/* Copyright (C) 2001-2006, William Joseph. All Rights Reserved. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #include "selection.h" #include "debugging/debugging.h" #include #include #include #include "windowobserver.h" #include "iundo.h" #include "ientity.h" #include "cullable.h" #include "renderable.h" #include "selectable.h" #include "editable.h" #include "math/frustum.h" #include "signal/signal.h" #include "generic/object.h" #include "selectionlib.h" #include "render.h" #include "view.h" #include "renderer.h" #include "stream/stringstream.h" #include "eclasslib.h" #include "generic/bitfield.h" #include "generic/static.h" #include "pivot.h" #include "stringio.h" #include "container/container.h" #include "grid.h" int g_SELECT_EPSILON = 12; struct Pivot2World { Matrix4 m_worldSpace; Matrix4 m_viewpointSpace; Matrix4 m_viewplaneSpace; Vector3 m_axis_screen; void update( const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport ){ Pivot2World_worldSpace( m_worldSpace, pivot2world, modelview, projection, viewport ); Pivot2World_viewpointSpace( m_viewpointSpace, m_axis_screen, pivot2world, modelview, projection, viewport ); Pivot2World_viewplaneSpace( m_viewplaneSpace, pivot2world, modelview, projection, viewport ); } }; inline Vector3 point_for_device_point( const Matrix4& device2object, const float x, const float y, const float z ){ // transform from normalised device coords to object coords return vector4_projected( matrix4_transformed_vector4( device2object, Vector4( x, y, z, 1 ) ) ); } inline Ray ray_for_device_point( const Matrix4& device2object, const float x, const float y ){ return ray_for_points( point_for_device_point( device2object, x, y, -1 ), // point at x, y, zNear point_for_device_point( device2object, x, y, 0 ) // point at x, y, zFar //point_for_device_point( device2object, x, y, 1 ) //sometimes is inaccurate up to negative ray direction ); } inline Vector3 sphere_intersect_ray( const Vector3& origin, float radius, const Ray& ray ){ const Vector3 intersection = vector3_subtracted( origin, ray.origin ); const double a = vector3_dot( intersection, ray.direction ); const double d = radius * radius - ( vector3_dot( intersection, intersection ) - a * a ); if ( d > 0 ) { return vector3_added( ray.origin, vector3_scaled( ray.direction, a - sqrt( d ) ) ); // return true; } else { return vector3_added( ray.origin, vector3_scaled( ray.direction, a ) ); // return false; } } inline Vector3 ray_intersect_ray( const Ray& ray, const Ray& other ){ const Vector3 intersection = vector3_subtracted( ray.origin, other.origin ); //float a = 1;//vector3_dot(ray.direction, ray.direction); // always >= 0 const double dot = vector3_dot( ray.direction, other.direction ); //float c = 1;//vector3_dot(other.direction, other.direction); // always >= 0 const double d = vector3_dot( ray.direction, intersection ); const double e = vector3_dot( other.direction, intersection ); const double D = 1 - dot * dot; //a*c - dot*dot; // always >= 0 if ( D < 0.000001 ) { // the lines are almost parallel return vector3_added( other.origin, vector3_scaled( other.direction, e ) ); } else { return vector3_added( other.origin, vector3_scaled( other.direction, ( e - dot * d ) / D ) ); } } const Vector3 g_origin( 0, 0, 0 ); const float g_radius = 64; inline Vector3 point_on_sphere( const Matrix4& device2object, const float x, const float y, const float radius = g_radius ){ return sphere_intersect_ray( g_origin, radius, ray_for_device_point( device2object, x, y ) ); } inline Vector3 point_on_axis( const Vector3& axis, const Matrix4& device2object, const float x, const float y ){ return ray_intersect_ray( ray_for_device_point( device2object, x, y ), Ray( Vector3( 0, 0, 0 ), axis ) ); } inline Vector3 point_on_plane( const Matrix4& device2object, const float x, const float y ){ const Matrix4 object2device( matrix4_full_inverse( device2object ) ); return vector4_projected( matrix4_transformed_vector4( device2object, Vector4( x, y, object2device[14] / object2device[15], 1 ) ) ); } inline Vector3 point_on_plane( const Plane3& plane, const Matrix4& object2device, const float x, const float y ){ return ray_intersect_plane( ray_for_device_point( matrix4_full_inverse( object2device ), x, y ), plane ); } //! a and b are unit vectors .. returns angle in radians inline float angle_between( const Vector3& a, const Vector3& b ){ return static_cast( 2.0 * atan2( vector3_length( vector3_subtracted( a, b ) ), vector3_length( vector3_added( a, b ) ) ) ); } #if defined( _DEBUG ) && !defined( _DEBUG_QUICKER ) class test_quat { public: test_quat( const Vector3& from, const Vector3& to ){ Vector4 quaternion( quaternion_for_unit_vectors( from, to ) ); Matrix4 matrix( matrix4_rotation_for_quaternion( quaternion_multiplied_by_quaternion( quaternion, c_quaternion_identity ) ) ); } private: }; static test_quat bleh( g_vector3_axis_x, g_vector3_axis_y ); #endif //! axis is a unit vector inline void constrain_to_axis( Vector3& vec, const Vector3& axis ){ vec = vector3_normalised( vector3_added( vec, vector3_scaled( axis, -vector3_dot( vec, axis ) ) ) ); } //! a and b are unit vectors .. a and b must be orthogonal to axis .. returns angle in radians inline float angle_for_axis( const Vector3& a, const Vector3& b, const Vector3& axis ){ if ( vector3_dot( axis, vector3_cross( a, b ) ) > 0.0 ) { return angle_between( a, b ); } else{ return -angle_between( a, b ); } } inline float distance_for_axis( const Vector3& a, const Vector3& b, const Vector3& axis ){ return static_cast( vector3_dot( b, axis ) - vector3_dot( a, axis ) ); } class Manipulatable { public: virtual void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ) = 0; virtual void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ) = 0; static const View* m_view; static float m_device_point[2]; static float m_device_epsilon[2]; static void assign_static( const View& view, const float device_point[2], const float device_epsilon[2] ){ m_view = &view; m_device_point[0] = device_point[0]; m_device_point[1] = device_point[1]; m_device_epsilon[0] = device_epsilon[0]; m_device_epsilon[1] = device_epsilon[1]; } }; const View* Manipulatable::m_view = 0; float Manipulatable::m_device_point[2]; float Manipulatable::m_device_epsilon[2]; inline Matrix4 transform_local2object( const Matrix4& local, const Matrix4& local2object ){ return matrix4_multiplied_by_matrix4( matrix4_multiplied_by_matrix4( local2object, local ), matrix4_full_inverse( local2object ) ); } inline Matrix4 transform_local2object( const Matrix4& localTransform, const Matrix4& local2parent, const Matrix4& parent2local ){ return matrix4_multiplied_by_matrix4( matrix4_multiplied_by_matrix4( local2parent, localTransform ), parent2local ); } class Rotatable { public: virtual void rotate( const Quaternion& rotation ) = 0; }; class RotateFree : public Manipulatable { Vector3 m_start; Rotatable& m_rotatable; public: RotateFree( Rotatable& rotatable ) : m_rotatable( rotatable ){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_start = point_on_sphere( device2manip, x, y ); vector3_normalise( m_start ); } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ Vector3 current = point_on_sphere( device2manip, x, y ); vector3_normalise( current ); if( snap ) for( std::size_t i = 0; i < 3; ++i ) if( current[i] == 0.f ) return m_rotatable.rotate( quaternion_for_axisangle( g_vector3_axes[i], float_snapped( angle_for_axis( m_start, current, g_vector3_axes[i] ), static_cast( c_pi / 12.0 ) ) ) ); m_rotatable.rotate( quaternion_for_unit_vectors( m_start, current ) ); // m_rotatable.rotate( quaternion_for_sphere_vectors( m_start, current ) ); //wrong math, 2x more sensitive } }; class RotateAxis : public Manipulatable { Vector3 m_axis; Vector3 m_start; float m_radius; bool m_plane_way; Plane3 m_plane; Vector3 m_origin; Rotatable& m_rotatable; public: RotateAxis( Rotatable& rotatable ) : m_radius( g_radius ), m_rotatable( rotatable ){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ const float dot = vector3_dot( m_axis, m_view->fill()? vector3_normalised( m_view->getViewer() - transform_origin ) : m_view->getViewDir() ); m_plane_way = fabs( dot ) > 0.1; if( m_plane_way ){ m_origin = transform_origin; m_plane = Plane3( m_axis, vector3_dot( m_axis, m_origin ) ); m_start = point_on_plane( m_plane, m_view->GetViewMatrix(), x, y ) - m_origin; vector3_normalise( m_start ); } else{ m_start = point_on_sphere( device2manip, x, y, 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, const bool alt ){ Vector3 current; if( m_plane_way ){ current = point_on_plane( m_plane, m_view->GetViewMatrix(), x, y ) - m_origin; vector3_normalise( current ); } else{ current = point_on_sphere( device2manip, x, y, 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( 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; } }; /// \brief snaps changed axes of \p move so that \p bounds stick to closest grid lines. void aabb_snap_translation( Vector3& move, const AABB& bounds ){ const Vector3 maxs( bounds.origin + bounds.extents ); const Vector3 mins( bounds.origin - bounds.extents ); // globalOutputStream() << "move: " << move << "\n"; for( std::size_t i = 0; i < 3; ++i ){ if( fabs( move[i] ) > 1e-2f ){ const float snapto1 = float_snapped( maxs[i] + move[i], GetSnapGridSize() ); const float snapto2 = float_snapped( mins[i] + move[i], GetSnapGridSize() ); const float dist1 = fabs( fabs( maxs[i] + move[i] ) - fabs( snapto1 ) ); const float dist2 = fabs( fabs( mins[i] + move[i] ) - fabs( snapto2 ) ); // globalOutputStream() << "maxs[i] + move[i]: " << maxs[i] + move[i] << " snapto1: " << snapto1 << " dist1: " << dist1 << "\n"; // globalOutputStream() << "mins[i] + move[i]: " << mins[i] + move[i] << " snapto2: " << snapto2 << " dist2: " << dist2 << "\n"; move[i] = dist2 > dist1 ? snapto1 - maxs[i] : snapto2 - mins[i]; } } } inline Vector3 translation_local2object( const Vector3& local, const Matrix4& local2object ){ return matrix4_get_translation_vec3( matrix4_multiplied_by_matrix4( matrix4_translated_by_vec3( local2object, local ), matrix4_full_inverse( local2object ) ) ); } inline Vector3 translation_local2object( const Vector3& localTranslation, const Matrix4& local2parent, const Matrix4& parent2local ){ return matrix4_get_translation_vec3( matrix4_multiplied_by_matrix4( matrix4_translated_by_vec3( local2parent, localTranslation ), parent2local ) ); } class Translatable { public: virtual void translate( const Vector3& translation ) = 0; }; class TranslateAxis : public Manipulatable { Vector3 m_start; Vector3 m_axis; Translatable& m_translatable; AABB m_bounds; public: TranslateAxis( Translatable& translatable ) : m_translatable( translatable ){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_start = point_on_axis( m_axis, device2manip, x, y ); m_bounds = bounds; } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ Vector3 current = point_on_axis( m_axis, device2manip, x, y ); current = vector3_scaled( m_axis, distance_for_axis( m_start, current, m_axis ) ); current = translation_local2object( current, manip2object ); if( snapbbox ) aabb_snap_translation( current, m_bounds ); else vector3_snap( current, GetSnapGridSize() ); m_translatable.translate( current ); } void SetAxis( const Vector3& axis ){ m_axis = axis; } }; class TranslateAxis2 : public Manipulatable { private: Vector3 m_0; Plane3 m_planeSelected; std::size_t m_axisZ; Plane3 m_planeZ; Vector3 m_startZ; Translatable& m_translatable; AABB m_bounds; public: TranslateAxis2( Translatable& translatable ) : m_translatable( translatable ){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_axisZ = vector3_max_abs_component_index( m_planeSelected.normal() ); Vector3 xydir( m_view->getViewer() - m_0 ); xydir[m_axisZ] = 0; vector3_normalise( xydir ); m_planeZ = Plane3( xydir, vector3_dot( xydir, m_0 ) ); m_startZ = point_on_plane( m_planeZ, m_view->GetViewMatrix(), x, y ); m_bounds = bounds; } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ Vector3 current = g_vector3_axes[m_axisZ] * vector3_dot( m_planeSelected.normal(), ( point_on_plane( m_planeZ, m_view->GetViewMatrix(), x, y ) - m_startZ ) ) * ( m_planeSelected.normal()[m_axisZ] >= 0? 1 : -1 ); if( !std::isfinite( current[0] ) || !std::isfinite( current[1] ) || !std::isfinite( current[2] ) ) // catch INF case, is likely with top of the box in 2D return; if( snapbbox ) aabb_snap_translation( current, m_bounds ); else vector3_snap( current, GetSnapGridSize() ); m_translatable.translate( current ); } void set0( const Vector3& start, const Plane3& planeSelected ){ m_0 = start; m_planeSelected = planeSelected; } }; class TranslateFree : public Manipulatable { private: Vector3 m_start; Translatable& m_translatable; AABB m_bounds; public: TranslateFree( Translatable& translatable ) : m_translatable( translatable ){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_start = point_on_plane( device2manip, x, y ); m_bounds = bounds; } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ Vector3 current = point_on_plane( device2manip, x, y ); current = vector3_subtracted( current, m_start ); if( snap ) current *= g_vector3_axes[vector3_max_abs_component_index( current )]; current = translation_local2object( current, manip2object ); if( snapbbox ) aabb_snap_translation( current, m_bounds ); else vector3_snap( current, GetSnapGridSize() ); m_translatable.translate( current ); } }; class TranslateFreeXY_Z : public Manipulatable { private: Vector3 m_0; std::size_t m_axisZ; Plane3 m_planeXY; Plane3 m_planeZ; Vector3 m_startXY; Vector3 m_startZ; Translatable& m_translatable; AABB m_bounds; public: static int m_viewdependent; TranslateFreeXY_Z( Translatable& translatable ) : m_translatable( translatable ){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_axisZ = ( m_viewdependent || !m_view->fill() )? vector3_max_abs_component_index( m_view->getViewDir() ) : 2; if( m_0 == g_vector3_identity ) /* special value to indicate missing good point to start with, i.e. while dragging components by clicking anywhere; m_startXY, m_startZ != m_0 in this case */ m_0 = transform_origin; m_planeXY = Plane3( g_vector3_axes[m_axisZ], m_0[m_axisZ] ); #if 0 Vector3 xydir( m_view->getViewDir() ); #else Vector3 xydir( m_view->getViewer() - m_0 ); #endif xydir[m_axisZ] = 0; vector3_normalise( xydir ); m_planeZ = Plane3( xydir, vector3_dot( xydir, m_0 ) ); m_startXY = point_on_plane( m_planeXY, m_view->GetViewMatrix(), x, y ); m_startZ = point_on_plane( m_planeZ, m_view->GetViewMatrix(), x, y ); m_bounds = bounds; } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ Vector3 current; if( alt && m_view->fill() ) current = ( point_on_plane( m_planeZ, m_view->GetViewMatrix(), x, y ) - m_startZ ) * g_vector3_axes[m_axisZ]; else{ current = point_on_plane( m_planeXY, m_view->GetViewMatrix(), x, y ) - m_startXY; current[m_axisZ] = 0; } if( snap ) current *= g_vector3_axes[vector3_max_abs_component_index( current )]; if( snapbbox ) aabb_snap_translation( current, m_bounds ); else vector3_snap( current, GetSnapGridSize() ); m_translatable.translate( current ); } void set0( const Vector3& start ){ m_0 = start; } }; int TranslateFreeXY_Z::m_viewdependent = 0; class Scalable { public: virtual void scale( const Vector3& scaling ) = 0; }; class ScaleAxis : public Manipulatable { private: Vector3 m_start; Vector3 m_axis; Scalable& m_scalable; Vector3 m_chosen_extent; AABB m_bounds; public: ScaleAxis( Scalable& scalable ) : m_scalable( scalable ){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_start = point_on_axis( m_axis, device2manip, x, y ); m_chosen_extent = Vector3( std::max( bounds.origin[0] + bounds.extents[0] - transform_origin[0], - bounds.origin[0] + bounds.extents[0] + transform_origin[0] ), std::max( bounds.origin[1] + bounds.extents[1] - transform_origin[1], - bounds.origin[1] + bounds.extents[1] + transform_origin[1] ), std::max( bounds.origin[2] + bounds.extents[2] - transform_origin[2], - bounds.origin[2] + bounds.extents[2] + transform_origin[2] ) ); m_bounds = bounds; } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ //globalOutputStream() << "manip2object: " << manip2object << " device2manip: " << device2manip << " x: " << x << " y:" << y <<"\n"; Vector3 current = point_on_axis( m_axis, device2manip, x, y ); Vector3 delta = vector3_subtracted( current, m_start ); delta = translation_local2object( delta, manip2object ); vector3_snap( delta, GetSnapGridSize() ); vector3_scale( delta, m_axis ); Vector3 start( vector3_snapped( m_start, GetSnapGridSize() != 0.f ? GetSnapGridSize() : 1e-3f ) ); for ( std::size_t i = 0; i < 3; ++i ){ //prevent snapping to 0 with big gridsize if( float_snapped( m_start[i], 1e-3f ) != 0.f && start[i] == 0.f ){ start[i] = GetSnapGridSize(); } } //globalOutputStream() << "m_start: " << m_start << " start: " << start << " delta: " << delta <<"\n"; /* boundless way */ Vector3 scale( start[0] == 0 ? 1 : 1 + delta[0] / start[0], start[1] == 0 ? 1 : 1 + delta[1] / start[1], start[2] == 0 ? 1 : 1 + delta[2] / start[2] ); /* try bbox way */ for( std::size_t i = 0; i < 3; i++ ){ if( m_chosen_extent[i] > 0.0625f && m_axis[i] != 0.f ){ //epsilon to prevent super high scale for set of models, having really small extent, formed by origins scale[i] = ( m_chosen_extent[i] + delta[i] ) / m_chosen_extent[i]; if( snapbbox ){ const float snappdwidth = float_snapped( scale[i] * m_bounds.extents[i] * 2.f, GetSnapGridSize() ); scale[i] = snappdwidth / ( m_bounds.extents[i] * 2.f ); } } } if( snap ){ for( std::size_t i = 0; i < 3; i++ ){ if( m_axis[i] == 0.f ){ scale[i] = vector3_dot( scale, vector3_scaled( m_axis, m_axis ) ); } } } //globalOutputStream() << "scale: " << scale <<"\n"; m_scalable.scale( scale ); } void SetAxis( const Vector3& axis ){ m_axis = axis; } }; class ScaleFree : public Manipulatable { private: Vector3 m_start; Vector3 m_axis; Vector3 m_axis2; Scalable& m_scalable; Vector3 m_chosen_extent; AABB m_bounds; public: ScaleFree( Scalable& scalable ) : m_scalable( scalable ){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_start = point_on_plane( device2manip, x, y ); m_chosen_extent = Vector3( std::max( bounds.origin[0] + bounds.extents[0] - transform_origin[0], -( bounds.origin[0] - bounds.extents[0] - transform_origin[0] ) ), std::max( bounds.origin[1] + bounds.extents[1] - transform_origin[1], -( bounds.origin[1] - bounds.extents[1] - transform_origin[1] ) ), std::max( bounds.origin[2] + bounds.extents[2] - transform_origin[2], -( bounds.origin[2] - bounds.extents[2] - transform_origin[2] ) ) ); m_bounds = bounds; } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ Vector3 current = point_on_plane( device2manip, x, y ); Vector3 delta = vector3_subtracted( current, m_start ); delta = translation_local2object( delta, manip2object ); vector3_snap( delta, GetSnapGridSize() ); if( m_axis != g_vector3_identity ) delta = vector3_scaled( delta, m_axis ) + vector3_scaled( delta, m_axis2 ); Vector3 start( vector3_snapped( m_start, GetSnapGridSize() != 0.f ? GetSnapGridSize() : 1e-3f ) ); for ( std::size_t i = 0; i < 3; ++i ){ //prevent snapping to 0 with big gridsize if( float_snapped( m_start[i], 1e-3f ) != 0.f && start[i] == 0.f ){ start[i] = GetSnapGridSize(); } } const std::size_t ignore_axis = vector3_min_abs_component_index( m_start ); if( snap ) start[ignore_axis] = 0.f; Vector3 scale( start[0] == 0 ? 