222 lines
7.8 KiB
C++
222 lines
7.8 KiB
C++
#include "CGizmo.h"
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#include <Core/CRenderer.h>
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#include <Core/CResCache.h>
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CGizmo::CGizmo()
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{
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LoadModels();
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mMode = eRotate;
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mSelectedAxes = eNone;
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mGizmoSize = 1.f;
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mCameraDist = 0.f;
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mPosition = CVector3f::skZero;
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mRotation = CQuaternion::skIdentity;
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mScale = CVector3f::skOne;
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mDeltaPosition = CVector3f::skZero;
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mDeltaRotation = CQuaternion::skIdentity;
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mDeltaScale = CVector3f::skOne;
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mFlipScaleX = false;
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mFlipScaleY = false;
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mFlipScaleZ = false;
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}
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CGizmo::~CGizmo()
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{
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}
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void CGizmo::AddToRenderer(CRenderer *pRenderer)
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{
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// Transform is updated every frame even if the user doesn't modify the gizmo
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// in order to account for scale changes based on camera distance
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UpdateTransform();
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// Determine which SModelPart array to use
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SModelPart *pParts;
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u32 numParts;
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if (mMode == eTranslate) {
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pParts = smTranslateModels;
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numParts = 6;
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} else if (mMode == eRotate) {
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pParts = smRotateModels;
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numParts = 4;
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} else if (mMode == eScale) {
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pParts = smScaleModels;
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numParts = 7;
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}
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// Add all parts to renderer
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for (u32 iPart = 0; iPart < numParts; iPart++)
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{
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CModel *pModel = pParts->pModel;
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// Determine whether to use the mat set for regular (0) or highlight (1)
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bool isHighlighted = (mSelectedAxes & pParts->modelAxes) == pParts->modelAxes;
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u32 setID = (isHighlighted ? 1 : 0);
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// Add to renderer...
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if (pModel->HasTransparency(setID))
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pRenderer->AddTransparentMesh(this, iPart, pModel->AABox().Transformed(mTransform), eDrawAsset);
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else
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pRenderer->AddOpaqueMesh(this, iPart, pModel->AABox().Transformed(mTransform), eDrawAsset);
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pParts++;
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}
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}
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void CGizmo::DrawAsset(ERenderOptions options, u32 asset)
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{
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CGraphics::sMVPBlock.ModelMatrix = mTransform.ToMatrix4f();
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CGraphics::UpdateMVPBlock();
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// Determine which SModelPart array to use
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SModelPart *pParts;
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u32 numParts;
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if (mMode == eTranslate) {
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pParts = smTranslateModels;
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numParts = 6;
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} else if (mMode == eRotate) {
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pParts = smRotateModels;
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numParts = 4;
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} else if (mMode == eScale) {
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pParts = smScaleModels;
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numParts = 7;
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}
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if (asset >= numParts) return;
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// Draw model
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bool isHighlighted = (mSelectedAxes & pParts[asset].modelAxes) == pParts[asset].modelAxes;
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u32 setID = (isHighlighted ? 1 : 0);
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pParts[asset].pModel->Draw((ERenderOptions) 0, setID);
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}
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void CGizmo::DrawRotationOutline()
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{
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CGraphics::sMVPBlock.ModelMatrix = mBillboardTransform.ToMatrix4f();
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CGraphics::UpdateMVPBlock();
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smRotateClipOutline.pModel->Draw((ERenderOptions) 0, 0);
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}
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void CGizmo::IncrementSize()
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{
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static const float skIncAmount = 1.3f;
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static const float skMaxSize = powf(skIncAmount, 4);
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mGizmoSize *= skIncAmount;
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if (mGizmoSize > skMaxSize) mGizmoSize = skMaxSize;
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}
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void CGizmo::DecrementSize()
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{
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static const float skDecAmount = (1.f / 1.3f);
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static const float skMinSize = powf(skDecAmount, 4);
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mGizmoSize *= skDecAmount;
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if (mGizmoSize < skMinSize) mGizmoSize = skMinSize;
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}
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void CGizmo::UpdateForCamera(const CCamera &camera)
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{
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CVector3f camPos = camera.Position();
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mCameraDist = mPosition.Distance(camPos);
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mFlipScaleX = camPos.x < mPosition.x;
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mFlipScaleY = camPos.y < mPosition.y;
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mFlipScaleZ = camPos.z < mPosition.z;
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// todo: make this cleaner...
