTransformed && (scaleAmount != 0.f))
mHasTransformed = true;
return true;
}
return false;
}
void CGizmo::EndTransform()
{
mTotalScale = CVector3f::skOne;
mIsTransforming = false;
}
bool CGizmo::HasTransformed()
{
return mHasTransformed;
}
CGizmo::EGizmoMode CGizmo::Mode()
{
return mMode;
}
CVector3f CGizmo::Position()
{
return mPosition;
}
CVector3f CGizmo::DeltaTranslation()
{
return mDeltaTranslation;
}
CVector3f CGizmo::TotalTranslation()
{
return mTotalTranslation;
}
CQuaternion CGizmo::Rotation()
{
return mRotation;
}
CQuaternion CGizmo::DeltaRotation()
{
return mDeltaRotation;
}
CVector3f CGizmo::TotalRotation()
{
return mTotalRotation;
}
CVector3f CGizmo::Scale()
{
return mScale;
}
CVector3f CGizmo::DeltaScale()
{
return mDeltaScale;
}
CVector3f CGizmo::TotalScale()
{
return mTotalScale;
}
void CGizmo::SetMode(EGizmoMode mode)
{
mMode = mode;
switch (mode)
{
case eTranslate:
mpCurrentParts = smTranslateModels;
mNumCurrentParts = 9;
mDeltaRotation = CQuaternion::skIdentity;
mDeltaScale = CVector3f::skOne;
break;
case eRotate:
mpCurrentParts = smRotateModels;
mNumCurrentParts = 5;
mDeltaTranslation = CVector3f::skZero;
mDeltaScale = CVector3f::skOne;
break;
case eScale:
mpCurrentParts = smScaleModels;
mNumCurrentParts = 10;
mDeltaTranslation = CVector3f::skZero;
mDeltaRotation = CQuaternion::skIdentity;
break;
}
}
void CGizmo::SetTransformSpace(ETransformSpace space)
{
mTransformSpace = space;
if (space == eWorldTransform)
mRotation = CQuaternion::skIdentity;
else
mRotation = mLocalRotation;
}
void CGizmo::SetPosition(const CVector3f& position)
{
mPosition = position;
}
void CGizmo::SetLocalRotation(const CQuaternion& orientation)
{
mLocalRotation = orientation;
if (mTransformSpace == eLocalTransform)
mRotation = orientation;
}
void CGizmo::EnableCursorWrap(bool wrap)
{
mEnableCursorWrap = wrap;
}
// ************ PRIVATE STATIC ************
void CGizmo::LoadModels()
{
if (!smModelsLoaded)
{
Log::Write("Loading transform gizmo models");
smTranslateModels[CGIZMO_TRANSLATE_X] = SModelPart(eX, true, false, (CModel*) gResCache.GetResource("../resources/editor/TranslateX.CMDL"));
smTranslateModels[CGIZMO_TRANSLATE_Y] = SModelPart(eY, true, false, (CModel*) gResCache.GetResource("../resources/editor/TranslateY.CMDL"));
smTranslateModels[CGIZMO_TRANSLATE_Z] = SModelPart(eZ, true, false, (CModel*) gResCache.GetResource("../resources/editor/TranslateZ.CMDL"));
smTranslateModels[CGIZMO_TRANSLATE_LINES_XY] = SModelPart(eXY, true, false, (CModel*) gResCache.GetResource("../resources/editor/TranslateLinesXY.CMDL"));
smTranslateModels[CGIZMO_TRANSLATE_LINES_XZ] = SModelPart(eXZ, true, false, (CModel*) gResCache.GetResource("../resources/editor/TranslateLinesXZ.CMDL"));
smTranslateModels[CGIZMO_TRANSLATE_LINES_YZ] = SModelPart(eYZ, true, false, (CModel*) gResCache.GetResource("../resources/editor/TranslateLinesYZ.CMDL"));
smTranslateModels[CGIZMO_TRANSLATE_POLY_XY] = SModelPart(eXY, false, false, (CModel*) gResCache.GetResource("../resources/editor/TranslatePolyXY.CMDL"));
smTranslateModels[CGIZMO_TRANSLATE_POLY_XZ] = SModelPart(eXZ, false, false, (CModel*) gResCache.GetResource("../resources/editor/TranslatePolyXZ.CMDL"));
smTranslateModels[CGIZMO_TRANSLATE_POLY_YZ] = SModelPart(eYZ, false, false, (CModel*) gResCache.GetResource("../resources/editor/TranslatePolyYZ.CMDL"));
smRotateModels[CGIZMO_ROTATE_OUTLINE] = SModelPart(eNone, true, true, (CModel*) gResCache.GetResource("../resources/editor/RotateClipOutline.CMDL"));
smRotateModels[CGIZMO_ROTATE_X] = SModelPart(eX, true, false, (CModel*) gResCache.GetResource("../resources/editor/RotateX.CMDL"));
smRotateModels[CGIZMO_ROTATE_Y] = SModelPart(eY, true, false, (CModel*) gResCache.GetResource("../resources/editor/RotateY.CMDL"));