1 : 1 + delta[0] / start[0], start[1] == 0 ? 1 : 1 + delta[1] / start[1], start[2] == 0 ? 1 : 1 + delta[2] / start[2] ); //globalOutputStream() << "m_start: " << m_start << " start: " << start << " delta: " << delta <<"\n"; for( std::size_t i = 0; i < 3; i++ ){ if( m_chosen_extent[i] > 0.0625f && start[i] != 0.f ){ scale[i] = ( m_chosen_extent[i] + delta[i] ) / m_chosen_extent[i]; if( snapbbox ){ const float snappdwidth = float_snapped( scale[i] * m_bounds.extents[i] * 2.f, GetSnapGridSize() ); scale[i] = snappdwidth / ( m_bounds.extents[i] * 2.f ); } } } //globalOutputStream() << "pre snap scale: " << scale <<"\n"; if( snap ){ float bestscale = ignore_axis != 0 ? scale[0] : scale[1]; for( std::size_t i = ignore_axis != 0 ? 1 : 2; i < 3; i++ ){ if( ignore_axis != i && fabs( scale[i] ) < fabs( bestscale ) ){ bestscale = scale[i]; } //globalOutputStream() << "bestscale: " << bestscale <<"\n"; } for( std::size_t i = 0; i < 3; i++ ){ if( ignore_axis != i ){ scale[i] = ( scale[i] < 0.f ) ? -fabs( bestscale ) : fabs( bestscale ); } } } //globalOutputStream() << "scale: " << scale <<"\n"; m_scalable.scale( scale ); } void SetAxes( const Vector3& axis, const Vector3& axis2 ){ m_axis = axis; m_axis2 = axis2; } }; class Skewable { public: virtual void skew( const Skew& skew ) = 0; }; class SkewAxis : public Manipulatable { private: Vector3 m_0; Plane3 m_planeZ; int m_axis_which; int m_axis_by; int m_axis_by_sign; Skewable& m_skewable; float m_axis_by_extent; AABB m_bounds; public: SkewAxis( Skewable& skewable ) : m_skewable( skewable ){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ Vector3 xydir( m_view->getViewer() - m_0 ); xydir[m_axis_which] = 0; // xydir *= g_vector3_axes[vector3_max_abs_component_index( xydir )]; vector3_normalise( xydir ); m_planeZ = Plane3( xydir, vector3_dot( xydir, m_0 ) ); m_bounds = bounds; m_axis_by_extent = bounds.origin[m_axis_by] + bounds.extents[m_axis_by] * m_axis_by_sign - transform_origin[m_axis_by]; } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ const Vector3 current = point_on_plane( m_planeZ, m_view->GetViewMatrix(), x, y ) - m_0; // globalOutputStream() << m_axis_which << " by axis " << m_axis_by << "\n"; m_skewable.skew( Skew( m_axis_by * 4 + m_axis_which, m_axis_by_extent != 0.f? float_snapped( current[m_axis_which], GetSnapGridSize() ) / m_axis_by_extent : 0 ) ); } void SetAxes( int axis_which, int axis_by, int axis_by_sign ){ m_axis_which = axis_which; m_axis_by = axis_by; m_axis_by_sign = axis_by_sign; } void set0( const Vector3& start ){ m_0 = start; } }; #include "brush.h" #include "brushnode.h" #include "brushmanip.h" class DragNewBrush : public Manipulatable { private: Vector3 m_0; Vector3 m_size; float m_setSizeZ; /* store separately for fine square/cube modes handling */ scene::Node* m_newBrushNode; public: DragNewBrush(){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_setSizeZ = m_size[0] = m_size[1] = m_size[2] = GetGridSize(); m_newBrushNode = 0; } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ Vector3 diff_raw = point_on_plane( Plane3( g_vector3_axis_z, vector3_dot( g_vector3_axis_z, Vector3( m_size.x(), m_size.y(), m_setSizeZ ) + m_0 ) ), m_view->GetViewMatrix(), x, y ) - m_0; const Vector3 xydir( vector3_normalised( Vector3( m_view->GetModelview()[2], m_view->GetModelview()[6], 0 ) ) ); diff_raw.z() = ( point_on_plane( Plane3( xydir, vector3_dot( xydir, Vector3( m_size.x(), m_size.y(), m_setSizeZ ) + m_0 ) ), m_view->GetViewMatrix(), x, y ) - m_0 ).z(); Vector3 diff = vector3_snapped( diff_raw, GetSnapGridSize() ); for ( std::size_t i = 0; i < 3; ++i ) if( diff[i] == 0 ) diff[i] = diff_raw[i] < 0? -GetGridSize() : GetGridSize(); if( alt ){ diff.x() = m_size.x(); diff.y() = m_size.y(); } else{ diff.z() = m_size.z(); } const float z = vector4_projected( matrix4_transformed_vector4( m_view->GetViewMatrix(), Vector4( diff + m_0, 1 ) ) ).z(); if( z != z || z > 1 ) //catch NAN and behind near, far planes cases return; if( snap || snapbbox ){ const float squaresize = std::max( fabs( diff.x() ), fabs( diff.y() ) ); diff.x() = diff.x() > 0? squaresize : -squaresize; //square diff.y() = diff.y() > 0? squaresize : -squaresize; if( snapbbox && !alt ) //cube diff.z() = diff.z() > 0? squaresize : -squaresize; } m_size = diff; if( alt ) m_setSizeZ = diff.z(); Vector3 mins( m_0 ); Vector3 maxs( m_0 + diff ); for ( std::size_t i = 0; i < 3; ++i ) if( mins[i] > maxs[i] ) std::swap( mins[i], maxs[i] ); Scene_BrushResize_Cuboid( m_newBrushNode, aabb_for_minmax( mins, maxs ) ); } void set0( const Vector3& start ){ m_0 = start; } }; class DragExtrudeFaces : public Manipulatable { private: Vector3 m_0; Plane3 m_planeSelected; std::size_t m_axisZ; Plane3 m_planeZ; Vector3 m_startZ; bool m_originalBrushSaved; bool m_originalBrushChanged; public: class ExtrudeSource { public: BrushInstance* m_brushInstance; struct InFaceOutBrush{ Face* m_face; PlanePoints m_planepoints; Brush* m_outBrush; }; std::vector m_faces; std::vector::iterator faceFind( const Face* face ){ return std::find_if( m_faces.begin(), m_faces.end(), [face]( const InFaceOutBrush& infaceoutbrush ){ return face == infaceoutbrush.m_face; } ); } std::vector::const_iterator faceFind( const Face* face ) const { return std::find_if( m_faces.begin(), m_faces.end(), [face]( const InFaceOutBrush& infaceoutbrush ){ return face == infaceoutbrush.m_face; } ); } bool faceExcluded( const Face* face ) const { return faceFind( face ) == m_faces.end(); } }; std::vector m_extrudeSources; DragExtrudeFaces(){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_axisZ = vector3_max_abs_component_index( m_planeSelected.normal() ); Vector3 xydir( m_view->getViewer() - m_0 ); xydir[m_axisZ] = 0; vector3_normalise( xydir ); m_planeZ = Plane3( xydir, vector3_dot( xydir, m_0 ) ); m_startZ = point_on_plane( m_planeZ, m_view->GetViewMatrix(), x, y ); m_originalBrushSaved = false; m_originalBrushChanged = false; UndoableCommand undo( "ExtrudeBrushFaces" ); for( ExtrudeSource& source : m_extrudeSources ){ for( auto& infaceoutbrush : source.m_faces ){ const Face* face = infaceoutbrush.m_face; NodeSmartReference node( GlobalBrushCreator().createBrush() ); Node_getTraversable( source.m_brushInstance->path().parent() )->insert( node ); scene::Path path( source.m_brushInstance->path() ); path.pop(); path.push( makeReference( node.get() ) ); selectPath( path, true ); Brush* brush = Node_getBrush( node.get() ); infaceoutbrush.m_outBrush = brush; Face* f = brush->addFace( *face ); f->getPlane().offset( GetGridSize() ); f->planeChanged(); f = brush->addFace( *face ); f->getPlane().reverse(); f->planeChanged(); for( const WindingVertex& vertex : face->getWinding() ){ if( vertex.adjacent != c_brush_maxFaces ){ f = brush->addFace( **std::next( source.m_brushInstance->getBrush().begin(), vertex.adjacent ) ); const DoubleVector3 cross = vector3_cross( f->plane3_().normal(), face->plane3_().normal() ); f->getPlane().copy( vertex.vertex, vertex.vertex + cross * 64, vertex.vertex + face->plane3_().normal() * 64 ); f->planeChanged(); } } } } } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ Vector3 current = g_vector3_axes[m_axisZ] * vector3_dot( m_planeSelected.normal(), ( point_on_plane( m_planeZ, m_view->GetViewMatrix(), x, y ) - m_startZ ) ) * ( m_planeSelected.normal()[m_axisZ] >= 0? 1 : -1 ); if( !std::isfinite( current[0] ) || !std::isfinite( current[1] ) || !std::isfinite( current[2] ) ) // catch INF case, is likely with top of the box in 2D return; vector3_snap( current, GetSnapGridSize() ); const float offset = fabs( m_planeSelected.normal()[m_axisZ] ) * std::copysign( std::max( static_cast( GetGridSize() ), vector3_length( current ) ), vector3_dot( current, m_planeSelected.normal() ) ); if( offset >= 0 ){ // extrude outside if( m_originalBrushChanged ){ m_originalBrushChanged = false; for( ExtrudeSource& source : m_extrudeSources ){ // revert original brush for( auto& infaceoutbrush : source.m_faces ){ Face* face = infaceoutbrush.m_face; face->getPlane().copy( infaceoutbrush.m_planepoints ); face->planeChanged(); } } } for( ExtrudeSource& source : m_extrudeSources ){ Brush& brush0 = source.m_brushInstance->getBrush(); if( source.m_faces.size() > 1 ){ Brush* tmpbrush = new Brush( brush0 ); offsetFaces( source, *tmpbrush, offset ); brush_extrudeDiag( brush0, *tmpbrush, source ); delete tmpbrush; } else{ for( auto& infaceoutbrush : source.m_faces ){ const Face* face = infaceoutbrush.m_face; Brush* brush = infaceoutbrush.m_outBrush; brush->clear(); Face* f = brush->addFace( *face ); f->getPlane().offset( offset ); f->planeChanged(); f = brush->addFace( *face ); f->getPlane().reverse(); f->planeChanged(); for( const WindingVertex& vertex : face->getWinding() ){ if( vertex.adjacent != c_brush_maxFaces ){ brush->addFace( **std::next( brush0.begin(), vertex.adjacent ) ); } } } } } } else{ // extrude inside if( !m_originalBrushSaved ){ m_originalBrushSaved = true; for( ExtrudeSource& source : m_extrudeSources ) for( auto& infaceoutbrush : source.m_faces ) infaceoutbrush.m_face->undoSave(); } m_originalBrushChanged = true; for( ExtrudeSource& source : m_extrudeSources ){ Brush& brush0 = source.m_brushInstance->getBrush(); // revert original brush for( auto& infaceoutbrush : source.m_faces ){ Face* face = infaceoutbrush.m_face; face->getPlane().copy( infaceoutbrush.m_planepoints ); face->planeChanged(); } if( source.m_faces.size() > 1 ){ Brush* tmpbrush = new Brush( brush0 ); tmpbrush->evaluateBRep(); offsetFaces( source, brush0, offset ); if( brush0.hasContributingFaces() ) brush_extrudeDiag( brush0, *tmpbrush, source ); delete tmpbrush; } else{ for( auto& infaceoutbrush : source.m_faces ){ Face* face = infaceoutbrush.m_face; Brush* brush = infaceoutbrush.m_outBrush; brush->clear(); brush->copy( brush0 ); Face* f = brush->addFace( *face ); f->getPlane().offset( offset ); f->getPlane().reverse(); f->planeChanged(); brush->removeEmptyFaces(); // modify original brush face->getPlane().offset( offset ); face->planeChanged(); } } } } } void set0( const Vector3& start, const Plane3& planeSelected ){ m_0 = start; m_planeSelected = planeSelected; } private: void offsetFaces( const ExtrudeSource& source, Brush& brush, const float offset ){ const Brush& brush0 = source.m_brushInstance->getBrush(); for( Brush::const_iterator i0 = brush0.begin(); i0 != brush0.end(); ++i0 ){ const Face& face0 = *( *i0 ); if( !source.faceExcluded( &face0 ) ){ Face& face = *( *std::next( brush.begin(), std::distance( brush0.begin(), i0 ) ) ); face.getPlane().offset( offset ); face.planeChanged(); } } brush.evaluateBRep(); } /* brush0, brush2 are supposed to have same amount of faces in the same order; brush2 bigger than brush0 */ void brush_extrudeDiag( const Brush& brush0, const Brush& brush2, ExtrudeSource& source ){ TextureProjection projection; TexDef_Construct_Default( projection ); for( Brush::const_iterator i0 = brush0.begin(); i0 != brush0.end(); ++i0 ){ const Face& face0 = *( *i0 ); const Face& face2 = *( *std::next( brush2.begin(), std::distance( brush0.begin(), i0 ) ) ); auto infaceoutbrush_iter = source.faceFind( &face0 ); // brush0 = source.m_brushInstance->getBrush() if( infaceoutbrush_iter != source.m_faces.end() ) { if( face0.contributes() || face2.contributes() ) { const char* shader = face0.GetShader(); Brush* outBrush = ( *infaceoutbrush_iter ).m_outBrush; outBrush->clear(); if( face0.contributes() ){ if( Face* newFace = outBrush->addFace( face0 ) ) { newFace->flipWinding(); } } if( face2.contributes() ){ outBrush->addFace( face2 ); } if( face0.contributes() && face2.contributes() ){ //sew two valid windings const auto addSidePlanes = [&outBrush, shader, &projection]( const Winding& winding0, const Winding& winding2, const DoubleVector3 normal, const bool swap ){ for( std::size_t index0 = 0; index0 < winding0.numpoints; ++index0 ){ const std::size_t next = Winding_next( winding0, index0 ); DoubleVector3 BestPoint; double bestdot = -1; for( std::size_t index2 = 0; index2 < winding2.numpoints; ++index2 ){ const double dot = vector3_dot( vector3_normalised( vector3_cross( winding0[index0].vertex - winding0[next].vertex, winding0[index0].vertex - winding2[index2].vertex ) ), normal ); if( dot > bestdot ) { bestdot = dot; BestPoint = winding2[index2].vertex; } } outBrush->addPlane( winding0[swap? next : index0].vertex, winding0[swap? index0 : next].vertex, BestPoint, shader, projection ); } }; //insert side planes from each winding perspective, as their form may change after brush expansion addSidePlanes( face0.getWinding(), face2.getWinding(), face0.getPlane().plane3().normal(), false ); addSidePlanes( face2.getWinding(), face0.getWinding(), face0.getPlane().plane3().normal(), true ); } else{ //one valid winding: this way may produce garbage with complex brushes, extruded partially, but does preferred result with simple ones const auto addSidePlanes = [&outBrush, shader, &projection]( const Winding& winding0, const Brush& brush2, const Plane3 plane, const bool swap ){ for( std::size_t index0 = 0; index0 < winding0.numpoints; ++index0 ){ const std::size_t next = Winding_next( winding0, index0 ); DoubleVector3 BestPoint; double bestdist = 999999; for( const Face* f : brush2 ) { const Winding& winding2 = f->getWinding(); for( std::size_t index2 = 0; index2 < winding2.numpoints; ++index2 ){ const double testdist = vector3_length( winding0[index0].vertex - winding2[index2].vertex ); if( testdist < bestdist && plane3_distance_to_point( plane, winding2[index2].vertex ) > .05 ) { bestdist = testdist; BestPoint = winding2[index2].vertex; } } } outBrush->addPlane( winding0[swap? next : index0].vertex, winding0[swap? index0 : next].vertex, BestPoint, shader, projection ); } }; if( face0.contributes() ) addSidePlanes( face0.getWinding(), brush2, face0.getPlane().plane3(), false ); else if( face2.contributes() ) addSidePlanes( face2.getWinding(), brush0, plane3_flipped( face2.getPlane().plane3() ), true ); } outBrush->removeEmptyFaces(); } } } } }; class RenderableClippedPrimitive : public OpenGLRenderable { struct primitive_t { PointVertex m_points[9]; std::size_t m_count; }; Matrix4 m_inverse; std::vector m_primitives; public: Matrix4 m_world; void render( RenderStateFlags state ) const { for ( std::size_t i = 0; i < m_primitives.size(); ++i ) { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_primitives[i].m_points[0].colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_primitives[i].m_points[0].vertex ); switch ( m_primitives[i].m_count ) { case 1: break; case 2: gl().glDrawArrays( GL_LINES, 0, GLsizei( m_primitives[i].m_count ) ); break; default: gl().glDrawArrays( GL_POLYGON, 0, GLsizei( m_primitives[i].m_count ) ); break; } } } void construct( const Matrix4& world2device ){ m_inverse = matrix4_full_inverse( world2device ); m_world = g_matrix4_identity; } void insert( const Vector4 clipped[9], std::size_t count ){ add_one(); m_primitives.back().m_count = count; for ( std::size_t i = 0; i < count; ++i ) { Vector3 world_point( vector4_projected( matrix4_transformed_vector4( m_inverse, clipped[i] ) ) ); m_primitives.back().m_points[i].vertex = vertex3f_for_vector3( world_point ); } } void destroy(){ m_primitives.clear(); } private: void add_one(){ m_primitives.push_back( primitive_t() ); const Colour4b colour_clipped( 255, 127, 0, 255 ); for ( std::size_t i = 0; i < 9; ++i ) m_primitives.back().m_points[i].colour = colour_clipped; } }; #if defined( _DEBUG ) && !defined( _DEBUG_QUICKER ) #define DEBUG_SELECTION #endif #if defined( DEBUG_SELECTION ) Shader* g_state_clipped; RenderableClippedPrimitive g_render_clipped; #endif typedef Vector3 point_t; typedef const Vector3* point_iterator_t; // crossing number test for a point in a polygon // This code is patterned after [Franklin, 2000] bool point_test_polygon_2d( const point_t& P, point_iterator_t start, point_iterator_t finish ){ std::size_t crossings = 0; // loop through all edges of the polygon for ( point_iterator_t prev = finish - 1, cur = start; cur != finish; prev = cur, ++cur ) { // edge from (*prev) to (*cur) if ( ( ( ( *prev )[1] <= P[1] ) && ( ( *cur )[1] > P[1] ) ) // an upward crossing || ( ( ( *prev )[1] > P[1] ) && ( ( *cur )[1] <= P[1] ) ) ) { // a downward crossing // compute the actual edge-ray intersect x-coordinate float vt = (float)( P[1] - ( *prev )[1] ) / ( ( *cur )[1] - ( *prev )[1] ); if ( P[0] < ( *prev )[0] + vt * ( ( *cur )[0] - ( *prev )[0] ) ) { // P[0] < intersect ++crossings; // a valid crossing of y=P[1] right of P[0] } } } return ( crossings & 0x1 ) != 0; // 0 if even (out), and 1 if odd (in) } inline double triangle_signed_area_XY( const Vector3& p0, const Vector3& p1, const Vector3& p2 ){ return ( ( p1[0] - p0[0] ) * ( p2[1] - p0[1] ) ) - ( ( p2[0] - p0[0] ) * ( p1[1] - p0[1] ) ); } enum clipcull_t { eClipCullNone, eClipCullCW, eClipCullCCW, }; inline SelectionIntersection select_point_from_clipped( Vector4& clipped ){ return SelectionIntersection( clipped[2] / clipped[3], static_cast( vector3_length_squared( Vector3( clipped[0] / clipped[3], clipped[1] / clipped[3], 