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CVector3f billDir = (mPosition - camPos).Normalized();
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CVector3f axis = CVector3f::skForward.Cross(billDir);
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float angle = acos(CVector3f::skForward.Dot(billDir));
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angle = 180 + (angle * 180 / 3.14159265358979323846f);
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mBillboardRotation = CQuaternion::FromAxisAngle(angle, axis);
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}
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CGizmo::EGizmoMode CGizmo::Mode()
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{
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return mMode;
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}
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void CGizmo::SetMode(EGizmoMode mode)
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{
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mMode = mode;
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}
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void CGizmo::SetPosition(const CVector3f& position)
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{
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mPosition = position;
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}
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// ************ PRIVATE STATIC ************
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void CGizmo::LoadModels()
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{
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if (!smModelsLoaded)
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{
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smTranslateModels[CGIZMO_TRANSLATE_X] = SModelPart(eX, (CModel*) gResCache.GetResource("../resources/editor/TranslateGizmoX.CMDL"));
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smTranslateModels[CGIZMO_TRANSLATE_Y] = SModelPart(eY, (CModel*) gResCache.GetResource("../resources/editor/TranslateGizmoY.CMDL"));
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smTranslateModels[CGIZMO_TRANSLATE_Z] = SModelPart(eZ, (CModel*) gResCache.GetResource("../resources/editor/TranslateGizmoZ.CMDL"));
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smTranslateModels[CGIZMO_TRANSLATE_XY] = SModelPart(eXY, (CModel*) gResCache.GetResource("../resources/editor/TranslateGizmoXY.CMDL"));
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smTranslateModels[CGIZMO_TRANSLATE_XZ] = SModelPart(eXZ, (CModel*) gResCache.GetResource("../resources/editor/TranslateGizmoXZ.CMDL"));
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smTranslateModels[CGIZMO_TRANSLATE_YZ] = SModelPart(eYZ, (CModel*) gResCache.GetResource("../resources/editor/TranslateGizmoYZ.CMDL"));
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smRotateModels[CGIZMO_ROTATE_X] = SModelPart(eX, (CModel*) gResCache.GetResource("../resources/editor/RotateGizmoX.CMDL"));
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smRotateModels[CGIZMO_ROTATE_Y] = SModelPart(eY, (CModel*) gResCache.GetResource("../resources/editor/RotateGizmoY.CMDL"));
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smRotateModels[CGIZMO_ROTATE_Z] = SModelPart(eZ, (CModel*) gResCache.GetResource("../resources/editor/RotateGizmoZ.CMDL"));
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smRotateModels[CGIZMO_ROTATE_XYZ] = SModelPart(eXYZ, (CModel*) gResCache.GetResource("../resources/editor/RotateGizmoXYZ.CMDL"));
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smRotateClipOutline = SModelPart(eNone, (CModel*) gResCache.GetResource("../resources/editor/RotateGizmoClipOutline.CMDL"));
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smScaleModels[CGIZMO_SCALE_X] = SModelPart(eX, (CModel*) gResCache.GetResource("../resources/editor/ScaleGizmoX.CMDL"));
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smScaleModels[CGIZMO_SCALE_Y] = SModelPart(eY, (CModel*) gResCache.GetResource("../resources/editor/ScaleGizmoY.CMDL"));
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smScaleModels[CGIZMO_SCALE_Z] = SModelPart(eZ, (CModel*) gResCache.GetResource("../resources/editor/ScaleGizmoZ.CMDL"));
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smScaleModels[CGIZMO_SCALE_XY] = SModelPart(eXY, (CModel*) gResCache.GetResource("../resources/editor/ScaleGizmoXY.CMDL"));
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smScaleModels[CGIZMO_SCALE_XZ] = SModelPart(eXZ, (CModel*) gResCache.GetResource("../resources/editor/ScaleGizmoXZ.CMDL"));
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smScaleModels[CGIZMO_SCALE_YZ] = SModelPart(eYZ, (CModel*) gResCache.GetResource("../resources/editor/ScaleGizmoYZ.CMDL"));
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smScaleModels[CGIZMO_SCALE_XYZ] = SModelPart(eXYZ, (CModel*) gResCache.GetResource("../resources/editor/ScaleGizmoXYZ.CMDL"));
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smModelsLoaded = true;
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}
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}
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// ************ PROTECTED ************
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void CGizmo::UpdateTransform()
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{
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// Scale is recalculated every frame because it changes frequently, based on camera distance
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// Rotation and position values are just saved directly
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mScale = mGizmoSize * (mCameraDist / 10.f);
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// Scale also factors in delta scale + axis flip if mode is Scale.
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if (mMode == eScale)
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{
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mScale *= mDeltaScale;
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if (mFlipScaleX) mScale.x = -mScale.x;
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if (mFlipScaleY) mScale.y = -mScale.y;
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if (mFlipScaleZ) mScale.z = -mScale.z;
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}
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// Create transform
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mTransform = CTransform4f::skIdentity;
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mTransform.Scale(mScale);
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mTransform.Rotate(mRotation);
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mTransform.Translate(mPosition);
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// Create billboard transform for rotation gizmo
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if (mMode == eRotate)
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{
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mBillboardTransform = CTransform4f::skIdentity;
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mBillboardTransform.Scale(mScale);
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mBillboardTransform.Rotate(mBillboardRotation);
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mBillboardTransform.Translate(mPosition);
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}
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}
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// ************ STATIC MEMBER INITIALIZATION ************
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bool CGizmo::smModelsLoaded = false;
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CGizmo::SModelPart CGizmo::smTranslateModels[6];
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CGizmo::SModelPart CGizmo::smRotateModels[4];
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CGizmo::SModelPart CGizmo::smScaleModels[7];
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CGizmo::SModelPart CGizmo::smRotateClipOutline;
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