smRotateModels[CGIZMO_ROTATE_Z] = SModelPart(eZ, true, false, (CModel*) gResCache.GetResource("../resources/editor/RotateZ.CMDL"));
smRotateModels[CGIZMO_ROTATE_XYZ] = SModelPart(eXYZ, false, false, (CModel*) gResCache.GetResource("../resources/editor/RotateXYZ.CMDL"));
smScaleModels[CGIZMO_SCALE_X] = SModelPart(eX, true, false, (CModel*) gResCache.GetResource("../resources/editor/ScaleX.CMDL"));
smScaleModels[CGIZMO_SCALE_Y] = SModelPart(eY, true, false, (CModel*) gResCache.GetResource("../resources/editor/ScaleY.CMDL"));
smScaleModels[CGIZMO_SCALE_Z] = SModelPart(eZ, true, false, (CModel*) gResCache.GetResource("../resources/editor/ScaleZ.CMDL"));
smScaleModels[CGIZMO_SCALE_LINES_XY] = SModelPart(eXY, true, false, (CModel*) gResCache.GetResource("../resources/editor/ScaleLinesXY.CMDL"));
smScaleModels[CGIZMO_SCALE_LINES_XZ] = SModelPart(eXZ, true, false, (CModel*) gResCache.GetResource("../resources/editor/ScaleLinesXZ.CMDL"));
smScaleModels[CGIZMO_SCALE_LINES_YZ] = SModelPart(eYZ, true, false, (CModel*) gResCache.GetResource("../resources/editor/ScaleLinesYZ.CMDL"));
smScaleModels[CGIZMO_SCALE_POLY_XY] = SModelPart(eXY, true, false, (CModel*) gResCache.GetResource("../resources/editor/ScalePolyXY.CMDL"));
smScaleModels[CGIZMO_SCALE_POLY_XZ] = SModelPart(eXZ, true, false, (CModel*) gResCache.GetResource("../resources/editor/ScalePolyXZ.CMDL"));
smScaleModels[CGIZMO_SCALE_POLY_YZ] = SModelPart(eYZ, true, false, (CModel*) gResCache.GetResource("../resources/editor/ScalePolyYZ.CMDL"));
smScaleModels[CGIZMO_SCALE_XYZ] = SModelPart(eXYZ, true, false, (CModel*) gResCache.GetResource("../resources/editor/ScaleXYZ.CMDL"));
smModelsLoaded = true;
}
}
// ************ PROTECTED ************
void CGizmo::UpdateTransform()
{
// Scale is recalculated every frame because it changes frequently, based on camera distance
// Rotation and position values are just saved directly
mScale = mGizmoSize * (mCameraDist / 10.f);
// Scale also factors in axis flip if mode is Scale.
if (mMode == eScale)
{
if (mFlipScaleX) mScale.x = -mScale.x;
if (mFlipScaleY) mScale.y = -mScale.y;
if (mFlipScaleZ) mScale.z = -mScale.z;
}
// Create transform
mTransform = CTransform4f::skIdentity;
mTransform.Scale(mScale);
mTransform.Rotate(mRotation);
mTransform.Translate(mPosition);
// Create billboard transform for rotation gizmo
if (mMode == eRotate)
{
mBillboardTransform = CTransform4f::skIdentity;
mBillboardTransform.Scale(mScale);
mBillboardTransform.Rotate(mBillboardRotation);
mBillboardTransform.Translate(mPosition);
}
// Create scaled transform for scale gizmo
else if (mMode == eScale)
{
mScaledTransform = CTransform4f::skIdentity;
mScaledTransform.Scale(mScale * mTotalScale);
mScaledTransform.Rotate(mRotation);
mScaledTransform.Translate(mPosition);
}
}
void CGizmo::WrapCursor()
{
QRect geom = QApplication::desktop()->screenGeometry();
QPoint cursorPos = QCursor::pos();
// Horizontal
if (cursorPos.x() == geom.width() - 1)
{
QCursor::setPos(1, cursorPos.y());
mWrapOffset.x += 2.f;
}
else if (cursorPos.x() == 0)
{
QCursor::setPos(geom.width() - 2, cursorPos.y());
mWrapOffset.x -= 2.f;
}
// Vertical
cursorPos = QCursor::pos(); // Grab again to account for changes on horizontal wrap
if (cursorPos.y() == geom.height() - 1)
{
QCursor::setPos(cursorPos.x(), 1);
mWrapOffset.y -= 2.f;
}
else if (cursorPos.y() == 0)
{
QCursor::setPos(cursorPos.x(), geom.height() - 2);
mWrapOffset.y += 2.f;
}
}
// ************ STATIC MEMBER INITIALIZATION ************
bool CGizmo::smModelsLoaded = false;
CGizmo::SModelPart CGizmo::smTranslateModels[9];
CGizmo::SModelPart CGizmo::smRotateModels[5];
CGizmo::SModelPart CGizmo::smScaleModels[10];