* transform manipulator: add rotate transformation with handles in corner points

This commit is contained in:
Garux 2018-02-16 13:47:58 +03:00
parent 63afbecab6
commit faae287567

View File

@ -131,10 +131,10 @@ void ray_intersect_ray( const Ray& ray, const Ray& other, Vector3& intersection
const Vector3 g_origin( 0, 0, 0 ); const Vector3 g_origin( 0, 0, 0 );
const float g_radius = 64; const float g_radius = 64;
void point_on_sphere( Vector3& point, const Matrix4& device2object, const float x, const float y ){ void point_on_sphere( Vector3& point, const Matrix4& device2object, const float x, const float y, const Vector3& origin = g_origin, const float radius = g_radius ){
Ray ray; Ray ray;
ray_for_device_point( ray, device2object, x, y ); ray_for_device_point( ray, device2object, x, y );
sphere_intersect_ray( g_origin, g_radius, ray, point ); sphere_intersect_ray( origin, radius, ray, point );
} }
void point_on_axis( Vector3& point, const Vector3& axis, const Matrix4& device2object, const float x, const float y ){ void point_on_axis( Vector3& point, const Vector3& axis, const Matrix4& device2object, const float x, const float y ){
@ -278,6 +278,82 @@ void SetAxis( const Vector3& axis ){
} }
}; };
class RotateAxis_radiused : public Manipulatable
{
Vector3 m_axis;
Vector3 m_start;
float m_radius;
Rotatable& m_rotatable;
public:
RotateAxis_radiused( Rotatable& rotatable )
: m_rotatable( rotatable ){
}
void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){
point_on_sphere( m_start, device2manip, x, y, g_origin, m_radius );
constrain_to_axis( m_start, m_axis );
}
/// \brief Converts current position to a normalised vector orthogonal to axis.
void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox ){
Vector3 current;
point_on_sphere( current, device2manip, x, y, g_origin, m_radius );
constrain_to_axis( current, m_axis );
if( snap ){
m_rotatable.rotate( quaternion_for_axisangle( m_axis, float_snapped( angle_for_axis( m_start, current, m_axis ), static_cast<float>( c_pi / 12.0 ) ) ) );
}
else{
m_rotatable.rotate( quaternion_for_axisangle( m_axis, angle_for_axis( m_start, current, m_axis ) ) );
}
}
void SetAxis( const Vector3& axis ){
m_axis = axis;
}
void SetRadius( const float radius ){
m_radius = radius;
}
};
#if 0
class RotateAxis_centered : public Manipulatable
{
Vector3 m_axis;
Vector3 m_start;
Vector3 m_sphere_origin;
Rotatable& m_rotatable;
public:
RotateAxis_centered( Rotatable& rotatable )
: m_rotatable( rotatable ){
}
void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){
//point_for_device_point( m_sphere_origin, device2manip, x, y, 0 );
m_sphere_origin = vector4_to_vector3( matrix4_transformed_vector4( device2manip, Vector4( x, y, 0, 1 ) ) );
point_on_sphere( m_start, device2manip, x, y, m_sphere_origin );
m_start -= m_sphere_origin;
globalOutputStream() << m_sphere_origin << "\n";
constrain_to_axis( m_start, m_axis );
}
/// \brief Converts current position to a normalised vector orthogonal to axis.