0 ) ) ) ); } void BestPoint( std::size_t count, Vector4 clipped[9], SelectionIntersection& best, clipcull_t cull, const Plane3* plane = 0 ){ Vector3 normalised[9]; { for ( std::size_t i = 0; i < count; ++i ) { normalised[i][0] = clipped[i][0] / clipped[i][3]; normalised[i][1] = clipped[i][1] / clipped[i][3]; normalised[i][2] = clipped[i][2] / clipped[i][3]; } } if ( cull != eClipCullNone && count > 2 ) { double signed_area = triangle_signed_area_XY( normalised[0], normalised[1], normalised[2] ); if ( ( cull == eClipCullCW && signed_area > 0 ) || ( cull == eClipCullCCW && signed_area < 0 ) ) { return; } } if ( count == 2 ) { const Vector3 point = line_closest_point( Line( normalised[0], normalised[1] ), Vector3( 0, 0, 0 ) ); assign_if_closer( best, SelectionIntersection( point.z(), vector3_length_squared( Vector3( point.x(), point.y(), 0 ) ) ) ); } else if ( count > 2 && !point_test_polygon_2d( Vector3( 0, 0, 0 ), normalised, normalised + count ) ) { Plane3 plaine; if( !plane ){ plaine = plane3_for_points( normalised[0], normalised[1], normalised[2] ); plane = &plaine; } //globalOutputStream() << plane.a << " " << plane.b << " " << plane.c << " " << "\n"; const point_iterator_t end = normalised + count; for ( point_iterator_t previous = end - 1, current = normalised; current != end; previous = current, ++current ) { Vector3 point = line_closest_point( Line( *previous, *current ), Vector3( 0, 0, 0 ) ); float depth = point.z(); point.z() = 0; float distance = static_cast( vector3_length_squared( point ) ); if( plane->c == 0 ){ assign_if_closer( best, SelectionIntersection( depth, distance ) ); } else{ assign_if_closer( best, SelectionIntersection( depth, distance, ray_distance_to_plane( Ray( Vector3( 0, 0, 0 ), Vector3( 0, 0, 1 ) ), *plane ) ) ); // globalOutputStream() << static_cast( ray_distance_to_plane( // Ray( Vector3( 0, 0, 0 ), Vector3( 0, 0, 1 ) ), // plane // ) ) << "\n"; } } } else if ( count > 2 ) { Plane3 plaine; if( !plane ){ plaine = plane3_for_points( normalised[0], normalised[1], normalised[2] ); plane = &plaine; } assign_if_closer( best, SelectionIntersection( ray_distance_to_plane( Ray( Vector3( 0, 0, 0 ), Vector3( 0, 0, 1 ) ), *plane ), 0, ray_distance_to_plane( Ray( Vector3( 10, 8, 0 ), Vector3( 0, 0, 1 ) ), *plane ) ) ); } #if defined( DEBUG_SELECTION ) if ( count >= 2 ) { g_render_clipped.insert( clipped, count ); } #endif } void Point_BestPoint( const Matrix4& local2view, const PointVertex& vertex, SelectionIntersection& best ){ Vector4 clipped; if ( matrix4_clip_point( local2view, vertex3f_to_vector3( vertex.vertex ), clipped ) == c_CLIP_PASS ) { assign_if_closer( best, select_point_from_clipped( clipped ) ); } } void LineStrip_BestPoint( const Matrix4& local2view, const PointVertex* vertices, const std::size_t size, SelectionIntersection& best ){ Vector4 clipped[2]; for ( std::size_t i = 0; ( i + 1 ) < size; ++i ) { const std::size_t count = matrix4_clip_line( local2view, vertex3f_to_vector3( vertices[i].vertex ), vertex3f_to_vector3( vertices[i + 1].vertex ), clipped ); BestPoint( count, clipped, best, eClipCullNone ); } } void LineLoop_BestPoint( const Matrix4& local2view, const PointVertex* vertices, const std::size_t size, SelectionIntersection& best ){ Vector4 clipped[2]; for ( std::size_t i = 0; i < size; ++i ) { const std::size_t count = matrix4_clip_line( local2view, vertex3f_to_vector3( vertices[i].vertex ), vertex3f_to_vector3( vertices[( i + 1 ) % size].vertex ), clipped ); BestPoint( count, clipped, best, eClipCullNone ); } } void Line_BestPoint( const Matrix4& local2view, const PointVertex vertices[2], SelectionIntersection& best ){ Vector4 clipped[2]; const std::size_t count = matrix4_clip_line( local2view, vertex3f_to_vector3( vertices[0].vertex ), vertex3f_to_vector3( vertices[1].vertex ), clipped ); BestPoint( count, clipped, best, eClipCullNone ); } void Circle_BestPoint( const Matrix4& local2view, clipcull_t cull, const PointVertex* vertices, const std::size_t size, SelectionIntersection& best ){ Vector4 clipped[9]; for ( std::size_t i = 0; i < size; ++i ) { const std::size_t count = matrix4_clip_triangle( local2view, g_vector3_identity, vertex3f_to_vector3( vertices[i].vertex ), vertex3f_to_vector3( vertices[( i + 1 ) % size].vertex ), clipped ); BestPoint( count, clipped, best, cull ); } } void Quad_BestPoint( const Matrix4& local2view, clipcull_t cull, const PointVertex* vertices, SelectionIntersection& best ){ Vector4 clipped[9]; { const std::size_t count = matrix4_clip_triangle( local2view, vertex3f_to_vector3( vertices[0].vertex ), vertex3f_to_vector3( vertices[1].vertex ), vertex3f_to_vector3( vertices[3].vertex ), clipped ); BestPoint( count, clipped, best, cull ); } { const std::size_t count = matrix4_clip_triangle( local2view, vertex3f_to_vector3( vertices[1].vertex ), vertex3f_to_vector3( vertices[2].vertex ), vertex3f_to_vector3( vertices[3].vertex ), clipped ); BestPoint( count, clipped, best, cull ); } } void AABB_BestPoint( const Matrix4& local2view, clipcull_t cull, const AABB& aabb, SelectionIntersection& best ){ const IndexPointer::index_type indices_[24] = { 2, 1, 5, 6, 1, 0, 4, 5, 0, 1, 2, 3, 3, 7, 4, 0, 3, 2, 6, 7, 7, 6, 5, 4, }; Vector3 points[8]; aabb_corners( aabb, points ); const IndexPointer indices( indices_, 24 ); Vector4 clipped[9]; for ( IndexPointer::iterator i( indices.begin() ); i != indices.end(); i += 4 ) { BestPoint( matrix4_clip_triangle( local2view, points[*i], points[*( i + 1 )], points[*( i + 3 )], clipped ), clipped, best, cull ); BestPoint( matrix4_clip_triangle( local2view, points[*( i + 1 )], points[*( i + 2 )], points[*( i + 3 )], clipped ), clipped, best, cull ); } } struct FlatShadedVertex { Vertex3f vertex; Colour4b colour; Normal3f normal; FlatShadedVertex(){ } }; typedef FlatShadedVertex* FlatShadedVertexIterator; void Triangles_BestPoint( const Matrix4& local2view, clipcull_t cull, FlatShadedVertexIterator first, FlatShadedVertexIterator last, SelectionIntersection& best ){ for ( FlatShadedVertexIterator x( first ), y( first + 1 ), z( first + 2 ); x != last; x += 3, y += 3, z += 3 ) { Vector4 clipped[9]; BestPoint( matrix4_clip_triangle( local2view, reinterpret_cast( ( *x ).vertex ), reinterpret_cast( ( *y ).vertex ), reinterpret_cast( ( *z ).vertex ), clipped ), clipped, best, cull ); } } typedef std::multimap SelectableSortedSet; class SelectionPool : public Selector { SelectableSortedSet m_pool; SelectionIntersection m_intersection; Selectable* m_selectable; public: void pushSelectable( Selectable& selectable ){ m_intersection = SelectionIntersection(); m_selectable = &selectable; } void popSelectable(){ addSelectable( m_intersection, m_selectable ); m_intersection = SelectionIntersection(); } void addIntersection( const SelectionIntersection& intersection ){ assign_if_closer( m_intersection, intersection ); } void addSelectable( const SelectionIntersection& intersection, Selectable* selectable ){ if ( intersection.valid() ) { m_pool.insert( SelectableSortedSet::value_type( intersection, selectable ) ); } } typedef SelectableSortedSet::iterator iterator; iterator begin(){ return m_pool.begin(); } iterator end(){ return m_pool.end(); } bool failed(){ return m_pool.empty(); } }; const Colour4b g_colour_sphere( 0, 0, 0, 255 ); const Colour4b g_colour_screen( 0, 255, 255, 255 ); const Colour4b g_colour_selected( 255, 255, 0, 255 ); inline const Colour4b& colourSelected( const Colour4b& colour, bool selected ){ return ( selected ) ? g_colour_selected : colour; } template inline void draw_semicircle( const std::size_t segments, const float radius, PointVertex* vertices, remap_policy remap ){ const double increment = c_pi / double(segments << 2); std::size_t count = 0; float x = radius; float y = 0; remap_policy::set( vertices[segments << 2].vertex, -radius, 0, 0 ); while ( count < segments ) { PointVertex* i = vertices + count; PointVertex* j = vertices + ( ( segments << 1 ) - ( count + 1 ) ); PointVertex* k = i + ( segments << 1 ); PointVertex* l = j + ( segments << 1 ); #if 0 PointVertex* m = i + ( segments << 2 ); PointVertex* n = j + ( segments << 2 ); PointVertex* o = k + ( segments << 2 ); PointVertex* p = l + ( segments << 2 ); #endif remap_policy::set( i->vertex, x,-y, 0 ); remap_policy::set( k->vertex,-y,-x, 0 ); #if 0 remap_policy::set( m->vertex,-x, y, 0 ); remap_policy::set( o->vertex, y, x, 0 ); #endif ++count; { const double theta = increment * count; x = static_cast( radius * cos( theta ) ); y = static_cast( radius * sin( theta ) ); } remap_policy::set( j->vertex, y,-x, 0 ); remap_policy::set( l->vertex,-x,-y, 0 ); #if 0 remap_policy::set( n->vertex,-y, x, 0 ); remap_policy::set( p->vertex, x, y, 0 ); #endif } } class Manipulator { public: virtual Manipulatable* GetManipulatable() = 0; virtual void testSelect( const View& view, const Matrix4& pivot2world ) = 0; virtual void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ){ } virtual void setSelected( bool select ) = 0; virtual bool isSelected() const = 0; }; inline Vector3 normalised_safe( const Vector3& self ){ if ( vector3_equal( self, g_vector3_identity ) ) { return g_vector3_identity; } return vector3_normalised( self ); } class RotateManipulator : public Manipulator { struct RenderableCircle : public OpenGLRenderable { Array m_vertices; RenderableCircle( std::size_t size ) : m_vertices( size ){ } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_vertices.data()->colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_vertices.data()->vertex ); gl().glDrawArrays( GL_LINE_LOOP, 0, GLsizei( m_vertices.size() ) ); } void setColour( const Colour4b& colour ){ for ( Array::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) { ( *i ).colour = colour; } } }; struct RenderableSemiCircle : public OpenGLRenderable { Array m_vertices; RenderableSemiCircle( std::size_t size ) : m_vertices( size ){ } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_vertices.data()->colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_vertices.data()->vertex ); gl().glDrawArrays( GL_LINE_STRIP, 0, GLsizei( m_vertices.size() ) ); } void setColour( const Colour4b& colour ){ for ( Array::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) { ( *i ).colour = colour; } } }; RotateFree m_free; RotateAxis m_axis; Vector3 m_axis_screen; RenderableSemiCircle m_circle_x; RenderableSemiCircle m_circle_y; RenderableSemiCircle m_circle_z; RenderableCircle m_circle_screen; RenderableCircle m_circle_sphere; SelectableBool m_selectable_x; SelectableBool m_selectable_y; SelectableBool m_selectable_z; SelectableBool m_selectable_screen; SelectableBool m_selectable_sphere; Selectable* m_selectable_prev_ptr; Pivot2World m_pivot; Matrix4 m_local2world_x; Matrix4 m_local2world_y; Matrix4 m_local2world_z; bool m_circle_x_visible; bool m_circle_y_visible; bool m_circle_z_visible; public: static Shader* m_state_outer; RotateManipulator( Rotatable& rotatable, std::size_t segments, float radius ) : m_free( rotatable ), m_axis( rotatable ), m_circle_x( ( segments << 2 ) + 1 ), m_circle_y( ( segments << 2 ) + 1 ), m_circle_z( ( segments << 2 ) + 1 ), m_circle_screen( segments << 3 ), m_circle_sphere( segments << 3 ), m_selectable_prev_ptr( 0 ){ draw_semicircle( segments, radius, m_circle_x.m_vertices.data(), RemapYZX() ); draw_semicircle( segments, radius, m_circle_y.m_vertices.data(), RemapZXY() ); draw_semicircle( segments, radius, m_circle_z.m_vertices.data(), RemapXYZ() ); draw_circle( segments, radius * 1.15f, m_circle_screen.m_vertices.data(), RemapXYZ() ); draw_circle( segments, radius, m_circle_sphere.m_vertices.data(), RemapXYZ() ); } void UpdateColours(){ m_circle_x.setColour( colourSelected( g_colour_x, m_selectable_x.isSelected() ) ); m_circle_y.setColour( colourSelected( g_colour_y, m_selectable_y.isSelected() ) ); m_circle_z.setColour( colourSelected( g_colour_z, m_selectable_z.isSelected() ) ); m_circle_screen.setColour( colourSelected( g_colour_screen, m_selectable_screen.isSelected() ) ); m_circle_sphere.setColour( colourSelected( g_colour_sphere, false ) ); } void updateCircleTransforms(){ Vector3 localViewpoint( matrix4_transformed_direction( matrix4_transposed( m_pivot.m_worldSpace ), m_pivot.m_viewpointSpace.z().vec3() ) ); m_circle_x_visible = !vector3_equal_epsilon( g_vector3_axis_x, localViewpoint, 1e-6f ); if ( m_circle_x_visible ) { m_local2world_x = g_matrix4_identity; m_local2world_x.y().vec3() = normalised_safe( vector3_cross( g_vector3_axis_x, localViewpoint ) ); m_local2world_x.z().vec3() = normalised_safe( vector3_cross( m_local2world_x.x().vec3(), m_local2world_x.y().vec3() ) ); matrix4_premultiply_by_matrix4( m_local2world_x, m_pivot.m_worldSpace ); } m_circle_y_visible = !vector3_equal_epsilon( g_vector3_axis_y, localViewpoint, 1e-6f ); if ( m_circle_y_visible ) { m_local2world_y = g_matrix4_identity; m_local2world_y.z().vec3() = normalised_safe( vector3_cross( g_vector3_axis_y, localViewpoint ) ); m_local2world_y.x().vec3() = normalised_safe( vector3_cross( m_local2world_y.y().vec3(), m_local2world_y.z().vec3() ) ); matrix4_premultiply_by_matrix4( m_local2world_y, m_pivot.m_worldSpace ); } m_circle_z_visible = !vector3_equal_epsilon( g_vector3_axis_z, localViewpoint, 1e-6f ); if ( m_circle_z_visible ) { m_local2world_z = g_matrix4_identity; m_local2world_z.x().vec3() = normalised_safe( vector3_cross( g_vector3_axis_z, localViewpoint ) ); m_local2world_z.y().vec3() = normalised_safe( vector3_cross( m_local2world_z.z().vec3(), m_local2world_z.x().vec3() ) ); matrix4_premultiply_by_matrix4( m_local2world_z, m_pivot.m_worldSpace ); } } void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() ); updateCircleTransforms(); // temp hack UpdateColours(); renderer.SetState( m_state_outer, Renderer::eWireframeOnly ); renderer.SetState( m_state_outer, Renderer::eFullMaterials ); renderer.addRenderable( m_circle_screen, m_pivot.m_viewpointSpace ); renderer.addRenderable( m_circle_sphere, m_pivot.m_viewpointSpace ); if ( m_circle_x_visible ) { renderer.addRenderable( m_circle_x, m_local2world_x ); } if ( m_circle_y_visible ) { renderer.addRenderable( m_circle_y, m_local2world_y ); } if ( m_circle_z_visible ) { renderer.addRenderable( m_circle_z, m_local2world_z ); } } void testSelect( const View& view, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, view.GetModelview(), view.GetProjection(), view.GetViewport() ); updateCircleTransforms(); SelectionPool selector; { { const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_local2world_x ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif SelectionIntersection best; LineStrip_BestPoint( local2view, m_circle_x.m_vertices.data(), m_circle_x.m_vertices.size(), best ); selector.addSelectable( best, &m_selectable_x ); } { const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_local2world_y ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif SelectionIntersection best; LineStrip_BestPoint( local2view, m_circle_y.m_vertices.data(), m_circle_y.m_vertices.size(), best ); selector.addSelectable( best, &m_selectable_y ); } { const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_local2world_z ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif SelectionIntersection best; LineStrip_BestPoint( local2view, m_circle_z.m_vertices.data(), m_circle_z.m_vertices.size(), best ); selector.addSelectable( best, &m_selectable_z ); } } { const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot.m_viewpointSpace ) ); { SelectionIntersection best; LineLoop_BestPoint( local2view, m_circle_screen.m_vertices.data(), m_circle_screen.m_vertices.size(), best ); selector.addSelectable( best, &m_selectable_screen ); } // { // SelectionIntersection best; // Circle_BestPoint( local2view, eClipCullCW, m_circle_sphere.m_vertices.data(), m_circle_sphere.m_vertices.size(), best ); // selector.addSelectable( best, &m_selectable_sphere ); // } } m_axis_screen = m_pivot.m_axis_screen; if ( !selector.failed() ) { ( *selector.begin() ).second->setSelected( true ); if( m_selectable_prev_ptr != ( *selector.begin() ).second ){ m_selectable_prev_ptr = ( *selector.begin() ).second; SceneChangeNotify(); } } else{ m_selectable_sphere.setSelected( true ); if( m_selectable_prev_ptr != &m_selectable_sphere ){ m_selectable_prev_ptr = &m_selectable_sphere; SceneChangeNotify(); } } } Manipulatable* GetManipulatable(){ if ( m_selectable_x.isSelected() ) { m_axis.SetAxis( g_vector3_axis_x ); return &m_axis; } else if ( m_selectable_y.isSelected() ) { m_axis.SetAxis( g_vector3_axis_y ); return &m_axis; } else if ( m_selectable_z.isSelected() ) { m_axis.SetAxis( g_vector3_axis_z ); return &m_axis; } else if ( m_selectable_screen.isSelected() ) { m_axis.SetAxis( m_axis_screen ); return &m_axis; } else{ return &m_free; } } void setSelected( bool select ){ m_selectable_x.setSelected( select ); m_selectable_y.setSelected( select ); m_selectable_z.setSelected( select ); m_selectable_screen.setSelected( select ); m_selectable_sphere.setSelected( select ); } bool isSelected() const { return m_selectable_x.isSelected() || m_selectable_y.isSelected() || m_selectable_z.isSelected() || m_selectable_screen.isSelected() || m_selectable_sphere.isSelected(); } }; Shader* RotateManipulator::m_state_outer; const float arrowhead_length = 16; const float arrowhead_radius = 4; inline void draw_arrowline( const float length, PointVertex* line, const std::size_t axis ){ ( *line++ ).vertex = vertex3f_identity; ( *line ).vertex = vertex3f_identity; vertex3f_to_array( ( *line ).vertex )[axis] = length - arrowhead_length; } template inline void draw_arrowhead( const std::size_t segments, const float length, FlatShadedVertex* vertices, VertexRemap, NormalRemap ){ std::size_t head_tris = ( segments << 3 ); const double head_segment = c_2pi / head_tris; for ( std::size_t i = 0; i < head_tris; ++i ) { { FlatShadedVertex& point = vertices[i * 6 + 0]; VertexRemap::x( point.vertex ) = length - arrowhead_length; VertexRemap::y( point.vertex ) = arrowhead_radius * static_cast( cos( i * head_segment ) ); VertexRemap::z( point.vertex ) = arrowhead_radius * static_cast( sin( i * head_segment ) ); NormalRemap::x( point.normal ) = arrowhead_radius / arrowhead_length; NormalRemap::y( point.normal ) = static_cast( cos( i * head_segment ) ); NormalRemap::z( point.normal ) = static_cast( sin( i * head_segment ) ); } { FlatShadedVertex& point = vertices[i * 6 + 1]; VertexRemap::x( point.vertex ) = length; VertexRemap::y( point.vertex ) = 0; VertexRemap::z( point.vertex ) = 0; NormalRemap::x( point.normal ) = arrowhead_radius / arrowhead_length; NormalRemap::y( point.normal ) = static_cast( cos( ( i + 0.5 ) * head_segment ) ); NormalRemap::z( point.normal ) = static_cast( sin( ( i + 0.5 ) * head_segment ) ); } { FlatShadedVertex& point = vertices[i * 6 + 2]; VertexRemap::x( point.vertex ) = length - arrowhead_length; VertexRemap::y( point.vertex ) = arrowhead_radius * static_cast( cos( ( i + 1 ) * head_segment ) ); VertexRemap::z( point.vertex ) = arrowhead_radius * static_cast( sin( ( i + 1 ) * head_segment ) ); NormalRemap::x( point.normal ) = arrowhead_radius / arrowhead_length; NormalRemap::y( point.normal ) = static_cast( cos( ( i + 1 ) * head_segment ) ); NormalRemap::z( point.normal ) = static_cast( sin( ( i + 1 ) * head_segment ) ); } { FlatShadedVertex& point = vertices[i * 6 + 3]; VertexRemap::x( point.vertex ) = length - arrowhead_length; VertexRemap::y( point.vertex ) = 0; VertexRemap::z( point.vertex ) = 0; NormalRemap::x( point.normal ) = -1; NormalRemap::y( point.normal ) = 0; NormalRemap::z( point.normal ) = 0; } { FlatShadedVertex& point = vertices[i * 6 + 4]; VertexRemap::x( point.vertex ) = length - arrowhead_length; VertexRemap::y( point.vertex ) = arrowhead_radius * static_cast( cos( i * head_segment ) ); VertexRemap::z( point.vertex ) = arrowhead_radius * static_cast( sin( i * head_segment ) ); NormalRemap::x( point.normal ) = -1; NormalRemap::y( point.normal ) = 0; NormalRemap::z( point.normal ) = 0; } { FlatShadedVertex& point = vertices[i * 6 + 5]; VertexRemap::x( point.vertex ) = length - arrowhead_length; VertexRemap::y( point.vertex ) = arrowhead_radius * static_cast( cos( ( i + 1 ) * head_segment ) ); VertexRemap::z( point.vertex ) = arrowhead_radius * static_cast( sin( ( i + 1 ) * head_segment ) ); NormalRemap::x( point.normal ) = -1; NormalRemap::y( point.normal ) = 0; NormalRemap::z( point.normal ) = 0; } } } template class TripleRemapXYZ { public: static float& x( Triple& triple ){ return triple.x(); } static float& y( Triple& triple ){ return triple.y(); } static float& z( Triple& triple ){ return triple.z(); } }; template class TripleRemapYZX { public: static float& x( Triple& triple ){ return triple.y(); } static float& y( Triple& triple ){ return triple.z(); } static float& z( Triple& triple ){ return triple.x(); } }; template class TripleRemapZXY { public: static float& x( Triple& triple ){ return triple.z(); } static float& y( Triple& triple ){ return triple.x(); } static float& z( Triple& triple ){ return triple.y(); } }; class ManipulatorSelectionChangeable { Selectable* m_selectable_prev_ptr; public: ManipulatorSelectionChangeable() : m_selectable_prev_ptr( 0 ){ } void selectionChange( SelectionPool& selector ){ if ( !selector.failed() ) { ( *selector.begin() ).second->setSelected( true ); if( m_selectable_prev_ptr != ( *selector.begin() ).second ){ m_selectable_prev_ptr = ( *selector.begin() ).second; SceneChangeNotify(); } } else if( m_selectable_prev_ptr ){ m_selectable_prev_ptr = 0; SceneChangeNotify(); } } }; class TranslateManipulator : public Manipulator, public ManipulatorSelectionChangeable { struct RenderableArrowLine : public OpenGLRenderable { PointVertex m_line[2]; RenderableArrowLine(){ } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_line[0].colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_line[0].vertex ); gl().glDrawArrays( GL_LINES, 0, 2 ); } void setColour( const Colour4b& colour ){ m_line[0].colour = colour; m_line[1].colour = colour; } }; struct RenderableArrowHead : public OpenGLRenderable { Array m_vertices; RenderableArrowHead( std::size_t size ) : m_vertices( size ){ } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( FlatShadedVertex ), &m_vertices.data()->colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( FlatShadedVertex ), &m_vertices.data()->vertex ); gl().glNormalPointer( GL_FLOAT, sizeof( FlatShadedVertex ), &m_vertices.data()->normal ); gl().glDrawArrays( GL_TRIANGLES, 0, GLsizei( m_vertices.size() ) ); } void setColour( const Colour4b& colour ){ for ( Array::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) { ( *i ).colour = colour; } } }; struct RenderableQuad : public OpenGLRenderable { PointVertex m_quad[4]; void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_quad[0].colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_quad[0].vertex ); gl().glDrawArrays( GL_LINE_LOOP, 0, 4 ); } void setColour( const Colour4b& colour ){ m_quad[0].colour = colour; m_quad[1].colour = colour; m_quad[2].colour = colour; m_quad[3].colour = colour; } }; TranslateFree m_free; TranslateAxis m_axis; RenderableArrowLine m_arrow_x; RenderableArrowLine m_arrow_y; RenderableArrowLine m_arrow_z; RenderableArrowHead m_arrow_head_x; RenderableArrowHead m_arrow_head_y; RenderableArrowHead m_arrow_head_z; RenderableQuad m_quad_screen; SelectableBool m_selectable_x; SelectableBool m_selectable_y; SelectableBool m_selectable_z; SelectableBool m_selectable_screen; Pivot2World m_pivot; public: static Shader* m_state_wire; static Shader* m_state_fill; TranslateManipulator( Translatable& translatable, std::size_t segments, float length ) : m_free( translatable ), m_axis( translatable ), m_arrow_head_x( 3 * 2 * ( segments << 3 ) ), m_arrow_head_y( 3 * 2 * ( segments << 3 ) ), m_arrow_head_z( 3 * 2 * ( segments << 3 ) ){ draw_arrowline( length, m_arrow_x.m_line, 0 ); draw_arrowhead( segments, length, m_arrow_head_x.m_vertices.data(), TripleRemapXYZ(), TripleRemapXYZ() ); draw_arrowline( length, m_arrow_y.m_line, 1 ); draw_arrowhead( segments, length, m_arrow_head_y.m_vertices.data(), TripleRemapYZX(), TripleRemapYZX() ); draw_arrowline( length, m_arrow_z.m_line, 2 ); draw_arrowhead( segments, length, m_arrow_head_z.m_vertices.data(), TripleRemapZXY(), TripleRemapZXY() ); draw_quad( 16, m_quad_screen.m_quad ); } void UpdateColours(){ m_arrow_x.setColour( colourSelected( g_colour_x, m_selectable_x.isSelected() ) ); m_arrow_head_x.setColour( colourSelected( g_colour_x, m_selectable_x.isSelected() ) ); m_arrow_y.setColour( colourSelected( g_colour_y, m_selectable_y.isSelected() ) ); m_arrow_head_y.setColour( colourSelected( g_colour_y, m_selectable_y.isSelected() ) ); m_arrow_z.setColour( colourSelected( g_colour_z, m_selectable_z.isSelected() ) ); m_arrow_head_z.setColour( colourSelected( g_colour_z, m_selectable_z.isSelected() ) ); m_quad_screen.setColour( colourSelected( g_colour_screen, m_selectable_screen.isSelected() ) ); } bool manipulator_show_axis( const Pivot2World& pivot, const Vector3& axis ){ return fabs( vector3_dot( pivot.m_axis_screen, axis ) ) < 0.95; } void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() ); // temp hack UpdateColours(); Vector3 x = vector3_normalised( m_pivot.m_worldSpace.x().vec3() ); bool show_x = manipulator_show_axis( m_pivot, x ); Vector3 y = vector3_normalised( m_pivot.m_worldSpace.y().vec3() ); bool show_y = manipulator_show_axis( m_pivot, y ); Vector3 z = vector3_normalised( m_pivot.m_worldSpace.z().vec3() ); bool show_z = manipulator_show_axis( m_pivot, z ); renderer.SetState( m_state_wire, Renderer::eWireframeOnly ); renderer.SetState( m_state_wire, Renderer::eFullMaterials ); if ( show_x ) { renderer.addRenderable( m_arrow_x, m_pivot.m_worldSpace ); } if ( show_y ) { renderer.addRenderable( m_arrow_y, m_pivot.m_worldSpace ); } if ( show_z ) { renderer.addRenderable( m_arrow_z, m_pivot.m_worldSpace ); } renderer.addRenderable( m_quad_screen, m_pivot.m_viewplaneSpace ); renderer.SetState( m_state_fill, Renderer::eWireframeOnly ); renderer.SetState( m_state_fill, Renderer::eFullMaterials ); if ( show_x ) { renderer.addRenderable( m_arrow_head_x, m_pivot.m_worldSpace ); } if ( show_y ) { renderer.addRenderable( m_arrow_head_y, m_pivot.m_worldSpace ); } if ( show_z ) { renderer.addRenderable( m_arrow_head_z, m_pivot.m_worldSpace ); } } void testSelect( const View& view, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, view.GetModelview(), view.GetProjection(), view.GetViewport() ); SelectionPool selector; Vector3 x = vector3_normalised( m_pivot.m_worldSpace.x().vec3() ); bool show_x = manipulator_show_axis( m_pivot, x ); Vector3 y = vector3_normalised( m_pivot.m_worldSpace.y().vec3() ); bool show_y = manipulator_show_axis( m_pivot, y ); Vector3 z = vector3_normalised( m_pivot.m_worldSpace.z().vec3() ); bool show_z = manipulator_show_axis( m_pivot, z ); { const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot.m_viewpointSpace ) ); { SelectionIntersection best; Quad_BestPoint( local2view, eClipCullCW, m_quad_screen.m_quad, best ); if ( best.valid() ) { best = SelectionIntersection( 0, 0 ); selector.addSelectable( best, &m_selectable_screen ); } } } { const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot.m_worldSpace ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif if ( show_x ) { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_x.m_line, best ); Triangles_BestPoint( local2view, eClipCullCW, m_arrow_head_x.m_vertices.begin(), m_arrow_head_x.m_vertices.end(), best ); selector.addSelectable( best, &m_selectable_x ); } if ( show_y ) { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_y.m_line, best ); Triangles_BestPoint( local2view, eClipCullCW, m_arrow_head_y.m_vertices.begin(), m_arrow_head_y.m_vertices.end(), best ); selector.addSelectable( best, &m_selectable_y ); } if ( show_z ) { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_z.m_line, best ); Triangles_BestPoint( local2view, eClipCullCW, m_arrow_head_z.m_vertices.begin(), m_arrow_head_z.m_vertices.end(), best ); selector.addSelectable( best, &m_selectable_z ); } } selectionChange( selector ); } Manipulatable* GetManipulatable(){ if ( m_selectable_x.isSelected() ) { m_axis.SetAxis( g_vector3_axis_x ); return &m_axis; } else if ( m_selectable_y.isSelected() ) { m_axis.SetAxis( g_vector3_axis_y ); return &m_axis; } else if ( m_selectable_z.isSelected() ) { m_axis.SetAxis( g_vector3_axis_z ); return &m_axis; } else { return &m_free; } } void setSelected( bool select ){ m_selectable_x.setSelected( select ); m_selectable_y.setSelected( select ); m_selectable_z.setSelected( select ); m_selectable_screen.setSelected( select ); } bool isSelected() const { return m_selectable_x.isSelected() | m_selectable_y.isSelected() | m_selectable_z.isSelected() | m_selectable_screen.isSelected(); } }; Shader* TranslateManipulator::m_state_wire; Shader* TranslateManipulator::m_state_fill; class ScaleManipulator : public Manipulator, public ManipulatorSelectionChangeable { struct RenderableArrow : public OpenGLRenderable { PointVertex m_line[2]; void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_line[0].colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_line[0].vertex ); gl().glDrawArrays( GL_LINES, 0, 2 ); } void setColour( const Colour4b& colour ){ m_line[0].colour = colour; m_line[1].colour = colour; } }; struct RenderableQuad : public OpenGLRenderable { PointVertex m_quad[4]; void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_quad[0].colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_quad[0].vertex ); gl().glDrawArrays( GL_QUADS, 0, 4 ); } void setColour( const Colour4b& colour ){ m_quad[0].colour = colour; m_quad[1].colour = colour; m_quad[2].colour = colour; m_quad[3].colour = colour; } }; ScaleFree m_free; ScaleAxis m_axis; RenderableArrow m_arrow_x; RenderableArrow m_arrow_y; RenderableArrow m_arrow_z; RenderableQuad m_quad_screen; SelectableBool m_selectable_x; SelectableBool m_selectable_y; SelectableBool m_selectable_z; SelectableBool m_selectable_screen; Pivot2World m_pivot; public: ScaleManipulator( Scalable& scalable, std::size_t segments, float length ) : m_free( scalable ), m_axis( scalable ){ draw_arrowline( length, m_arrow_x.m_line, 0 ); draw_arrowline( length, m_arrow_y.m_line, 1 ); draw_arrowline( length, m_arrow_z.m_line, 2 ); draw_quad( 16, m_quad_screen.m_quad ); } void UpdateColours(){ m_arrow_x.setColour( colourSelected( g_colour_x, m_selectable_x.isSelected() ) ); m_arrow_y.setColour( colourSelected( g_colour_y, m_selectable_y.isSelected() ) ); m_arrow_z.setColour( colourSelected( g_colour_z, m_selectable_z.isSelected() ) ); m_quad_screen.setColour( colourSelected( g_colour_screen, m_selectable_screen.isSelected() ) ); } void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() ); // temp hack UpdateColours(); renderer.addRenderable( m_arrow_x, m_pivot.m_worldSpace ); renderer.addRenderable( m_arrow_y, m_pivot.m_worldSpace ); renderer.addRenderable( m_arrow_z, m_pivot.m_worldSpace ); renderer.addRenderable( m_quad_screen, m_pivot.m_viewpointSpace ); } void testSelect( const View& view, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, view.GetModelview(), view.GetProjection(), view.GetViewport() ); SelectionPool selector; { const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot.m_worldSpace ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_x.m_line, best ); selector.addSelectable( best, &m_selectable_x ); } { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_y.m_line, best ); selector.addSelectable( best, &m_selectable_y ); } { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_z.m_line, best ); selector.addSelectable( best, &m_selectable_z ); } } { const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot.m_viewpointSpace ) ); { SelectionIntersection best; Quad_BestPoint( local2view, eClipCullCW, m_quad_screen.m_quad, best ); selector.addSelectable( best, &m_selectable_screen ); } } selectionChange( selector ); } Manipulatable* GetManipulatable(){ if ( m_selectable_x.isSelected() ) { m_axis.SetAxis( g_vector3_axis_x ); return &m_axis; } else if ( m_selectable_y.isSelected() ) { m_axis.SetAxis( g_vector3_axis_y ); return &m_axis; } else if ( m_selectable_z.isSelected() ) { m_axis.SetAxis( g_vector3_axis_z ); return &m_axis; } else{ m_free.SetAxes( g_vector3_identity, g_vector3_identity ); return &m_free; } } void setSelected( bool select ){ m_selectable_x.setSelected( select ); m_selectable_y.setSelected( select ); m_selectable_z.setSelected( select ); m_selectable_screen.setSelected( select ); } bool isSelected() const { return m_selectable_x.isSelected() | m_selectable_y.isSelected() | m_selectable_z.isSelected() | m_selectable_screen.isSelected(); } }; class SkewManipulator : public Manipulator { struct RenderableLine : public OpenGLRenderable { PointVertex m_line[2]; RenderableLine() { } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_line[0].colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_line[0].vertex ); gl().glDrawArrays( GL_LINES, 0, 2 ); } void setColour( const Colour4b& colour ) { m_line[0].colour = colour; m_line[1].colour = colour; } }; struct RenderableArrowHead : public OpenGLRenderable { Array m_vertices; RenderableArrowHead( std::size_t size ) : m_vertices( size ) { } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( FlatShadedVertex ), &m_vertices.data()->colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( FlatShadedVertex ), &m_vertices.data()->vertex ); gl().glNormalPointer( GL_FLOAT, sizeof( FlatShadedVertex ), &m_vertices.data()->normal ); gl().glDrawArrays( GL_TRIANGLES, 0, GLsizei( m_vertices.size() ) ); } void setColour( const Colour4b & colour ) { for( Array::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) { ( *i ).colour = colour; } } }; struct RenderablePoint : public OpenGLRenderable { PointVertex m_point; RenderablePoint(): m_point( vertex3f_identity ) { } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_point.colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_point.vertex ); gl().glDrawArrays( GL_POINTS, 0, 1 ); } void setColour( const Colour4b & colour ) { m_point.colour = colour; } }; SkewAxis m_skew; TranslateFreeXY_Z m_translateFreeXY_Z; ScaleAxis m_scaleAxis; ScaleFree m_scaleFree; RotateAxis m_rotateAxis; AABB m_bounds_draw; const AABB& m_bounds; Matrix4& m_pivot2world; const bool& m_pivotIsCustom; /* RenderableLine m_lineXy_; RenderableLine m_lineXy; RenderableLine m_lineXz_; RenderableLine m_lineXz; RenderableLine m_lineYz_; RenderableLine m_lineYz; RenderableLine m_lineYx_; RenderableLine m_lineYx; RenderableLine m_lineZx_; RenderableLine m_lineZx; RenderableLine m_lineZy_; RenderableLine m_lineZy; */ RenderableLine m_lines[3][2][2]; SelectableBool m_selectables[3][2][2]; //[X][YZ][-+] SelectableBool m_selectable_translateFree; 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_ptr2; Pivot2World m_pivot; Matrix4 m_worldSpace; RenderableArrowHead m_arrow; Matrix4 m_arrow_modelview; Matrix4 m_arrow_modelview2; RenderablePoint m_point; public: static Shader* m_state_wire; static Shader* m_state_fill; 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_translateFreeXY_Z( translatable ), m_scaleAxis( scalable ), m_scaleFree( scalable ), m_rotateAxis( rotatable ), m_bounds( bounds ), m_pivot2world( pivot2world ), m_pivotIsCustom( pivotIsCustom ), m_selectable_prev_ptr( 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; const int y = ( i + j + 1 )%3; Vertex3f& xy_ = m_lines[i][j][0].m_line[0].vertex; Vertex3f& x_y_ = m_lines[i][j][0].m_line[1].vertex; Vertex3f& xy = m_lines[i][j][1].m_line[0].vertex; Vertex3f& x_y = m_lines[i][j][1].m_line[1].vertex; xy = x_y = xy_ = x_y_ = vertex3f_identity; xy[x] = xy_[x] = 1; x_y[x] = x_y_[x] = -1; xy[y] = x_y[y] = 1; xy_[y] = x_y_[y] = -1; } } draw_arrowhead( segments, 0, m_arrow.m_vertices.data(), TripleRemapXYZ(), TripleRemapXYZ() ); m_arrow.setColour( g_colour_selected ); m_point.setColour( g_colour_selected ); } void UpdateColours() { for ( int i = 0; i < 3; ++i ) for ( int j = 0; j < 2; ++j ) for ( int k = 0; k < 2; ++k ) m_lines[i][j][k].setColour( colourSelected( g_colour_screen, m_selectables[i][j][k].isSelected() ) ); for ( int i = 0; i < 3; ++i ) for ( int j = 0; j < 2; ++j ) 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 ); } } 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( 