* transform manipulator: draw arrowheads, while some line is selected for skew

This commit is contained in:
Garux 2018-01-17 09:01:39 +03:00
parent 31c1b27853
commit fc7c69df97

View File

@ -1953,6 +1953,26 @@ class SkewManipulator : public Manipulator {
m_line[1].colour = colour;
}
};
struct RenderableArrowHead : public OpenGLRenderable
{
Array<FlatShadedVertex> m_vertices;
RenderableArrowHead( std::size_t size )
: m_vertices( size ) {
}
void render( RenderStateFlags state ) const {
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( FlatShadedVertex ), &m_vertices.data()->colour );
glVertexPointer( 3, GL_FLOAT, sizeof( FlatShadedVertex ), &m_vertices.data()->vertex );
glNormalPointer( GL_FLOAT, sizeof( FlatShadedVertex ), &m_vertices.data()->normal );
glDrawArrays( GL_TRIANGLES, 0, GLsizei( m_vertices.size() ) );
}
void setColour( const Colour4b & colour ) {
for( Array<FlatShadedVertex>::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) {
( *i ).colour = colour;
}
}
};
SkewAxis m_skew;
TranslateFree m_translateFree;
ScaleAxis m_scaleAxis;
@ -1983,9 +2003,13 @@ class SkewManipulator : public Manipulator {
Selectable* m_selectable_prev_ptr2;
Pivot2World m_pivot;
Matrix4 m_worldSpace;
RenderableArrowHead m_arrow;
Matrix4 m_arrow_modelview;
Matrix4 m_arrow_modelview2;
public:
static Shader* m_state_wire;
SkewManipulator( Skewable& skewable, Translatable& translatable, Scalable& scalable, const AABB& bounds, Matrix4& pivot2world, const bool& pivotIsCustom ) :
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 ) :
m_skew( skewable ),
m_translateFree( translatable ),
m_scaleAxis( scalable ),
@ -1994,7 +2018,8 @@ public:
m_pivot2world( pivot2world ),
m_pivotIsCustom( pivotIsCustom ),
m_selectable_prev_ptr( 0 ),
m_selectable_prev_ptr2( 0 ) {
m_selectable_prev_ptr2( 0 ),
m_arrow( 3 * 2 * ( segments << 3 ) ) {
for ( int i = 0; i < 3; ++i ){
for ( int j = 0; j < 2; ++j ){
const int x = i;
@ -2010,6 +2035,8 @@ public:
xy_[y] = x_y_[y] = -1;
}
}
draw_arrowhead( segments, 0, m_arrow.m_vertices.data(), TripleRemapXYZ<Vertex3f>(), TripleRemapXYZ<Normal3f>() );
m_arrow.setColour( g_colour_selected );
}
void UpdateColours() {
@ -2025,10 +2052,15 @@ public:
}
void updateModelview( const VolumeTest& volume, const Matrix4& pivot2world ){
//m_pivot.update( pivot2world, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
//m_pivot.update( matrix4_translation_for_vec3( matrix4_get_translation_vec3( pivot2world ) ), volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
m_pivot.update( g_matrix4_identity, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() ); //no shaking in cam due to low precision this way; smooth and a bit incorrect result
m_pivot.update( matrix4_translation_for_vec3( m_bounds.origin ), volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
//m_pivot.update( g_matrix4_identity, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() ); //no shaking in cam due to low precision this way; smooth and sometimes very incorrect result
// globalOutputStream() << m_pivot.m_worldSpace << "\n";
m_bounds_draw = aabb_for_oriented_aabb_safe( m_bounds, matrix4_full_inverse( m_pivot.m_worldSpace ) );
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[15] = 1;
m_bounds_draw = aabb_for_oriented_aabb( m_bounds, matrix4_affine_inverse( m_pivot.m_worldSpace ) );
for ( int i = 0; i < 3; ++i ){
if( m_bounds_draw.extents[i] < 16 )
m_bounds_draw.extents[i] = 18;