void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox ){
Vector3 current;
point_on_sphere( current, device2manip, x, y, m_sphere_origin );
current -= m_sphere_origin;
globalOutputStream() << current << "\n";
constrain_to_axis( current, m_axis );
globalOutputStream() << current << "\n";
if( snap ){
m_rotatable.rotate( quaternion_for_axisangle( m_axis, float_snapped( angle_for_axis( m_start, current, m_axis ), static_cast<float>( c_pi / 12.0 ) ) ) );
}
else{
m_rotatable.rotate( quaternion_for_axisangle( m_axis, angle_for_axis( m_start, current, m_axis ) ) );
}
}
void SetAxis( const Vector3& axis ){
m_axis = axis;
}
};
#endif
void translation_local2object( Vector3& object, const Vector3& local, const Matrix4& local2object ){ void translation_local2object( Vector3& object, const Vector3& local, const Matrix4& local2object ){
object = matrix4_get_translation_vec3( object = matrix4_get_translation_vec3(
matrix4_multiplied_by_matrix4( matrix4_multiplied_by_matrix4(
@ -1973,11 +2049,27 @@ class SkewManipulator : public Manipulator {
} }
} }
}; };
struct RenderablePoint : public OpenGLRenderable
{
PointVertex m_point;
RenderablePoint():
m_point( vertex3f_identity ) {
}
void render( RenderStateFlags state ) const {
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_point.colour );
glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_point.vertex );
glDrawArrays( GL_POINTS, 0, 1 );
}
void setColour( const Colour4b & colour ) {
m_point.colour = colour;
}
};
SkewAxis m_skew; SkewAxis m_skew;
TranslateFree m_translateFree; TranslateFree m_translateFree;
ScaleAxis m_scaleAxis; ScaleAxis m_scaleAxis;
ScaleFree m_scaleFree; ScaleFree m_scaleFree;
RotateAxis_radiused m_rotateAxis;
AABB m_bounds_draw; AABB m_bounds_draw;
const AABB& m_bounds; const AABB& m_bounds;
Matrix4& m_pivot2world; Matrix4& m_pivot2world;
@ -1997,9 +2089,10 @@ class SkewManipulator : public Manipulator {
RenderableLine m_lineZy; RenderableLine m_lineZy;
*/ */
RenderableLine m_lines[3][2][2]; RenderableLine m_lines[3][2][2];
SelectableBool m_selectables[3][2][2]; SelectableBool m_selectables[3][2][2]; //[X][YZ][-+]
SelectableBool m_selectable_translateFree; SelectableBool m_selectable_translateFree;
SelectableBool m_selectables_scale[3][2]; SelectableBool m_selectables_scale[3][2]; //[X][-+]
SelectableBool m_selectables_rotate[3][2][2]; //[X][-+Y][-+Z]
Selectable* m_selectable_prev_ptr; Selectable* m_selectable_prev_ptr;
Selectable* m_selectable_prev_ptr2; Selectable* m_selectable_prev_ptr2;
Pivot2World m_pivot; Pivot2World m_pivot;
@ -2007,14 +2100,17 @@ class SkewManipulator : public Manipulator {
RenderableArrowHead m_arrow; RenderableArrowHead m_arrow;
Matrix4 m_arrow_modelview; Matrix4 m_arrow_modelview;
Matrix4 m_arrow_modelview2; Matrix4 m_arrow_modelview2;
RenderablePoint m_point;
public: public:
static Shader* m_state_wire; static Shader* m_state_wire;
static Shader* m_state_fill; static Shader* m_state_fill;
SkewManipulator( Skewable& skewable, Translatable& translatable, Scalable& scalable, const AABB& bounds, Matrix4& pivot2world, const bool& pivotIsCustom, const std::size_t segments = 2 ) : static Shader* m_state_point;
SkewManipulator( Skewable& skewable, Translatable& translatable, Scalable& scalable, Rotatable& rotatable, const AABB& bounds, Matrix4& pivot2world, const bool& pivotIsCustom, const std::size_t segments = 2 ) :
m_skew( skewable ), m_skew( skewable ),
m_translateFree( translatable ), m_translateFree( translatable ),
m_scaleAxis( scalable ), m_scaleAxis( scalable ),
m_scaleFree( scalable ), m_scaleFree( scalable ),
m_rotateAxis( rotatable ),
m_bounds( bounds ), m_bounds( bounds ),
m_pivot2world( pivot2world ), m_pivot2world( pivot2world ),
m_pivotIsCustom( pivotIsCustom ), m_pivotIsCustom( pivotIsCustom ),
@ -2038,6 +2134,7 @@ public:
} }
draw_arrowhead( segments, 0, m_arrow.m_vertices.data(), TripleRemapXYZ<Vertex3f>(), TripleRemapXYZ<Normal3f>() ); draw_arrowhead( segments, 0, m_arrow.m_vertices.data(), TripleRemapXYZ<Vertex3f>(), TripleRemapXYZ<Normal3f>() );
m_arrow.setColour( g_colour_selected ); m_arrow.setColour( g_colour_selected );
m_point.setColour( g_colour_selected );
} }
void UpdateColours() { void UpdateColours() {
@ -2048,7 +2145,8 @@ public:
for ( int i = 0; i < 3; ++i ) for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j ) for ( int j = 0; j < 2; ++j )
if( m_selectables_scale[i][j].isSelected() ){ if( m_selectables_scale[i][j].isSelected() ){
m_lines[(i + 1)%3][1][j].setColour( g_colour_z ); m_lines[(i + 2)%3][0][j].setColour( g_colour_z ); m_lines[(i + 1)%3][1][j].setColour( g_colour_z );
m_lines[(i + 2)%3][0][j].setColour( g_colour_z );
} }
} }
@ -2061,14 +2159,14 @@ public:
Matrix4& m = m_pivot.m_worldSpace; /* go affine to increase precision */ Matrix4& m = m_pivot.m_worldSpace; /* go affine to increase precision */
m[1] = m[2] = m[3] = m[4] = m[6] = m[7] = m[8] = m[9] = m[11] = 0; m[1] = m[2] = m[3] = m[4] = m[6] = m[7] = m[8] = m[9] = m[11] = 0;
m[15] = 1; m[15] = 1;
m_bounds_draw = aabb_for_oriented_aabb( m_bounds, matrix4_affine_inverse( m_pivot.m_worldSpace ) ); m_bounds_draw = aabb_for_oriented_aabb( m_bounds, matrix4_affine_inverse( m_pivot.m_worldSpace ) ); //screen scale
for ( int i = 0; i < 3; ++i ){ for ( int i = 0; i < 3; ++i ){
if( m_bounds_draw.extents[i] < 16 ) if( m_bounds_draw.extents[i] < 16 )
m_bounds_draw.extents[i] = 18; m_bounds_draw.extents[i] = 18;
else else
m_bounds_draw.extents[i] += 2.0f; m_bounds_draw.extents[i] += 2.0f;
} }
m_bounds_draw = aabb_for_oriented_aabb( m_bounds_draw, m_pivot.m_worldSpace ); m_bounds_draw = aabb_for_oriented_aabb( m_bounds_draw, m_pivot.m_worldSpace ); //world scale
m_bounds_draw.origin = m_bounds.origin; m_bounds_draw.origin = m_bounds.origin;
m_worldSpace = matrix4_multiplied_by_matrix4( matrix4_translation_for_vec3( m_bounds_draw.origin ), matrix4_scale_for_vec3( m_bounds_draw.extents ) ); m_worldSpace = matrix4_multiplied_by_matrix4( matrix4_translation_for_vec3( m_bounds_draw.origin ), matrix4_scale_for_vec3( m_bounds_draw.extents ) );
@ -2097,7 +2195,8 @@ public:
else if( dot < -0.9999f ) else if( dot < -0.9999f )
renderer.addRenderable( m_lines[i][j][1], m_worldSpace ); renderer.addRenderable( m_lines[i][j][1], m_worldSpace );
else{ else{
renderer.addRenderable( m_lines[i][j][0], m_worldSpace ); renderer.addRenderable( m_lines[i][j][1], m_worldSpace ); renderer.addRenderable( m_lines[i][j][0], m_worldSpace );
renderer.addRenderable( m_lines[i][j][1], m_worldSpace );
} }
} }
@ -2125,6 +2224,16 @@ public:
return; return;
} }
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k )
if( m_selectables_rotate[i][j][k].isSelected() ){
renderer.SetState( m_state_point, Renderer::eWireframeOnly );
renderer.SetState( m_state_point, Renderer::eFullMaterials );
renderer.addRenderable( m_point, m_worldSpace );
renderer.addRenderable( m_point, m_worldSpace );
return;
}
} }
void testSelect( const View& view, const Matrix4& pivot2world ) { void testSelect( const View& view, const Matrix4& pivot2world ) {
updateModelview( view, pivot2world ); updateModelview( view, pivot2world );
@ -2132,6 +2241,49 @@ public:
SelectionPool selector; SelectionPool selector;
Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_worldSpace ) ); Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_worldSpace ) );
/* try corner points to rotate */
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k ){
m_point.m_point.vertex[i] = 0;
m_point.m_point.vertex[(i + 1)%3] = j? 1 : -1;
m_point.m_point.vertex[(i + 2)%3] = k? 1 : -1;
SelectionIntersection best;
Point_BestPoint( local2view, m_point.m_point, best );