@ -2036,6 +2068,8 @@ public:
m_bounds_draw.extents[i] += 2.0f;
}
m_bounds_draw = aabb_for_oriented_aabb( m_bounds_draw, m_pivot.m_worldSpace );
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 ) );
matrix4_premultiply_by_matrix4( m_worldSpace, matrix4_translation_for_vec3( -matrix4_get_translation_vec3( pivot2world ) ) );
matrix4_premultiply_by_matrix4( m_worldSpace, pivot2world );
@ -2065,6 +2099,31 @@ public:
renderer.addRenderable( m_lines[i][j][0], m_worldSpace ); renderer.addRenderable( m_lines[i][j][1], m_worldSpace );
}
}
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k )
if( m_selectables[i][j][k].isSelected() ){
Vector3 origin = matrix4_transformed_point( m_worldSpace, m_lines[i][j][k].m_line[0].vertex );
Vector3 origin2 = matrix4_transformed_point( m_worldSpace, m_lines[i][j][k].m_line[1].vertex );
Pivot2World_worldSpace( m_arrow_modelview, matrix4_translation_for_vec3( origin ), volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
Pivot2World_worldSpace( m_arrow_modelview2, matrix4_translation_for_vec3( origin2 ), volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
const Matrix4 rot( i == 0? g_matrix4_identity: i == 1? matrix4_rotation_for_sincos_z( 1, 0 ): matrix4_rotation_for_sincos_y( -1, 0 ) );
matrix4_multiply_by_matrix4( m_arrow_modelview, rot );
matrix4_multiply_by_matrix4( m_arrow_modelview2, rot );
const float x = 0.7f;
matrix4_multiply_by_matrix4( m_arrow_modelview, matrix4_scale_for_vec3( Vector3( x, x, x ) ) );
matrix4_multiply_by_matrix4( m_arrow_modelview2, matrix4_scale_for_vec3( Vector3( -x, x, x ) ) );
renderer.SetState( m_state_fill, Renderer::eWireframeOnly );
renderer.SetState( m_state_fill, Renderer::eFullMaterials );
renderer.addRenderable( m_arrow, m_arrow_modelview );
renderer.addRenderable( m_arrow, m_arrow_modelview2 );
return;
}
}
void testSelect( const View& view, const Matrix4& pivot2world ) {
updateModelview( view, pivot2world );
@ -2072,6 +2131,7 @@ public:
SelectionPool selector;
Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_worldSpace ) );
/* try lines to skew */
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k ){
@ -2093,12 +2153,13 @@ public:
m_pivot2world = matrix4_translation_for_vec3( origin );
}
}
else{
else{ /* try bbox to translate */
SelectionIntersection best;
AABB_BestPoint( local2view, eClipCullCW, AABB( Vector3( 0, 0, 0 ), Vector3( 1, 1, 1 ) ), best );
selector.addSelectable( best, &m_selectable_translateFree );
}
/* try bbox planes to scale*/
if( selector.failed() ){
const Matrix4 screen2world( matrix4_full_inverse( view.GetViewMatrix() ) );
const Vector3 near = vector4_projected(
@ -2244,6 +2305,7 @@ public:
};
Shader* SkewManipulator::m_state_wire;
Shader* SkewManipulator::m_state_fill;
@ -4249,12 +4311,14 @@ static void constructStatic(){
RotateManipulator::m_state_outer = GlobalShaderCache().capture( "$WIRE_OVERLAY" );
TransformOriginManipulator::m_state = GlobalShaderCache().capture( "$BIGPOINT" );
SkewManipulator::m_state_wire = GlobalShaderCache().capture( "$WIRE_OVERLAY" );
SkewManipulator::m_state_fill = GlobalShaderCache().capture( "$FLATSHADE_OVERLAY" );
}
static void destroyStatic(){
#if defined( DEBUG_SELECTION )
GlobalShaderCache().release( "$DEBUG_CLIPPED" );
#endif
GlobalShaderCache().release( "$FLATSHADE_OVERLAY" );
GlobalShaderCache().release( "$WIRE_OVERLAY" );
GlobalShaderCache().release( "$BIGPOINT" );
GlobalShaderCache().release( "$WIRE_OVERLAY" );