selector.addSelectable( best, &m_selectables_rotate[i][j][k] );
}
if( !selector.failed() ) {
( *selector.begin() ).second->setSelected( true );
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k )
if( m_selectables_rotate[i][j][k].isSelected() ){
m_point.m_point.vertex[i] = 0;
m_point.m_point.vertex[(i + 1)%3] = j? 1 : -1;
m_point.m_point.vertex[(i + 2)%3] = k? 1 : -1;
if( !m_pivotIsCustom ){
const Vector3 origin = m_bounds.origin + m_point.m_point.vertex * -1 * m_bounds.extents;
m_pivot2world = matrix4_translation_for_vec3( origin );
}
/* set radius */
if( fabs( vector3_dot( m_pivot.m_axis_screen, g_vector3_axes[i] ) ) < 0.2 ){
Vector3 origin = matrix4_get_translation_vec3( m_pivot2world );
Vector3 point = m_bounds_draw.origin + m_point.m_point.vertex * m_bounds_draw.extents;
const Matrix4 inv = matrix4_affine_inverse( m_pivot.m_worldSpace );
matrix4_transform_point( inv, origin );
matrix4_transform_point( inv, point );
point -= origin;
point = vector3_added( point, vector3_scaled( m_pivot.m_axis_screen, -vector3_dot( point, m_pivot.m_axis_screen ) ) ); //constrain_to_axis
m_rotateAxis.SetRadius( vector3_length( point ) - 4 ); //- SELECT_EPSILON / 2
//globalOutputStream() << "radius\n";
}
else{
m_rotateAxis.SetRadius( g_radius );
//globalOutputStream() << "g_radius\n";
}
}
}
else{
/* try lines to skew */ /* try lines to skew */
for ( int i = 0; i < 3; ++i ) for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j ) for ( int j = 0; j < 2; ++j )
@ -2159,6 +2311,7 @@ public:
AABB_BestPoint( local2view, eClipCullCW, AABB( Vector3( 0, 0, 0 ), Vector3( 1, 1, 1 ) ), best ); AABB_BestPoint( local2view, eClipCullCW, AABB( Vector3( 0, 0, 0 ), Vector3( 1, 1, 1 ) ), best );
selector.addSelectable( best, &m_selectable_translateFree ); selector.addSelectable( best, &m_selectable_translateFree );
} }
}
/* try bbox planes to scale*/ /* try bbox planes to scale*/
if( selector.failed() ){ if( selector.failed() ){
@ -2197,8 +2350,7 @@ public:
const Vector3 viewer = vector3_normalised( view.getViewer() ); const Vector3 viewer = vector3_normalised( view.getViewer() );
for ( int i = 0; i < 3; ++i ){ for ( int i = 0; i < 3; ++i ){
for ( int j = 0; j < 2; ++j ){ for ( int j = 0; j < 2; ++j ){
Vector3 normal = g_vector3_identity; const Vector3 normal = j? g_vector3_axes[i] : -g_vector3_axes[i];
normal[i] = j? 1 : -1;
const int index = i * 8 + j * 4; const int index = i * 8 + j * 4;
if( vector3_dot( normal, corners[indices[index]] ) > 0 if( vector3_dot( normal, corners[indices[index]] ) > 0
&& vector3_dot( normal, corners[indices[index + 1]] ) > 0 && vector3_dot( normal, corners[indices[index + 1]] ) > 0
@ -2258,11 +2410,13 @@ public:
for ( int j = 0; j < 2; ++j ) for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k ) for ( int k = 0; k < 2; ++k )
if( m_selectables[i][j][k].isSelected() ){ if( m_selectables[i][j][k].isSelected() ){
Vector3 axis_which( g_vector3_identity ); m_skew.SetAxes( g_vector3_axes[i], ( i + j + 1 ) % 3, k? 1 : -1 );
axis_which[i] = 1;
m_skew.SetAxes( axis_which, ( i + j + 1 ) % 3, k? 1 : -1 );
return &m_skew; return &m_skew;
} }
else if( m_selectables_rotate[i][j][k].isSelected() ){
m_rotateAxis.SetAxis( g_vector3_axes[i] );
return &m_rotateAxis;
}
{ {
Vector3 axes[2] = { g_vector3_identity, g_vector3_identity }; Vector3 axes[2] = { g_vector3_identity, g_vector3_identity };
Vector3* axis = axes; Vector3* axis = axes;
@ -2286,8 +2440,10 @@ public:
m_selectable_translateFree.setSelected( select ); m_selectable_translateFree.setSelected( select );
for ( int i = 0; i < 3; ++i ) for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j ) for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k ) for ( int k = 0; k < 2; ++k ){
m_selectables[i][j][k].setSelected( select ); m_selectables[i][j][k].setSelected( select );
m_selectables_rotate[i][j][k].setSelected( select );
}
for ( int i = 0; i < 3; ++i ) for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j ) for ( int j = 0; j < 2; ++j )
m_selectables_scale[i][j].setSelected( select ); m_selectables_scale[i][j].setSelected( select );
@ -2296,8 +2452,10 @@ public:
bool selected = false; bool selected = false;
for ( int i = 0; i < 3; ++i ) for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j ) for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k ) for ( int k = 0; k < 2; ++k ){
selected |= m_selectables[i][j][k].isSelected(); selected |= m_selectables[i][j][k].isSelected();
selected |= m_selectables_rotate[i][j][k].isSelected();
}
for ( int i = 0; i < 3; ++i ) for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j ) for ( int j = 0; j < 2; ++j )
selected |= m_selectables_scale[i][j].isSelected(); selected |= m_selectables_scale[i][j].isSelected();
@ -2307,6 +2465,7 @@ public:
Shader* SkewManipulator::m_state_wire; Shader* SkewManipulator::m_state_wire;
Shader* SkewManipulator::m_state_fill; Shader* SkewManipulator::m_state_fill;
Shader* SkewManipulator::m_state_point;
@ -3659,7 +3818,7 @@ RadiantSelectionSystem() :
m_translate_manipulator( *this, 2, 64 ), m_translate_manipulator( *this, 2, 64 ),
m_rotate_manipulator( *this, 8, 64 ), m_rotate_manipulator( *this, 8, 64 ),
m_scale_manipulator( *this, 0, 64 ), m_scale_manipulator( *this, 0, 64 ),
m_skew_manipulator( *this, *this, *this, m_bounds, m_pivot2world, m_pivotIsCustom ), m_skew_manipulator( *this, *this, *this, *this, m_bounds, m_pivot2world, m_pivotIsCustom ),
m_transformOrigin_manipulator( *this ), m_transformOrigin_manipulator( *this ),
m_pivotChanged( false ), m_pivotChanged( false ),
m_pivot_moving( false ), m_pivot_moving( false ),
@ -4303,26 +4462,24 @@ const Matrix4& GetPivot2World() const {
} }
static void constructStatic(){ static void constructStatic(){
m_state = GlobalShaderCache().capture( "$POINT" );
#if defined( DEBUG_SELECTION ) #if defined( DEBUG_SELECTION )
g_state_clipped = GlobalShaderCache().capture( "$DEBUG_CLIPPED" ); g_state_clipped = GlobalShaderCache().capture( "$DEBUG_CLIPPED" );
#endif #endif
TranslateManipulator::m_state_wire = GlobalShaderCache().capture( "$WIRE_OVERLAY" ); m_state = GlobalShaderCache().capture( "$POINT" );
TranslateManipulator::m_state_fill = GlobalShaderCache().capture( "$FLATSHADE_OVERLAY" ); TranslateManipulator::m_state_wire =
RotateManipulator::m_state_outer = GlobalShaderCache().capture( "$WIRE_OVERLAY" ); RotateManipulator::m_state_outer =
TransformOriginManipulator::m_state = GlobalShaderCache().capture( "$BIGPOINT" );
SkewManipulator::m_state_wire = GlobalShaderCache().capture( "$WIRE_OVERLAY" ); SkewManipulator::m_state_wire = GlobalShaderCache().capture( "$WIRE_OVERLAY" );
TranslateManipulator::m_state_fill =
SkewManipulator::m_state_fill = GlobalShaderCache().capture( "$FLATSHADE_OVERLAY" ); SkewManipulator::m_state_fill = GlobalShaderCache().capture( "$FLATSHADE_OVERLAY" );
TransformOriginManipulator::m_state =
SkewManipulator::m_state_point = GlobalShaderCache().capture( "$BIGPOINT" );
} }
static void destroyStatic(){ static void destroyStatic(){
#if defined( DEBUG_SELECTION ) #if defined( DEBUG_SELECTION )
GlobalShaderCache().release( "$DEBUG_CLIPPED" ); GlobalShaderCache().release( "$DEBUG_CLIPPED" );
#endif #endif
GlobalShaderCache().release( "$FLATSHADE_OVERLAY" );
GlobalShaderCache().release( "$WIRE_OVERLAY" );
GlobalShaderCache().release( "$BIGPOINT" ); GlobalShaderCache().release( "$BIGPOINT" );
GlobalShaderCache().release( "$WIRE_OVERLAY" );
GlobalShaderCache().release( "$FLATSHADE_OVERLAY" ); GlobalShaderCache().release( "$FLATSHADE_OVERLAY" );
GlobalShaderCache().release( "$WIRE_OVERLAY" ); GlobalShaderCache().release( "$WIRE_OVERLAY" );
GlobalShaderCache().release( "$POINT" ); GlobalShaderCache().release( "$POINT" );