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"; 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 ) ); //screen scale for ( int i = 0; i < 3; ++i ){ if( m_bounds_draw.extents[i] < 16 ) m_bounds_draw.extents[i] = 18; else m_bounds_draw.extents[i] += 2.0f; } m_bounds_draw = aabb_for_oriented_aabb( m_bounds_draw, m_pivot.m_worldSpace ); //world scale 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 ); // globalOutputStream() << m_worldSpace << "\n"; // globalOutputStream() << pivot2world << "\n"; } void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ) { updateModelview( volume, pivot2world ); // temp hack UpdateColours(); renderer.SetState( m_state_wire, Renderer::eWireframeOnly ); renderer.SetState( m_state_wire, Renderer::eFullMaterials ); for ( int i = 0; i < 3; ++i ) for ( int j = 0; j < 2; ++j ){ #if 0 const Vector3 dir = ( m_lines[i][j][0].m_line[0].vertex - m_lines[i][j][1].m_line[0].vertex ) / 2; const float dot = vector3_dot( dir, m_pivot.m_axis_screen ); if( dot > 0.9999f ) renderer.addRenderable( m_lines[i][j][0], m_worldSpace ); else if( dot < -0.9999f ) renderer.addRenderable( m_lines[i][j][1], m_worldSpace ); else{ renderer.addRenderable( m_lines[i][j][0], m_worldSpace ); renderer.addRenderable( m_lines[i][j][1], m_worldSpace ); } #else if( m_selectables[i][j][0].isSelected() ){ /* add selected last to get highlighted one rendered on top in 2d */ renderer.addRenderable( m_lines[i][j][1], m_worldSpace ); renderer.addRenderable( m_lines[i][j][0], m_worldSpace ); } else{ renderer.addRenderable( m_lines[i][j][0], m_worldSpace ); renderer.addRenderable( m_lines[i][j][1], m_worldSpace ); } #endif } 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; } 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 ) { updateModelview( view, pivot2world ); SelectionPool selector; const 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 ) - g_SELECT_EPSILON / 2.0 - 1.0 ); /* use smaller radius to constrain to one rotation direction in 2D */ //globalOutputStream() << "radius " << ( vector3_length( point ) - g_SELECT_EPSILON / 2.0 - 1.0 ) << "\n"; } else{ m_rotateAxis.SetRadius( g_radius ); //globalOutputStream() << "g_radius\n"; } } } else{ /* 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 ){ SelectionIntersection best; Line_BestPoint( local2view, m_lines[i][j][k].m_line, best ); selector.addSelectable( best, &m_selectables[i][j][k] ); } if( !selector.failed() ) { ( *selector.begin() ).second->setSelected( true ); m_skew.set0( vector4_projected( matrix4_transformed_vector4( matrix4_full_inverse( view.GetViewMatrix() ), Vector4( 0, 0, selector.begin()->first.depth(), 1 ) ) ) ); if( !m_pivotIsCustom ) 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() ){ const int axis_by = ( i + j + 1 ) % 3; Vector3 origin = m_bounds.origin; origin[axis_by] += k? -m_bounds.extents[axis_by] : m_bounds.extents[axis_by]; m_pivot2world = matrix4_translation_for_vec3( origin ); } } 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 ); if( !selector.failed() ) m_translateFreeXY_Z.set0( vector4_projected( matrix4_transformed_vector4( matrix4_full_inverse( view.GetViewMatrix() ), Vector4( 0, 0, selector.begin()->first.depth(), 1 ) ) ) ); } } /* try bbox planes to scale*/ if( selector.failed() ){ const Matrix4 screen2world( matrix4_full_inverse( view.GetViewMatrix() ) ); Vector3 corners[8]; aabb_corners( m_bounds_draw, corners ); const int indices[24] = { 3, 7, 4, 0, //-x 2, 1, 5, 6, //+x 3, 2, 6, 7, //-y 1, 0, 4, 5, //+y 7, 6, 5, 4, //-z 0, 1, 2, 3, //+z }; Selectable* selectable = 0; Selectable* selectable2 = 0; double bestDot = 1; const Vector3 viewdir( view.getViewDir() ); for ( int i = 0; i < 3; ++i ){ for ( int j = 0; j < 2; ++j ){ const Vector3 normal = j? g_vector3_axes[i] : -g_vector3_axes[i]; const Vector3 centroid = m_bounds.origin + m_bounds.extents * normal; const Vector3 projected = vector4_projected( matrix4_transformed_vector4( view.GetViewMatrix(), Vector4( centroid, 1 ) ) ); const Vector3 closest_point = vector4_projected( matrix4_transformed_vector4( screen2world, Vector4( 0, 0, projected[2], 1 ) ) ); const int index = i * 8 + j * 4; if( vector3_dot( normal, closest_point - corners[indices[index]] ) > 0 && vector3_dot( normal, closest_point - corners[indices[index + 1]] ) > 0 && vector3_dot( normal, closest_point - corners[indices[index + 2]] ) > 0 && vector3_dot( normal, closest_point - corners[indices[index + 3]] ) > 0 ) { const double dot = fabs( vector3_dot( normal, viewdir ) ); const double diff = bestDot - dot; if( diff > 0.03 ){ bestDot = dot; selectable = &m_selectables_scale[i][j]; selectable2 = 0; } else if( fabs( diff ) <= 0.03 ){ selectable2 = &m_selectables_scale[i][j]; } } } } // if( view.GetViewMatrix().xw() != 0 || view.GetViewMatrix().yw() != 0 ) if( view.fill() ) // select only plane in camera selectable2 = 0; if( selectable ){ Vector3 origin = m_bounds.origin; for ( int i = 0; i < 3; ++i ) for ( int j = 0; j < 2; ++j ) if( &m_selectables_scale[i][j] == selectable || &m_selectables_scale[i][j] == selectable2 ){ m_selectables_scale[i][j].setSelected( true ); origin[i] += j? -m_bounds.extents[i] : m_bounds.extents[i]; } if( !m_pivotIsCustom ) m_pivot2world = matrix4_translation_for_vec3( origin ); if( m_selectable_prev_ptr != selectable || m_selectable_prev_ptr2 != selectable2 ){ m_selectable_prev_ptr = selectable; m_selectable_prev_ptr2 = selectable2; SceneChangeNotify(); } return; } } if( !selector.failed() ) { ( *selector.begin() ).second->setSelected( true ); if( m_selectable_prev_ptr != ( *selector.begin() ).second ) { m_selectable_prev_ptr = ( *selector.begin() ).second; m_selectable_prev_ptr2 = 0; SceneChangeNotify(); } } else if( m_selectable_prev_ptr ) { m_selectable_prev_ptr = 0; m_selectable_prev_ptr2 = 0; SceneChangeNotify(); } } Manipulatable* GetManipulatable() { 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() ){ m_skew.SetAxes( i, ( i + j + 1 ) % 3, k? 1 : -1 ); 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* axis = axes; for ( int i = 0; i < 3; ++i ) for ( int j = 0; j < 2; ++j ) if( m_selectables_scale[i][j].isSelected() ) (*axis++)[i] = j? 1 : -1; if( m_selectable_prev_ptr2 ){ m_scaleFree.SetAxes( axes[0], axes[1] ); return &m_scaleFree; } else if( axis != axes ){ m_scaleAxis.SetAxis( axes[0] ); return &m_scaleAxis; } } return &m_translateFreeXY_Z; } void setSelected( bool select ) { m_selectable_translateFree.setSelected( select ); for ( int i = 0; i < 3; ++i ) for ( int j = 0; j < 2; ++j ) for ( int k = 0; k < 2; ++k ){ m_selectables[i][j][k].setSelected( select ); m_selectables_rotate[i][j][k].setSelected( select ); } for ( int i = 0; i < 3; ++i ) for ( int j = 0; j < 2; ++j ) m_selectables_scale[i][j].setSelected( select ); } bool isSelected() const { bool selected = false; for ( int i = 0; i < 3; ++i ) for ( int j = 0; j < 2; ++j ) for ( int k = 0; k < 2; ++k ){ selected |= m_selectables[i][j][k].isSelected(); selected |= m_selectables_rotate[i][j][k].isSelected(); } for ( int i = 0; i < 3; ++i ) for ( int j = 0; j < 2; ++j ) selected |= m_selectables_scale[i][j].isSelected(); return selected | m_selectable_translateFree.isSelected(); } }; Shader* SkewManipulator::m_state_wire; Shader* SkewManipulator::m_state_fill; Shader* SkewManipulator::m_state_point; inline PlaneSelectable* Instance_getPlaneSelectable( scene::Instance& instance ){ return InstanceTypeCast::cast( instance ); } class PlaneSelectableSelectPlanes : public scene::Graph::Walker { Selector& m_selector; SelectionTest& m_test; PlaneCallback m_selectedPlaneCallback; public: PlaneSelectableSelectPlanes( Selector& selector, SelectionTest& test, const PlaneCallback& selectedPlaneCallback ) : m_selector( selector ), m_test( test ), m_selectedPlaneCallback( selectedPlaneCallback ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { if ( path.top().get().visible() && Instance_isSelected( instance ) ) { PlaneSelectable* planeSelectable = Instance_getPlaneSelectable( instance ); if ( planeSelectable != 0 ) { planeSelectable->selectPlanes( m_selector, m_test, m_selectedPlaneCallback ); } } return true; } }; class PlaneSelectableSelectReversedPlanes : public scene::Graph::Walker { Selector& m_selector; const SelectedPlanes& m_selectedPlanes; public: PlaneSelectableSelectReversedPlanes( Selector& selector, const SelectedPlanes& selectedPlanes ) : m_selector( selector ), m_selectedPlanes( selectedPlanes ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { if ( path.top().get().visible() && Instance_isSelected( instance ) ) { PlaneSelectable* planeSelectable = Instance_getPlaneSelectable( instance ); if ( planeSelectable != 0 ) { planeSelectable->selectReversedPlanes( m_selector, m_selectedPlanes ); } } return true; } }; void Scene_forEachPlaneSelectable_selectPlanes( scene::Graph& graph, Selector& selector, SelectionTest& test, const PlaneCallback& selectedPlaneCallback ){ graph.traverse( PlaneSelectableSelectPlanes( selector, test, selectedPlaneCallback ) ); } void Scene_forEachPlaneSelectable_selectReversedPlanes( scene::Graph& graph, Selector& selector, const SelectedPlanes& selectedPlanes ){ graph.traverse( PlaneSelectableSelectReversedPlanes( selector, selectedPlanes ) ); } class PlaneLess { public: bool operator()( const Plane3& plane, const Plane3& other ) const { if ( plane.a < other.a ) { return true; } if ( other.a < plane.a ) { return false; } if ( plane.b < other.b ) { return true; } if ( other.b < plane.b ) { return false; } if ( plane.c < other.c ) { return true; } if ( other.c < plane.c ) { return false; } if ( plane.d < other.d ) { return true; } if ( other.d < plane.d ) { return false; } return false; } }; typedef std::set PlaneSet; inline void PlaneSet_insert( PlaneSet& self, const Plane3& plane ){ self.insert( plane ); } inline bool PlaneSet_contains( const PlaneSet& self, const Plane3& plane ){ return self.find( plane ) != self.end(); } class SelectedPlaneSet : public SelectedPlanes { PlaneSet m_selectedPlanes; public: bool empty() const { return m_selectedPlanes.empty(); } void insert( const Plane3& plane ){ PlaneSet_insert( m_selectedPlanes, plane ); } bool contains( const Plane3& plane ) const { return PlaneSet_contains( m_selectedPlanes, plane ); } typedef MemberCaller1 InsertCaller; }; bool Scene_forEachPlaneSelectable_selectPlanes( scene::Graph& graph, Selector& selector, SelectionTest& test ){ SelectedPlaneSet selectedPlanes; Scene_forEachPlaneSelectable_selectPlanes( graph, selector, test, SelectedPlaneSet::InsertCaller( selectedPlanes ) ); Scene_forEachPlaneSelectable_selectReversedPlanes( graph, selector, selectedPlanes ); return !selectedPlanes.empty(); } template class PlaneselectableVisibleSelectedVisitor : public SelectionSystem::Visitor { const Functor& m_functor; public: PlaneselectableVisibleSelectedVisitor( const Functor& functor ) : m_functor( functor ){ } void visit( scene::Instance& instance ) const { PlaneSelectable* planeSelectable = Instance_getPlaneSelectable( instance ); if ( planeSelectable != 0 && instance.path().top().get().visible() ) { m_functor( *planeSelectable ); } } }; template inline const Functor& Scene_forEachVisibleSelectedPlaneselectable( const Functor& functor ){ GlobalSelectionSystem().foreachSelected( PlaneselectableVisibleSelectedVisitor( functor ) ); return functor; } void Scene_forEachPlaneSelectable_bestPlane( SelectionTest& test, Plane3& plane, Vector3& intersectionPoint ){ SelectionIntersection intersection; auto bestPlaneDirect = [&test, &plane, &intersection]( PlaneSelectable& planeSelectable ){ planeSelectable.bestPlaneDirect( test, plane, intersection ); }; Scene_forEachVisibleSelectedPlaneselectable( bestPlaneDirect ); if( !plane3_valid( plane ) ){ float dist( FLT_MAX ); auto bestPlaneIndirect = [&test, &plane, &intersectionPoint, &dist]( PlaneSelectable& planeSelectable ){ planeSelectable.bestPlaneIndirect( test, plane, intersectionPoint, dist ); }; Scene_forEachVisibleSelectedPlaneselectable( bestPlaneIndirect ); } } bool Scene_forEachPlaneSelectable_selectPlanes2( SelectionTest& test, TranslateAxis2& translateAxis ){ Plane3 plane( 0, 0, 0, 0 ); Vector3 intersectionPoint( FLT_MAX, FLT_MAX, FLT_MAX ); Scene_forEachPlaneSelectable_bestPlane( test, plane, intersectionPoint ); if( plane3_valid( plane ) ){ if( intersectionPoint == Vector3( FLT_MAX, FLT_MAX, FLT_MAX ) ){ // direct translateAxis.set0( point_on_plane( plane, test.getVolume().GetViewMatrix(), 0, 0 ), plane ); } else{ // indirect test.BeginMesh( g_matrix4_identity ); /* may introduce some screen space offset in manipulatable to handle far-from-edge clicks perfectly; thought clicking not so far isn't too nasty, right? */ translateAxis.set0( vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( intersectionPoint, 1 ) ) ), plane ); } auto selectByPlane = [plane]( PlaneSelectable& planeSelectable ){ planeSelectable.selectByPlane( plane ); }; Scene_forEachVisibleSelectedPlaneselectable( selectByPlane ); } return plane3_valid( plane ); } void Scene_forEachSelectedBrush_bestPlane( SelectionTest& test, Plane3& plane, Vector3& intersectionPoint ){ SelectionIntersection intersection; auto bestPlaneDirect = [&test, &plane, &intersection]( BrushInstance& brushInstance ){ brushInstance.bestPlaneDirect( test, plane, intersection ); }; Scene_forEachVisibleSelectedBrush( bestPlaneDirect ); if( !plane3_valid( plane ) ){ float dist( FLT_MAX ); auto bestPlaneIndirect = [&test, &plane, &intersectionPoint, &dist]( BrushInstance& brushInstance ){ brushInstance.bestPlaneIndirect( test, plane, intersectionPoint, dist ); }; Scene_forEachVisibleSelectedBrush( bestPlaneIndirect ); } } void Scene_forEachBrush_bestPlane( SelectionTest& test, Plane3& plane, Vector3& intersectionPoint ){ if( g_SelectedFaceInstances.empty() ){ Scene_forEachSelectedBrush_bestPlane( test, plane, intersectionPoint ); } else{ SelectionIntersection intersection; auto bestPlaneDirect = [&test, &plane, &intersection]( BrushInstance& brushInstance ){ if( brushInstance.isSelected() || brushInstance.isSelectedComponents() ) brushInstance.bestPlaneDirect( test, plane, intersection ); }; Scene_forEachVisibleBrush( GlobalSceneGraph(), bestPlaneDirect ); if( !plane3_valid( plane ) ){ float dist( FLT_MAX ); auto bestPlaneIndirect = [&test, &plane, &intersectionPoint, &dist]( BrushInstance& brushInstance ){ if( brushInstance.isSelected() || brushInstance.isSelectedComponents() ) brushInstance.bestPlaneIndirect( test, plane, intersectionPoint, dist ); }; Scene_forEachVisibleBrush( GlobalSceneGraph(), bestPlaneIndirect ); } } } bool Scene_forEachBrush_setupExtrude( SelectionTest& test, DragExtrudeFaces& extrudeFaces ){ Plane3 plane( 0, 0, 0, 0 ); Vector3 intersectionPoint( FLT_MAX, FLT_MAX, FLT_MAX ); Scene_forEachBrush_bestPlane( test, plane, intersectionPoint ); if( plane3_valid( plane ) ){ if( intersectionPoint == Vector3( FLT_MAX, FLT_MAX, FLT_MAX ) ){ // direct extrudeFaces.set0( point_on_plane( plane, test.getVolume().GetViewMatrix(), 0, 0 ), plane ); } else{ // indirect test.BeginMesh( g_matrix4_identity ); /* may introduce some screen space offset in manipulatable to handle far-from-edge clicks perfectly; thought clicking not so far isn't too nasty, right? */ extrudeFaces.set0( vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( intersectionPoint, 1 ) ) ), plane ); } extrudeFaces.m_extrudeSources.clear(); auto gatherExtrude = [plane, &extrudeFaces]( BrushInstance& brushInstance ){ if( brushInstance.isSelected() || brushInstance.isSelectedComponents() ){ bool m_pushed = false; auto gatherFaceInstances = [plane, &extrudeFaces, &brushInstance, &m_pushed]( FaceInstance& face ){ if( face.isSelected() || plane3_equal( plane, face.getFace().plane3() ) ){ if( !m_pushed ){ extrudeFaces.m_extrudeSources.emplace_back(); extrudeFaces.m_extrudeSources.back().m_brushInstance = &brushInstance; m_pushed = true; } extrudeFaces.m_extrudeSources.back().m_faces.emplace_back(); extrudeFaces.m_extrudeSources.back().m_faces.back().m_face = &face.getFace(); planepts_assign( extrudeFaces.m_extrudeSources.back().m_faces.back().m_planepoints, face.getFace().getPlane().getPlanePoints() ); } }; Brush_ForEachFaceInstance( brushInstance, gatherFaceInstances ); brushInstance.setSelectedComponents( false, SelectionSystem::eFace ); brushInstance.setSelected( false ); } }; Scene_forEachVisibleBrush( GlobalSceneGraph(), gatherExtrude ); } return plane3_valid( plane ); } void Scene_Translate_Component_Selected( scene::Graph& graph, const Vector3& translation ); void Scene_Translate_Selected( scene::Graph& graph, const Vector3& translation ); void Scene_TestSelect_Primitive( Selector& selector, SelectionTest& test, const VolumeTest& volume ); void Scene_TestSelect_Component( Selector& selector, SelectionTest& test, const VolumeTest& volume, SelectionSystem::EComponentMode componentMode ); void Scene_TestSelect_Component_Selected( Selector& selector, SelectionTest& test, const VolumeTest& volume, SelectionSystem::EComponentMode componentMode ); void Scene_SelectAll_Component( bool select, SelectionSystem::EComponentMode componentMode ); class ResizeTranslatable : public Translatable { void translate( const Vector3& translation ){ Scene_Translate_Component_Selected( GlobalSceneGraph(), translation ); } }; class SelectionVolume : public SelectionTest { Matrix4 m_local2view; const View& m_view; clipcull_t m_cull; #if 0 Vector3 m_near; Vector3 m_far; #endif Matrix4 m_screen2world; public: SelectionVolume( const View& view ) : m_view( view ){ } const VolumeTest& getVolume() const { return m_view; } #if 0 const Vector3& getNear() const { return m_near; } const Vector3& getFar() const { return m_far; } #endif const Matrix4& getScreen2world() const { return m_screen2world; } void BeginMesh( const Matrix4& localToWorld, bool twoSided ){ m_local2view = matrix4_multiplied_by_matrix4( m_view.GetViewMatrix(), localToWorld ); // Cull back-facing polygons based on winding being clockwise or counter-clockwise. // Don't cull if the view is wireframe and the polygons are two-sided. m_cull = twoSided && !m_view.fill() ? eClipCullNone : ( matrix4_handedness( localToWorld ) == MATRIX4_RIGHTHANDED ) ? eClipCullCW : eClipCullCCW; { m_screen2world = matrix4_full_inverse( m_local2view ); #if 0 m_near = vector4_projected( matrix4_transformed_vector4( m_screen2world, Vector4( 0, 0, -1, 1 ) ) ); m_far = vector4_projected( matrix4_transformed_vector4( m_screen2world, Vector4( 0, 0, 1, 1 ) ) ); #endif } #if defined( DEBUG_SELECTION ) g_render_clipped.construct( m_view.GetViewMatrix() ); #endif } void TestPoint( const Vector3& point, SelectionIntersection& best ){ Vector4 clipped; if ( matrix4_clip_point( m_local2view, point, clipped ) == c_CLIP_PASS ) { best = select_point_from_clipped( clipped ); } } void TestPolygon( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best, const DoubleVector3 planepoints[3] ){ DoubleVector3 pts[3]; pts[0] = vector4_projected( matrix4_transformed_vector4( m_local2view, BasicVector4( planepoints[0], 1 ) ) ); pts[1] = vector4_projected( matrix4_transformed_vector4( m_local2view, BasicVector4( planepoints[1], 1 ) ) ); pts[2] = vector4_projected( matrix4_transformed_vector4( m_local2view, BasicVector4( planepoints[2], 1 ) ) ); const Plane3 planeTransformed( plane3_for_points( pts ) ); Vector4 clipped[9]; for ( std::size_t i = 0; i + 2 < count; ++i ) { BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[0] ), reinterpret_cast( vertices[i + 1] ), reinterpret_cast( vertices[i + 2] ), clipped ), clipped, best, m_cull, &planeTransformed ); } } void TestLineLoop( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ){ if ( count == 0 ) { return; } Vector4 clipped[9]; for ( VertexPointer::iterator i = vertices.begin(), end = i + count, prev = i + ( count - 1 ); i != end; prev = i, ++i ) { BestPoint( matrix4_clip_line( m_local2view, reinterpret_cast( ( *prev ) ), reinterpret_cast( ( *i ) ), clipped ), clipped, best, m_cull ); } } void TestLineStrip( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ){ if ( count == 0 ) { return; } Vector4 clipped[9]; for ( VertexPointer::iterator i = vertices.begin(), end = i + count, next = i + 1; next != end; i = next, ++next ) { BestPoint( matrix4_clip_line( m_local2view, reinterpret_cast( ( *i ) ), reinterpret_cast( ( *next ) ), clipped ), clipped, best, m_cull ); } } void TestLines( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ){ if ( count == 0 ) { return; } Vector4 clipped[9]; for ( VertexPointer::iterator i = vertices.begin(), end = i + count; i != end; i += 2 ) { BestPoint( matrix4_clip_line( m_local2view, reinterpret_cast( ( *i ) ), reinterpret_cast( ( *( i + 1 ) ) ), clipped ), clipped, best, m_cull ); } } void TestTriangles( const VertexPointer& vertices, const IndexPointer& indices, SelectionIntersection& best ){ Vector4 clipped[9]; for ( IndexPointer::iterator i( indices.begin() ); i != indices.end(); i += 3 ) { BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[*i] ), reinterpret_cast( vertices[*( i + 1 )] ), reinterpret_cast( vertices[*( i + 2 )] ), clipped ), clipped, best, m_cull ); } } void TestQuads( const VertexPointer& vertices, const IndexPointer& indices, SelectionIntersection& best ){ Vector4 clipped[9]; for ( IndexPointer::iterator i( indices.begin() ); i != indices.end(); i += 4 ) { BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[*i] ), reinterpret_cast( vertices[*( i + 1 )] ), reinterpret_cast( vertices[*( i + 3 )] ), clipped ), clipped, best, m_cull ); BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[*( i + 1 )] ), reinterpret_cast( vertices[*( i + 2 )] ), reinterpret_cast( vertices[*( i + 3 )] ), clipped ), clipped, best, m_cull ); } } void TestQuadStrip( const VertexPointer& vertices, const IndexPointer& indices, SelectionIntersection& best ){ Vector4 clipped[9]; for ( IndexPointer::iterator i( indices.begin() ); i + 2 != indices.end(); i += 2 ) { BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[*i] ), reinterpret_cast( vertices[*( i + 1 )] ), reinterpret_cast( vertices[*( i + 2 )] ), clipped ), clipped, best, m_cull ); BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[*( i + 2 )] ), reinterpret_cast( vertices[*( i + 1 )] ), reinterpret_cast( vertices[*( i + 3 )] ), clipped ), clipped, best, m_cull ); } } }; class SelectionCounter { public: typedef const Selectable& first_argument_type; SelectionCounter( const SelectionChangeCallback& onchanged ) : m_count( 0 ), m_onchanged( onchanged ){ } void operator()( const Selectable& selectable ){ if ( selectable.isSelected() ) { ++m_count; } else { ASSERT_MESSAGE( m_count != 0, "selection counter underflow" ); --m_count; } m_onchanged( selectable ); } bool empty() const { return m_count == 0; } std::size_t size() const { return m_count; } private: std::size_t m_count; SelectionChangeCallback m_onchanged; }; class SelectedStuffCounter { public: std::size_t m_brushcount; std::size_t m_patchcount; std::size_t m_entitycount; SelectedStuffCounter() : m_brushcount( 0 ), m_patchcount( 0 ), m_entitycount( 0 ){ } void increment( scene::Node& node ) { if( Node_isBrush( node ) ) ++m_brushcount; else if( Node_isPatch( node ) ) ++m_patchcount; else if( Node_isEntity( node ) ) ++m_entitycount; } void decrement( scene::Node& node ) { if( Node_isBrush( node ) ) --m_brushcount; else if( Node_isPatch( node ) ) --m_patchcount; else if( Node_isEntity( node ) ) --m_entitycount; } void get( std::size_t& brushes, std::size_t& patches, std::size_t& entities ) const { brushes = m_brushcount; patches = m_patchcount; entities = m_entitycount; } }; inline void ConstructSelectionTest( View& view, const rect_t selection_box ){ view.EnableScissor( selection_box.min[0], selection_box.max[0], selection_box.min[1], selection_box.max[1] ); } inline const rect_t SelectionBoxForPoint( const float device_point[2], const float device_epsilon[2] ){ rect_t selection_box; selection_box.min[0] = device_point[0] - device_epsilon[0]; selection_box.min[1] = device_point[1] - device_epsilon[1]; selection_box.max[0] = device_point[0] + device_epsilon[0]; selection_box.max[1] = device_point[1] + device_epsilon[1]; return selection_box; } inline const rect_t SelectionBoxForArea( const float device_point[2], const float device_delta[2] ){ rect_t selection_box; selection_box.min[0] = ( device_delta[0] < 0 ) ? ( device_point[0] + device_delta[0] ) : ( device_point[0] ); selection_box.min[1] = ( device_delta[1] < 0 ) ? ( device_point[1] + device_delta[1] ) : ( device_point[1] ); selection_box.max[0] = ( device_delta[0] > 0 ) ? ( device_point[0] + device_delta[0] ) : ( device_point[0] ); selection_box.max[1] = ( device_delta[1] > 0 ) ? ( device_point[1] + device_delta[1] ) : ( device_point[1] ); selection_box.modifier = device_delta[0] * device_delta[1] < 0? rect_t::eToggle : device_delta[0] < 0 ? rect_t::eDeselect : rect_t::eSelect; return selection_box; } #if 0 Quaternion construct_local_rotation( const Quaternion& world, const Quaternion& localToWorld ){ return quaternion_normalised( quaternion_multiplied_by_quaternion( quaternion_normalised( quaternion_multiplied_by_quaternion( quaternion_inverse( localToWorld ), world ) ), localToWorld ) ); } #endif inline void matrix4_assign_rotation( Matrix4& matrix, const Matrix4& other ){ matrix[0] = other[0]; matrix[1] = other[1]; matrix[2] = other[2]; matrix[4] = other[4]; matrix[5] = other[5]; matrix[6] = other[6]; matrix[8] = other[8]; matrix[9] = other[9]; matrix[10] = other[10]; } #define SELECTIONSYSTEM_AXIAL_PIVOTS void matrix4_assign_rotation_for_pivot( Matrix4& matrix, scene::Instance& instance ){ #ifndef SELECTIONSYSTEM_AXIAL_PIVOTS Editable* editable = Node_getEditable( instance.path().top() ); if ( editable != 0 ) { matrix4_assign_rotation( matrix, matrix4_multiplied_by_matrix4( instance.localToWorld(), editable->getLocalPivot() ) ); } else { matrix4_assign_rotation( matrix, instance.localToWorld() ); } #endif } class TranslateSelected : public SelectionSystem::Visitor { const Vector3& m_translate; public: TranslateSelected( const Vector3& translate ) : m_translate( translate ){ } void visit( scene::Instance& instance ) const { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->setType( TRANSFORM_PRIMITIVE ); transform->setTranslation( m_translate ); } } }; void Scene_Translate_Selected( scene::Graph& graph, const Vector3& translation ){ if ( GlobalSelectionSystem().countSelected() != 0 ) { GlobalSelectionSystem().foreachSelected( TranslateSelected( translation ) ); } } Vector3 get_local_pivot( const Vector3& world_pivot, const Matrix4& localToWorld ){ return matrix4_transformed_point( matrix4_full_inverse( localToWorld ), world_pivot ); } void translation_for_pivoted_matrix_transform( Vector3& parent_translation, const Matrix4& local_transform, const Vector3& world_pivot, const Matrix4& localToWorld, const Matrix4& localToParent ){ // we need a translation inside the parent system to move the origin of this object to the right place // mathematically, it must fulfill: // // local_translation local_transform local_pivot = local_pivot // local_translation = local_pivot - local_transform local_pivot // // or maybe? // local_transform local_translation local_pivot = local_pivot // local_translation local_pivot = local_transform^-1 local_pivot // local_translation + local_pivot = local_transform^-1 local_pivot // local_translation = local_transform^-1 local_pivot - local_pivot Vector3 local_pivot( get_local_pivot( world_pivot, localToWorld ) ); Vector3 local_translation( vector3_subtracted( local_pivot, matrix4_transformed_point( local_transform, local_pivot ) /* matrix4_transformed_point( matrix4_full_inverse(local_transform), local_pivot ), local_pivot */ ) ); parent_translation = translation_local2object( local_translation, localToParent ); /* // verify it! globalOutputStream() << "World pivot is at " << world_pivot << "\n"; globalOutputStream() << "Local pivot is at " << local_pivot << "\n"; globalOutputStream() << "Transformation " << local_transform << " moves it to: " << matrix4_transformed_point(local_transform, local_pivot) << "\n"; globalOutputStream() << "Must move by " << local_translation << " in the local system" << "\n"; globalOutputStream() << "Must move by " << parent_translation << " in the parent system" << "\n"; */ } void translation_for_pivoted_rotation( Vector3& parent_translation, const Quaternion& local_rotation, const Vector3& world_pivot, const Matrix4& localToWorld, const Matrix4& localToParent ){ translation_for_pivoted_matrix_transform( parent_translation, matrix4_rotation_for_quaternion_quantised( local_rotation ), world_pivot, localToWorld, localToParent ); } void translation_for_pivoted_scale( Vector3& parent_translation, const Vector3& world_scale, const Vector3& world_pivot, const Matrix4& localToWorld, const Matrix4& localToParent ){ Matrix4 local_transform( matrix4_multiplied_by_matrix4( matrix4_full_inverse( localToWorld ), matrix4_multiplied_by_matrix4( matrix4_scale_for_vec3( world_scale ), localToWorld ) ) ); local_transform.tx() = local_transform.ty() = local_transform.tz() = 0; // cancel translation parts translation_for_pivoted_matrix_transform( parent_translation, local_transform, world_pivot, localToWorld, localToParent ); } void translation_for_pivoted_skew( Vector3& parent_translation, const Skew& local_skew, const Vector3& world_pivot, const Matrix4& localToWorld, const Matrix4& localToParent ){ Matrix4 local_transform( g_matrix4_identity ); local_transform[local_skew.index] = local_skew.amount; translation_for_pivoted_matrix_transform( parent_translation, local_transform, world_pivot, localToWorld, localToParent ); } class rotate_selected : public SelectionSystem::Visitor { const Quaternion& m_rotate; const Vector3& m_world_pivot; public: rotate_selected( const Quaternion& rotation, const Vector3& world_pivot ) : m_rotate( rotation ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { TransformNode* transformNode = Node_getTransformNode( instance.path().top() ); if ( transformNode != 0 ) { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->setType( TRANSFORM_PRIMITIVE ); transform->setScale( c_scale_identity ); transform->setTranslation( c_translation_identity ); transform->setType( TRANSFORM_PRIMITIVE ); transform->setRotation( m_rotate ); { Editable* editable = Node_getEditable( instance.path().top() ); const Matrix4& localPivot = editable != 0 ? editable->getLocalPivot() : g_matrix4_identity; Vector3 parent_translation; translation_for_pivoted_rotation( parent_translation, m_rotate, m_world_pivot, #ifdef SELECTIONSYSTEM_AXIAL_PIVOTS matrix4_multiplied_by_matrix4( matrix4_translation_for_vec3( matrix4_get_translation_vec3( instance.localToWorld() ) ), localPivot ), matrix4_multiplied_by_matrix4( matrix4_translation_for_vec3( matrix4_get_translation_vec3( transformNode->localToParent() ) ), localPivot ) #else matrix4_multiplied_by_matrix4( instance.localToWorld(), localPivot ), matrix4_multiplied_by_matrix4( transformNode->localToParent(), localPivot ) #endif ); transform->setTranslation( parent_translation ); } } } } }; void Scene_Rotate_Selected( scene::Graph& graph, const Quaternion& rotation, const Vector3& world_pivot ){ if ( GlobalSelectionSystem().countSelected() != 0 ) { GlobalSelectionSystem().foreachSelected( rotate_selected( rotation, world_pivot ) ); } } class scale_selected : public SelectionSystem::Visitor { const Vector3& m_scale; const Vector3& m_world_pivot; public: scale_selected( const Vector3& scaling, const Vector3& world_pivot ) : m_scale( scaling ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { TransformNode* transformNode = Node_getTransformNode( instance.path().top() ); if ( transformNode != 0 ) { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->setType( TRANSFORM_PRIMITIVE ); transform->setScale( c_scale_identity ); transform->setTranslation( c_translation_identity ); transform->setType( TRANSFORM_PRIMITIVE ); transform->setScale( m_scale ); { Editable* editable = Node_getEditable( instance.path().top() ); const Matrix4& localPivot = editable != 0 ? editable->getLocalPivot() : g_matrix4_identity; Vector3 parent_translation; translation_for_pivoted_scale( parent_translation, m_scale, m_world_pivot, matrix4_multiplied_by_matrix4( instance.localToWorld(), localPivot ), matrix4_multiplied_by_matrix4( transformNode->localToParent(), localPivot ) ); transform->setTranslation( parent_translation ); } } } } }; void Scene_Scale_Selected( scene::Graph& graph, const Vector3& scaling, const Vector3& world_pivot ){ if ( GlobalSelectionSystem().countSelected() != 0 ) { GlobalSelectionSystem().foreachSelected( scale_selected( scaling, world_pivot ) ); } } class skew_selected : public SelectionSystem::Visitor { const Skew& m_skew; const Vector3& m_world_pivot; public: skew_selected( const Skew& skew, const Vector3& world_pivot ) : m_skew( skew ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { TransformNode* transformNode = Node_getTransformNode( instance.path().top() ); if ( transformNode != 0 ) { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->setType( TRANSFORM_PRIMITIVE ); transform->setScale( c_scale_identity ); transform->setTranslation( c_translation_identity ); transform->setType( TRANSFORM_PRIMITIVE ); transform->setSkew( m_skew ); { Editable* editable = Node_getEditable( instance.path().top() ); const Matrix4& localPivot = editable != 0 ? editable->getLocalPivot() : g_matrix4_identity; Vector3 parent_translation; translation_for_pivoted_skew( parent_translation, m_skew, m_world_pivot, matrix4_multiplied_by_matrix4( matrix4_translation_for_vec3( matrix4_get_translation_vec3( instance.localToWorld() ) ), localPivot ), matrix4_multiplied_by_matrix4( matrix4_translation_for_vec3( matrix4_get_translation_vec3( transformNode->localToParent() ) ), localPivot ) ); transform->setTranslation( parent_translation ); } } } } }; void Scene_Skew_Selected( scene::Graph& graph, const Skew& skew, const Vector3& world_pivot ){ if ( GlobalSelectionSystem().countSelected() != 0 ) { GlobalSelectionSystem().foreachSelected( skew_selected( skew, world_pivot ) ); } } class RepeatableTransforms { public: Translation m_translation; Rotation m_rotation; Scale m_scale; Skew m_skew; /* next aren't used; TODO: think if unique origin per transform is needed, and how to implement this correctly for entities, having transform keys */ Vector3 m_rotationOrigin; Vector3 m_scaleOrigin; Vector3 m_skewOrigin; bool m_rotationOriginSet; bool m_scaleOriginSet; bool m_skewOriginSet; RepeatableTransforms(){ setIdentity(); } bool isIdentity() const { return m_translation == c_translation_identity && m_rotation == c_rotation_identity && m_scale == c_scale_identity && m_skew == c_skew_identity; } void setIdentity(){ m_translation = c_translation_identity; m_rotation = c_quaternion_identity; m_scale = c_scale_identity; m_skew = c_skew_identity; m_rotationOrigin = m_scaleOrigin = m_skewOrigin = g_vector3_identity; m_rotationOriginSet = m_scaleOriginSet = m_skewOriginSet = false; } }; class transform_selected : public SelectionSystem::Visitor { const RepeatableTransforms& m_transforms; const Vector3& m_world_pivot; public: transform_selected( const RepeatableTransforms& transforms, const Vector3& world_pivot ) : m_transforms( transforms ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { TransformNode* transformNode = Node_getTransformNode( instance.path().top() ); if ( transformNode != 0 ) { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->setType( TRANSFORM_PRIMITIVE ); transform->setRotation( m_transforms.m_rotation ); transform->setScale( m_transforms.m_scale ); transform->setSkew( m_transforms.m_skew ); { Editable* editable = Node_getEditable( instance.path().top() ); const Matrix4& localPivot = editable != 0 ? editable->getLocalPivot() : g_matrix4_identity; const Matrix4 local_transform = matrix4_transform_for_components( c_translation_identity, m_transforms.m_rotation, m_transforms.m_scale, m_transforms.m_skew ); Vector3 parent_translation; translation_for_pivoted_matrix_transform( parent_translation, local_transform, m_world_pivot, matrix4_multiplied_by_matrix4( matrix4_translation_for_vec3( matrix4_get_translation_vec3( instance.localToWorld() ) ), localPivot ), matrix4_multiplied_by_matrix4( matrix4_translation_for_vec3( matrix4_get_translation_vec3( transformNode->localToParent() ) ), localPivot ) ); transform->setTranslation( parent_translation + m_transforms.m_translation ); } } } } }; class translate_component_selected : public SelectionSystem::Visitor { const Vector3& m_translate; public: translate_component_selected( const Vector3& translate ) : m_translate( translate ){ } void visit( scene::Instance& instance ) const { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->setType( TRANSFORM_COMPONENT ); transform->setTranslation( m_translate ); } } }; void Scene_Translate_Component_Selected( scene::Graph& graph, const Vector3& translation ){ if ( GlobalSelectionSystem().countSelected() != 0 ) { GlobalSelectionSystem().foreachSelectedComponent( translate_component_selected( translation ) ); } } class rotate_component_selected : public SelectionSystem::Visitor { const Quaternion& m_rotate; const Vector3& m_world_pivot; public: rotate_component_selected( const Quaternion& rotation, const Vector3& world_pivot ) : m_rotate( rotation ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { Vector3 parent_translation; translation_for_pivoted_rotation( parent_translation, m_rotate, m_world_pivot, instance.localToWorld(), Node_getTransformNode( instance.path().top() )->localToParent() ); transform->setType( TRANSFORM_COMPONENT ); transform->setRotation( m_rotate ); transform->setTranslation( parent_translation ); } } }; void Scene_Rotate_Component_Selected( scene::Graph& graph, const Quaternion& rotation, const Vector3& world_pivot ){ if ( GlobalSelectionSystem().countSelectedComponents() != 0 ) { GlobalSelectionSystem().foreachSelectedComponent( rotate_component_selected( rotation, world_pivot ) ); } } class scale_component_selected : public SelectionSystem::Visitor { const Vector3& m_scale; const Vector3& m_world_pivot; public: scale_component_selected( const Vector3& scaling, const Vector3& world_pivot ) : m_scale( scaling ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { Vector3 parent_translation; translation_for_pivoted_scale( parent_translation, m_scale, m_world_pivot, instance.localToWorld(), Node_getTransformNode( instance.path().top() )->localToParent() ); transform->setType( TRANSFORM_COMPONENT ); transform->setScale( m_scale ); transform->setTranslation( parent_translation ); } } }; void Scene_Scale_Component_Selected( scene::Graph& graph, const Vector3& scaling, const Vector3& world_pivot ){ if ( GlobalSelectionSystem().countSelectedComponents() != 0 ) { GlobalSelectionSystem().foreachSelectedComponent( scale_component_selected( scaling, world_pivot ) ); } } class skew_component_selected : public SelectionSystem::Visitor { const Skew& m_skew; const Vector3& m_world_pivot; public: skew_component_selected( const Skew& skew, const Vector3& world_pivot ) : m_skew( skew ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { Vector3 parent_translation; translation_for_pivoted_skew( parent_translation, m_skew, m_world_pivot, instance.localToWorld(), Node_getTransformNode( instance.path().top() )->localToParent() ); transform->setType( TRANSFORM_COMPONENT ); transform->setSkew( m_skew ); transform->setTranslation( parent_translation ); } } }; void Scene_Skew_Component_Selected( scene::Graph& graph, const Skew& skew, const Vector3& world_pivot ){ if ( GlobalSelectionSystem().countSelectedComponents() != 0 ) { GlobalSelectionSystem().foreachSelectedComponent( skew_component_selected( skew, world_pivot ) ); } } class transform_component_selected : public SelectionSystem::Visitor { const RepeatableTransforms& m_transforms; const Vector3& m_world_pivot; public: transform_component_selected( const RepeatableTransforms& transforms, const Vector3& world_pivot ) : m_transforms( transforms ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { const Matrix4 local_transform = matrix4_transform_for_components( c_translation_identity, m_transforms.m_rotation, m_transforms.m_scale, m_transforms.m_skew ); Vector3 parent_translation; translation_for_pivoted_matrix_transform( parent_translation, local_transform, m_world_pivot, instance.localToWorld(), Node_getTransformNode( instance.path().top() )->localToParent() ); transform->setType( TRANSFORM_COMPONENT ); transform->setRotation( m_transforms.m_rotation ); transform->setScale( m_transforms.m_scale ); transform->setSkew( m_transforms.m_skew ); transform->setTranslation( parent_translation + m_transforms.m_translation ); } } }; class BooleanSelector : public Selector { SelectionIntersection m_bestIntersection; Selectable* m_selectable; public: BooleanSelector() : m_bestIntersection( SelectionIntersection() ){ } void pushSelectable( Selectable& selectable ){ m_selectable = &selectable; } void popSelectable(){ } void addIntersection( const SelectionIntersection& intersection ){ if ( m_selectable->isSelected() ) { assign_if_closer( m_bestIntersection, intersection ); } } bool isSelected(){ return m_bestIntersection.valid(); } const SelectionIntersection& bestIntersection() const { return m_bestIntersection; } }; class BestSelector : public Selector { protected: SelectionIntersection m_intersection; Selectable* m_selectable; SelectionIntersection m_bestIntersection; std::list m_bestSelectable; public: BestSelector() : m_bestIntersection( SelectionIntersection() ), m_bestSelectable( 0 ){ } void pushSelectable( Selectable& selectable ){ m_intersection = SelectionIntersection(); m_selectable = &selectable; } void popSelectable(){ if ( m_intersection.equalEpsilon( m_bestIntersection, 0.25f, 2e-6f ) ) { m_bestSelectable.push_back( m_selectable ); m_bestIntersection = m_intersection; } else if ( m_intersection < m_bestIntersection ) { m_bestSelectable.clear(); m_bestSelectable.push_back( m_selectable ); m_bestIntersection = m_intersection; } m_intersection = SelectionIntersection(); } void addIntersection( const SelectionIntersection& intersection ){ assign_if_closer( m_intersection, intersection ); } std::list& best(){ return m_bestSelectable; } const SelectionIntersection& bestIntersection() const { return m_bestIntersection; } }; class DeepBestSelector : public BestSelector // copy of class BestSelector with 2.f depthEpsilon { public: void popSelectable(){ if ( m_intersection.equalEpsilon( m_bestIntersection, 0.25f, 2.f ) ) { m_bestSelectable.push_back( m_selectable ); m_bestIntersection = m_intersection; } else if ( m_intersection < m_bestIntersection ) { m_bestSelectable.clear(); m_bestSelectable.push_back( m_selectable ); m_bestIntersection = m_intersection; } m_intersection = SelectionIntersection(); } }; class BestPointSelector : public Selector { SelectionIntersection m_bestIntersection; public: BestPointSelector() : m_bestIntersection( SelectionIntersection() ){ } void pushSelectable( Selectable& selectable ){ } void popSelectable(){ } void addIntersection( const SelectionIntersection& intersection ){ assign_if_closer( m_bestIntersection, intersection ); } bool isSelected(){ return m_bestIntersection.valid(); } const SelectionIntersection& best() const { return m_bestIntersection; } }; class ClipperSelector : public Selector { SelectionIntersection m_bestIntersection; Face* m_face; public: ClipperSelector() : m_bestIntersection( SelectionIntersection() ), m_face( 0 ) { } void pushSelectable( Selectable& selectable ) { } void popSelectable() { } void addIntersection( const SelectionIntersection& intersection ) { if( SelectionIntersection_closer( intersection, m_bestIntersection ) ) { m_bestIntersection = intersection; m_face = 0; } } void addIntersection( const SelectionIntersection& intersection, Face* face ) { if( SelectionIntersection_closer( intersection, m_bestIntersection ) ) { m_bestIntersection = intersection; m_face = face; } } bool isSelected() { return m_bestIntersection.valid(); } const SelectionIntersection& best() { return m_bestIntersection; } const Face* face() { return m_face; } }; class testselect_scene_4clipper : public scene::Graph::Walker { ClipperSelector& m_clipperSelector; SelectionTest& m_test; public: testselect_scene_4clipper( ClipperSelector& clipperSelector, SelectionTest& test ) : m_clipperSelector( clipperSelector ), m_test( test ) { } bool pre( const scene::Path& path, scene::Instance& instance ) const { BrushInstance* brush = Instance_getBrush( instance ); if( brush != 0 ) { m_test.BeginMesh( brush->localToWorld() ); for( Brush::const_iterator i = brush->getBrush().begin(); i != brush->getBrush().end(); ++i ) { Face* face = *i; if( !face->isFiltered() ) { SelectionIntersection intersection; face->testSelect( m_test, intersection ); m_clipperSelector.addIntersection( intersection, face ); } } } else { SelectionTestable* selectionTestable = Instance_getSelectionTestable( instance ); if( selectionTestable ) { selectionTestable->testSelect( m_clipperSelector, m_test ); } } return true; } }; class testselect_scene_4clipper_selected : public scene::Graph::Walker { ClipperSelector& m_clipperSelector; SelectionTest& m_test; public: testselect_scene_4clipper_selected( ClipperSelector& clipperSelector, SelectionTest& test ) : m_clipperSelector( clipperSelector ), m_test( test ) { } bool pre( const scene::Path& path, scene::Instance& instance ) const { BrushInstance* brush = Instance_getBrush( instance ); if( brush != 0 && brush->isSelected() ) { m_test.BeginMesh( brush->localToWorld() ); for( Brush::const_iterator i = brush->getBrush().begin(); i != brush->getBrush().end(); ++i ) { Face* face = *i; if( !face->isFiltered() ) { SelectionIntersection intersection; face->testSelect( m_test, intersection ); m_clipperSelector.addIntersection( intersection, face ); } } } return true; } }; DoubleVector3 testSelected_scene_snapped_point( const SelectionVolume& test, ClipperSelector& clipperSelector ){ DoubleVector3 point = vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( 0, 0, clipperSelector.best().depth(), 1 ) ) ); if( clipperSelector.face() ){ const Face& face = *clipperSelector.face(); double bestDist = FLT_MAX; DoubleVector3 wannabePoint; for ( Winding::const_iterator prev = face.getWinding().end() - 1, curr = face.getWinding().begin(); curr != face.getWinding().end(); prev = curr, ++curr ){ const DoubleVector3 v1( prev->vertex ); const DoubleVector3 v2( curr->vertex ); { /* try vertices */ const double dist = vector3_length_squared( v2 - point ); if( dist < bestDist ){ wannabePoint = v2; bestDist = dist; } } { /* try edges */ DoubleVector3 edgePoint = line_closest_point( DoubleLine( v1, v2 ), point ); if( edgePoint != v1 && edgePoint != v2 ){ const DoubleVector3 edgedir = vector3_normalised( v2 - v1 ); const std::size_t maxi = vector3_max_abs_component_index( edgedir ); // v1[maxi] + edgedir[maxi] * coef = float_snapped( point[maxi], GetSnapGridSize() ) const double coef = ( float_snapped( point[maxi], GetSnapGridSize() ) - v1[maxi] ) / edgedir[maxi]; edgePoint = v1 + edgedir * coef; const double dist = vector3_length_squared( edgePoint - point ); if( dist < bestDist ){ wannabePoint = edgePoint; bestDist = dist; } } } } if( clipperSelector.best().distance() == 0.f ){ /* try plane, if pointing inside of polygon */ const std::size_t maxi = vector3_max_abs_component_index( face.plane3().normal() ); DoubleVector3 planePoint( vector3_snapped( point, GetSnapGridSize() ) ); // face.plane3().normal().dot( point snapped ) = face.plane3().dist() planePoint[maxi] = ( face.plane3().dist() - face.plane3().normal()[( maxi + 1 ) % 3] * planePoint[( maxi + 1 ) % 3] - face.plane3().normal()[( maxi + 2 ) % 3] * planePoint[( maxi + 2 ) % 3] ) / face.plane3().normal()[maxi]; const double dist = vector3_length_squared( planePoint - point ); if( dist < bestDist ){ wannabePoint = planePoint; bestDist = dist; } } point = wannabePoint; } else{ vector3_snap( point, GetSnapGridSize() ); } return point; } bool scene_insert_brush_vertices( const View& view, TranslateFreeXY_Z& freeDragXY_Z ){ SelectionVolume test( view ); ClipperSelector clipperSelector; if( view.fill() ) Scene_forEachVisible( GlobalSceneGraph(), view, testselect_scene_4clipper( clipperSelector, test ) ); else Scene_forEachVisible( GlobalSceneGraph(), view, testselect_scene_4clipper_selected( clipperSelector, test ) ); test.BeginMesh( g_matrix4_identity, true ); if( clipperSelector.isSelected() ){ freeDragXY_Z.set0( vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( 0, 0, clipperSelector.best().depth(), 1 ) ) ) ); DoubleVector3 point = testSelected_scene_snapped_point( test, clipperSelector ); if( !view.fill() ){ point -= view.getViewDir() * GetGridSize(); } Brush::VertexModeVertices vertexModeVertices; vertexModeVertices.push_back( Brush::VertexModeVertex( point, true ) ); if( clipperSelector.face() ) vertexModeVertices.back().m_faces.push_back( clipperSelector.face() ); UndoableCommand undo( "InsertBrushVertices" ); Scene_forEachSelectedBrush( [&vertexModeVertices]( BrushInstance& brush ){ brush.insert_vertices( vertexModeVertices ); } ); return true; } else if( !view.fill() ){ //+two points freeDragXY_Z.set0( g_vector3_identity ); const AABB bounds = GlobalSelectionSystem().getBoundsSelected(); if( aabb_valid( bounds ) ){ DoubleVector3 xy = vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( 0, 0, 0, 1 ) ) ); vector3_snap( xy, GetSnapGridSize() ); DoubleVector3 a( xy ), b( xy ); const std::size_t max = vector3_max_abs_component_index( view.getViewDir() ); a[max] = bounds.origin[max] + bounds.extents[max]; b[max] = bounds.origin[max] - bounds.extents[max]; Brush::VertexModeVertices vertexModeVertices; vertexModeVertices.push_back( Brush::VertexModeVertex( a, true ) ); vertexModeVertices.push_back( Brush::VertexModeVertex( b, true ) ); UndoableCommand undo( "InsertBrushVertices" ); Scene_forEachSelectedBrush( [&vertexModeVertices]( BrushInstance& brush ){ brush.insert_vertices( vertexModeVertices ); } ); return true; } } return false; } bool selection_selectVerticesOrFaceVertices( SelectionTest& test ){ { /* try to hit vertices */ DeepBestSelector deepSelector; Scene_TestSelect_Component_Selected( deepSelector, test, test.getVolume(), SelectionSystem::eVertex ); if( !deepSelector.best().empty() ){ for ( Selectable* s : deepSelector.best() ) s->setSelected( true ); return true; } } /* otherwise select vertices of brush faces, which lay on best plane */ Plane3 plane( 0, 0, 0, 0 ); Vector3 intersectionPoint( FLT_MAX, FLT_MAX, FLT_MAX ); Scene_forEachSelectedBrush_bestPlane( test, plane, intersectionPoint ); if( plane3_valid( plane ) ){ auto selectVerticesOnPlane = [&plane]( BrushInstance& brushInstance ){ brushInstance.selectVerticesOnPlane( plane ); }; Scene_forEachVisibleSelectedBrush( selectVerticesOnPlane ); } return plane3_valid( plane ); } template class ComponentSelectionTestableVisibleSelectedVisitor : public SelectionSystem::Visitor { const Functor& m_functor; public: ComponentSelectionTestableVisibleSelectedVisitor( const Functor& functor ) : m_functor( functor ){ } void visit( scene::Instance& instance ) const { ComponentSelectionTestable* componentSelectionTestable = Instance_getComponentSelectionTestable( instance ); if ( componentSelectionTestable != 0 && instance.path().top().get().visible() ) { m_functor( *componentSelectionTestable ); } } }; template inline const Functor& Scene_forEachVisibleSelectedComponentSelectionTestable( const Functor& functor ){ GlobalSelectionSystem().foreachSelected( ComponentSelectionTestableVisibleSelectedVisitor( functor ) ); return functor; } static ModifierFlags g_modifiers = c_modifierNone; //AltDragManipulatorResize, extrude, uvtool skew, select primitives in component modes static bool g_bTmpComponentMode = false; class DragManipulator : public Manipulator { ResizeTranslatable m_resize; TranslateFree m_freeResize; TranslateAxis2 m_axisResize; TranslateFreeXY_Z m_freeDragXY_Z; DragNewBrush m_dragNewBrush; DragExtrudeFaces m_dragExtrudeFaces; bool m_dragSelected; //drag selected primitives or components bool m_selected; //components selected temporally for drag bool m_selected2; //planeselectables in cam with alt bool m_newBrush; bool m_extrudeFaces; public: static Shader* m_state_wire; DragManipulator( Translatable& translatable ) : m_resize(), m_freeResize( m_resize ), m_axisResize( m_resize ), m_freeDragXY_Z( translatable ), m_renderCircle( 2 << 3 ){ setSelected( false ); draw_circle( m_renderCircle.m_vertices.size() >> 3, 5, m_renderCircle.m_vertices.data(), RemapXYZ() ); } Manipulatable* GetManipulatable(){ if( m_newBrush ) return &m_dragNewBrush; else if( m_extrudeFaces ) return &m_dragExtrudeFaces; else if( m_selected ) return &m_freeResize; else if( m_selected2 ) return &m_axisResize; else return &m_freeDragXY_Z; } void testSelect( const View& view, const Matrix4& pivot2world ){ SelectionPool selector; SelectionVolume test( view ); if( g_modifiers == ( c_modifierAlt | c_modifierControl ) && GlobalSelectionSystem().Mode() == SelectionSystem::ePrimitive && ( GlobalSelectionSystem().countSelected() != 0 || !g_SelectedFaceInstances.empty() ) ){ // extrude m_extrudeFaces = Scene_forEachBrush_setupExtrude( test, m_dragExtrudeFaces ); } else if( GlobalSelectionSystem().countSelected() != 0 ){ if ( GlobalSelectionSystem().Mode() == SelectionSystem::ePrimitive ){ if( g_modifiers == c_modifierAlt ){ if( view.fill() ){ // alt resize m_selected2 = Scene_forEachPlaneSelectable_selectPlanes2( test, m_axisResize ); } else{ // alt vertices drag m_selected = selection_selectVerticesOrFaceVertices( test ); } } else{ BooleanSelector booleanSelector; Scene_TestSelect_Primitive( booleanSelector, test, view ); if ( booleanSelector.isSelected() ) { /* hit a primitive */ m_dragSelected = true; /* drag a primitive */ test.BeginMesh( g_matrix4_identity, true ); m_freeDragXY_Z.set0( vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( 0, 0, booleanSelector.bestIntersection().depth(), 1 ) ) ) ); } else{ /* haven't hit a primitive */ m_selected = Scene_forEachPlaneSelectable_selectPlanes( GlobalSceneGraph(), selector, test ); /* select faces on planeSelectables */ } } } else{ // components BestSelector bestSelector; Scene_TestSelect_Component_Selected( bestSelector, test, view, GlobalSelectionSystem().ComponentMode() ); /* drag components */ for ( Selectable* s : bestSelector.best() ){ if ( !s->isSelected() ) GlobalSelectionSystem().setSelectedAllComponents( false ); selector.addSelectable( SelectionIntersection( 0, 0 ), s ); m_dragSelected = true; } if( bestSelector.bestIntersection().valid() ){ test.BeginMesh( g_matrix4_identity, true ); m_freeDragXY_Z.set0( vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( 0, 0, bestSelector.bestIntersection().depth(), 1 ) ) ) ); } else{ if( GlobalSelectionSystem().countSelectedComponents() != 0 ){ /* drag, even if hit nothing, but got selected */ m_dragSelected = true; m_freeDragXY_Z.set0( g_vector3_identity ); } else if( GlobalSelectionSystem().ComponentMode() == SelectionSystem::eVertex ){ /* otherwise insert */ m_dragSelected = g_bTmpComponentMode = scene_insert_brush_vertices( view, m_freeDragXY_Z ); //hack: indicating not a tmp mode return; } } } for ( SelectableSortedSet::value_type& value : selector ) value.second->setSelected( true ); g_bTmpComponentMode = m_selected | m_selected2; } else if( GlobalSelectionSystem().Mode() == SelectionSystem::ePrimitive ){ m_newBrush = true; BestPointSelector bestPointSelector; Scene_TestSelect_Primitive( bestPointSelector, test, view ); Vector3 start; test.BeginMesh( g_matrix4_identity, true ); if( bestPointSelector.isSelected() ){ start = vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( 0, 0, bestPointSelector.best().depth(), 1 ) ) ); } else{ const Vector3 pnear = vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( 0, 0, -1, 1 ) ) ); const Vector3 pfar = vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( 0, 0, 1, 1 ) ) ); start = vector3_normalised( pfar - pnear ) * ( 256.f + GetGridSize() * sqrt( 3.0 ) ) + pnear; } vector3_snap( start, GetSnapGridSize() ); m_dragNewBrush.set0( start ); } } void setSelected( bool select ){ m_dragSelected = select; m_selected = select; m_selected2 = select; m_newBrush = select; m_extrudeFaces = select; } bool isSelected() const { return m_dragSelected || m_selected || m_selected2 || m_newBrush || m_extrudeFaces; } void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ){ if( !m_polygons.empty() ){ renderer.SetState( m_state_wire, Renderer::eWireframeOnly ); renderer.SetState( m_state_wire, Renderer::eFullMaterials ); if( m_polygons.back().size() == 1 ){ Pivot2World_viewplaneSpace( m_renderCircle.m_viewplaneSpace, matrix4_translation_for_vec3( m_polygons.back()[0] ), volume.GetModelview(), volume.GetProjection(), volume.GetViewport() ); renderer.addRenderable( m_renderCircle, m_renderCircle.m_viewplaneSpace ); } else{ renderer.addRenderable( m_renderPoly, g_matrix4_identity ); } } } void highlight( const View& view ){ SelectionVolume test( view ); std::vector> polygons; /* conditions structure respects one in testSelect() */ if( g_modifiers == ( c_modifierAlt | c_modifierControl ) && GlobalSelectionSystem().Mode() == SelectionSystem::ePrimitive && ( GlobalSelectionSystem().countSelected() != 0 || !g_SelectedFaceInstances.empty() ) ){ // extrude Plane3 plane( 0, 0, 0, 0 ); Vector3 intersectionPoint( FLT_MAX, FLT_MAX, FLT_MAX ); Scene_forEachBrush_bestPlane( test, plane, intersectionPoint ); if( plane3_valid( plane ) ){ auto gatherPolygonsByPlane = [plane, &polygons]( BrushInstance& brushInstance ){ if( brushInstance.isSelected() || brushInstance.isSelectedComponents() ) brushInstance.gatherPolygonsByPlane( plane, polygons, false ); }; Scene_forEachVisibleBrush( GlobalSceneGraph(), gatherPolygonsByPlane ); } } else if( GlobalSelectionSystem().countSelected() != 0 ){ if ( GlobalSelectionSystem().Mode() == SelectionSystem::ePrimitive ){ if( g_modifiers == c_modifierAlt ){ if( view.fill() ){ // alt resize Plane3 plane( 0, 0, 0, 0 ); Vector3 intersectionPoint( FLT_MAX, FLT_MAX, FLT_MAX ); Scene_forEachPlaneSelectable_bestPlane( test, plane, intersectionPoint ); if( plane3_valid( plane ) ){ auto gatherPolygonsByPlane = [plane, &polygons]( PlaneSelectable& planeSelectable ){ planeSelectable.gatherPolygonsByPlane( plane, polygons ); }; Scene_forEachVisibleSelectedPlaneselectable( gatherPolygonsByPlane ); } } else{ // alt vertices drag SelectionIntersection intersection; const SelectionSystem::EComponentMode mode = SelectionSystem::eVertex; auto gatherComponentsHighlight = [&polygons, &intersection, &test, mode]( const ComponentSelectionTestable& componentSelectionTestable ){ componentSelectionTestable.gatherComponentsHighlight( polygons, intersection, test, mode ); }; Scene_forEachVisibleSelectedComponentSelectionTestable( gatherComponentsHighlight ); if( polygons.empty() ){ Plane3 plane( 0, 0, 0, 0 ); Vector3 intersectionPoint( FLT_MAX, FLT_MAX, FLT_MAX ); Scene_forEachSelectedBrush_bestPlane( test, plane, intersectionPoint ); if( plane3_valid( plane ) ){ auto gatherPolygonsByPlane = [plane, &polygons]( BrushInstance& brushInstance ){ brushInstance.gatherPolygonsByPlane( plane, polygons ); }; Scene_forEachVisibleSelectedBrush( gatherPolygonsByPlane ); } } } } } else{ // components SelectionIntersection intersection; const SelectionSystem::EComponentMode mode = GlobalSelectionSystem().ComponentMode(); auto gatherComponentsHighlight = [&polygons, &intersection, &test, mode]( const ComponentSelectionTestable& componentSelectionTestable ){ componentSelectionTestable.gatherComponentsHighlight( polygons, intersection, test, mode ); }; Scene_forEachVisibleSelectedComponentSelectionTestable( gatherComponentsHighlight ); } } if( m_polygons != polygons ){ m_polygons.swap( polygons ); SceneChangeNotify(); } } private: std::vector> m_polygons; struct RenderablePoly: public OpenGLRenderable { const std::vector>& m_polygons; RenderablePoly( const std::vector>& polygons ) : m_polygons( polygons ){ } void render( RenderStateFlags state ) const { gl().glPolygonOffset( -2, -2 ); for( const auto& poly : m_polygons ){ gl().glVertexPointer( 3, GL_FLOAT, sizeof( m_polygons[0][0] ), poly[0].data() ); gl().glDrawArrays( GL_POLYGON, 0, GLsizei( poly.size() ) ); } gl().glPolygonOffset( -1, 1 ); // restore default } }; RenderablePoly m_renderPoly{ m_polygons }; struct RenderableCircle : public OpenGLRenderable { Array m_vertices; Matrix4 m_viewplaneSpace; RenderableCircle( std::size_t size ) : m_vertices( size ){ } void render( RenderStateFlags state ) const { gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_vertices.data()->vertex ); gl().glDrawArrays( GL_LINE_LOOP, 0, GLsizei( m_vertices.size() ) ); } }; RenderableCircle m_renderCircle; }; Shader* DragManipulator::m_state_wire; #include "clippertool.h" class ClipManipulator : public Manipulator, public ManipulatorSelectionChangeable, public Translatable, public Manipulatable { struct ClipperPoint : public OpenGLRenderable, public SelectableBool { PointVertex m_p; //for render ClipperPoint(): m_p( vertex3f_identity ), m_set( false ) { } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_p.colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_p.vertex ); gl().glDrawArrays( GL_POINTS, 0, 1 ); gl().glColor4ub( m_p.colour.r, m_p.colour.g, m_p.colour.b, m_p.colour.a ); ///? gl().glRasterPos3f( m_namePos.x(), m_namePos.y(), m_namePos.z() ); GlobalOpenGL().drawChar( m_name ); } void setColour( const Colour4b& colour ) { m_p.colour = colour; } bool m_set; DoubleVector3 m_point; DoubleVector3 m_pointNonTransformed; char m_name; Vector3 m_namePos; }; Matrix4& m_pivot2world; ClipperPoint m_points[3]; TranslateFreeXY_Z m_dragXY_Z; const AABB& m_bounds; Vector3 m_viewdir; public: static Shader* m_state; ClipManipulator( Matrix4& pivot2world, const AABB& bounds ) : m_pivot2world( pivot2world ), m_dragXY_Z( *this ), m_bounds( bounds ){ m_points[0].m_name = '1'; m_points[1].m_name = '2'; m_points[2].m_name = '3'; } void UpdateColours() { for( std::size_t i = 0; i < 3; ++i ) m_points[i].setColour( colourSelected( g_colour_screen, m_points[i].isSelected() ) ); } void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ) { // temp hack UpdateColours(); renderer.SetState( m_state, Renderer::eWireframeOnly ); renderer.SetState( m_state, Renderer::eFullMaterials ); const Matrix4 proj( matrix4_multiplied_by_matrix4( volume.GetViewport(), volume.GetViewMatrix() ) ); const Matrix4 proj_inv( matrix4_full_inverse( proj ) ); for( std::size_t i = 0; i < 3; ++i ) if( m_points[i].m_set ){ m_points[i].m_p.vertex = vertex3f_for_vector3( m_points[i].m_point ); renderer.addRenderable( m_points[i], g_matrix4_identity ); const Vector3 pos = vector4_projected( matrix4_transformed_vector4( proj, Vector4( m_points[i].m_point, 1 ) ) ) + Vector3( 2, 0, 0 ); m_points[i].m_namePos = vector4_projected( matrix4_transformed_vector4( proj_inv, Vector4( pos, 1 ) ) ); } } /* these three functions and m_viewdir for 2 points only */ void viewdir_set( const Vector3 viewdir ){ const std::size_t maxi = vector3_max_abs_component_index( viewdir ); m_viewdir = ( viewdir[maxi] > 0 )? g_vector3_axes[maxi] : -g_vector3_axes[maxi]; } void viewdir_fixup(){ if( fabs( vector3_length( m_points[1].m_point - m_points[0].m_point ) ) > 1e-3 //two non coincident points && fabs( vector3_dot( m_viewdir, vector3_normalised( m_points[1].m_point - m_points[0].m_point ) ) ) > 0.999 ){ //on axis = m_viewdir viewdir_set( m_view->getViewDir() ); if( fabs( vector3_dot( m_viewdir, vector3_normalised( m_points[1].m_point - m_points[0].m_point ) ) ) > 0.999 ){ const Matrix4 screen2world( matrix4_full_inverse( m_view->GetViewMatrix() ) ); Vector3 p[2]; for( std::size_t i = 0; i < 2; ++i ){ p[i] = vector4_projected( matrix4_transformed_vector4( m_view->GetViewMatrix(), Vector4( m_points[i].m_point, 1 ) ) ); } const float depthdir = p[1].z() > p[0].z()? -1 : 1; for( std::size_t i = 0; i < 2; ++i ){ p[i].z() = -1; p[i] = vector4_projected( matrix4_transformed_vector4( screen2world, Vector4( p[i], 1 ) ) ); } viewdir_set( ( p[1] - p[0] ) * depthdir ); } } } void viewdir_make_cut_worthy( const Plane3& plane ){ const std::size_t maxi = vector3_max_abs_component_index( plane.normal() ); if( plane3_valid( plane ) && aabb_valid( m_bounds ) && fabs( plane.normal()[maxi] ) > 0.999 ){ //axial plane const double anchor = plane.normal()[maxi] * plane.dist(); if( anchor > m_bounds.origin[maxi] ){ if( ( anchor - ( m_bounds.origin[maxi] + m_bounds.extents[maxi] ) ) > -0.1 ) viewdir_set( -g_vector3_axes[maxi] ); } else{ if( ( -anchor + ( m_bounds.origin[maxi] - m_bounds.extents[maxi] ) ) > -0.1 ) viewdir_set( g_vector3_axes[maxi] ); } } } void updatePlane(){ std::size_t npoints = 0; for(; npoints < 3; ) if( m_points[npoints].m_set ) ++npoints; else break; switch ( npoints ) { case 1: Clipper_setPlanePoints( ClipperPoints( m_points[0].m_point, m_points[0].m_point, m_points[0].m_point, npoints ) ); break; case 2: { if( m_view->fill() ){ //3d viewdir_fixup(); m_points[2].m_point = m_points[0].m_point - m_viewdir * vector3_length( m_points[0].m_point - m_points[1].m_point ); viewdir_make_cut_worthy( plane3_for_points( m_points[0].m_point, m_points[1].m_point, m_points[2].m_point ) ); } m_points[2].m_point = m_points[0].m_point - m_viewdir * vector3_length( m_points[0].m_point - m_points[1].m_point ); } // fall through case 3: Clipper_setPlanePoints( ClipperPoints( m_points[0].m_point, m_points[1].m_point, m_points[2].m_point, npoints ) ); break; default: Clipper_setPlanePoints( ClipperPoints() ); break; } } std::size_t newPointIndex( bool viewfill ) const { const std::size_t maxi = ( !viewfill && Clipper_get2pointsIn2d() )? 2 : 3; std::size_t i; for( i = 0; i < maxi; ++i ) if( !m_points[i].m_set ) break; return i % maxi; } void newPoint( const DoubleVector3& point, const View& view ){ const std::size_t i = newPointIndex( view.fill() ); if( i == 0 ) m_points[1].m_set = m_points[2].m_set = false; m_points[i].m_set = true; m_points[i].m_point = point; SelectionPool selector; selector.addSelectable( SelectionIntersection( 0, 0 ), &m_points[i] ); selectionChange( selector ); if( i == 1 ) viewdir_set( m_view->getViewDir() ); updatePlane(); } bool testSelect_scene( const View& view, DoubleVector3& point ){ SelectionVolume test( view ); ClipperSelector clipperSelector; Scene_forEachVisible( GlobalSceneGraph(), view, testselect_scene_4clipper( clipperSelector, test ) ); test.BeginMesh( g_matrix4_identity, true ); if( clipperSelector.isSelected() ){ point = testSelected_scene_snapped_point( test, clipperSelector ); return true; } return false; } void testSelect( const View& view, const Matrix4& pivot2world ) { testSelect_points( view ); if( !isSelected() ){ if( view.fill() ){ DoubleVector3 point; if( testSelect_scene( view, point ) ) newPoint( point, view ); } else{ DoubleVector3 point = vector4_projected( matrix4_transformed_vector4( matrix4_full_inverse( view.GetViewMatrix() ), Vector4( 0, 0, 0, 1 ) ) ); vector3_snap( point, GetSnapGridSize() ); { const std::size_t maxi = vector3_max_abs_component_index( view.getViewDir() ); const std::size_t i = newPointIndex( false ); point[maxi] = m_bounds.origin[maxi] + ( i == 2? -1 : 1 ) * m_bounds.extents[maxi]; } newPoint( point, view ); } } for( std::size_t i = 0; i < 3; ++i ) if( m_points[i].isSelected() ){ m_points[i].m_pointNonTransformed = m_points[i].m_point; m_pivot2world = matrix4_translation_for_vec3( m_points[i].m_pointNonTransformed ); break; } } void testSelect_points( const View& view ) { SelectionPool selector; { const Matrix4 local2view( view.GetViewMatrix() ); for( std::size_t i = 0; i < 3; ++i ){ if( m_points[i].m_set ){ SelectionIntersection best; Point_BestPoint( local2view, PointVertex( vertex3f_for_vector3( m_points[i].m_point ) ), best ); selector.addSelectable( best, &m_points[i] ); } } } selectionChange( selector ); } void reset( bool initFromFace ){ for( std::size_t i = 0; i < 3; ++i ){ m_points[i].m_set = false; m_points[i].setSelected( false ); ///? } if( initFromFace && !g_SelectedFaceInstances.empty() && g_SelectedFaceInstances.last().getFace().contributes() ){ const Winding& w = g_SelectedFaceInstances.last().getFace().getWinding(); for( std::size_t i = 0; i < 3; ++i ){ m_points[i].m_set = true; m_points[i].m_point = w[i].vertex; } } updatePlane(); } /* Translatable */ void translate( const Vector3& translation ){ //in 2d and ( 3d + m_dragXY_Z ) for( std::size_t i = 0; i < 3; ++i ) if( m_points[i].isSelected() ){ m_points[i].m_point = m_points[i].m_pointNonTransformed + translation; updatePlane(); break; } } /* Manipulatable */ void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_dragXY_Z.set0( transform_origin ); m_dragXY_Z.Construct( device2manip, x, y, AABB( transform_origin, g_vector3_identity ), transform_origin ); } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ if( snap || snapbbox || alt || !m_view->fill() ) return m_dragXY_Z.Transform( manip2object, device2manip, x, y, snap, snapbbox, alt ); View scissored( *m_view ); const float device_point[2] = { x, y }; ConstructSelectionTest( scissored, SelectionBoxForPoint( device_point, m_device_epsilon ) ); DoubleVector3 point; if( testSelect_scene( scissored, point ) ) for( std::size_t i = 0; i < 3; ++i ) if( m_points[i].isSelected() ){ m_points[i].m_point = point; updatePlane(); break; } } Manipulatable* GetManipulatable() { return this; } void setSelected( bool select ) { for( std::size_t i = 0; i < 3; ++i ) m_points[i].setSelected( select ); } bool isSelected() const { return m_points[0].isSelected() || m_points[1].isSelected() || m_points[2].isSelected(); } }; Shader* ClipManipulator::m_state; class BuildManipulator : public Manipulator, public Manipulatable { struct RenderableLine : public OpenGLRenderable { PointVertex m_line[2]; RenderableLine() { } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_line[0].colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_line[0].vertex ); gl().glDrawArrays( GL_LINES, 0, 2 ); } void setColour( const Colour4b& colour ) { m_line[0].colour = colour; m_line[1].colour = colour; } }; struct RenderablePoint : public OpenGLRenderable { PointVertex m_point; RenderablePoint(): m_point( vertex3f_identity ) { } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_point.colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_point.vertex ); gl().glDrawArrays( GL_POINTS, 0, 1 ); } void setColour( const Colour4b & colour ) { m_point.colour = colour; } }; bool m_isSelected; bool m_isInitialised; RenderablePoint m_point; RenderableLine m_line; RenderableLine m_midline; public: static Shader* m_state_point; static Shader* m_state_line; BuildManipulator() : m_isSelected( false ), m_isInitialised( false ) { m_point.setColour( g_colour_selected ); m_line.setColour( g_colour_selected ); m_midline.setColour( g_colour_screen ); } void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ) { renderer.SetState( m_state_point, Renderer::eWireframeOnly ); renderer.SetState( m_state_point, Renderer::eFullMaterials ); renderer.addRenderable( m_point, g_matrix4_identity ); renderer.SetState( m_state_line, Renderer::eWireframeOnly ); renderer.SetState( m_state_line, Renderer::eFullMaterials ); renderer.addRenderable( m_line, g_matrix4_identity ); renderer.addRenderable( m_midline, g_matrix4_identity ); } void initialise(){ } void highlight( const View& view ){ SceneChangeNotify(); } void testSelect( const View& view, const Matrix4& pivot2world ) { m_isSelected = true; } /* Manipulatable */ void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ //do things with undo } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ } Manipulatable* GetManipulatable() { m_isSelected = false; //don't handle the manipulator move part void MoveSelected() return this; } void setSelected( bool select ) { m_isSelected = select; } bool isSelected() const { return m_isSelected; } }; Shader* BuildManipulator::m_state_point; Shader* BuildManipulator::m_state_line; #include "patch.h" #include "iglrender.h" class UVManipulator : public Manipulator, public Manipulatable { struct RenderablePoint : public OpenGLRenderable { PointVertex m_point; RenderablePoint(): m_point( vertex3f_identity ) { } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_point.colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_point.vertex ); gl().glDrawArrays( GL_POINTS, 0, 1 ); } void setColour( const Colour4b & colour ) { m_point.colour = colour; } }; struct RenderablePoints : public OpenGLRenderable { std::vector m_points; RenderablePoints(){ } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_points[0].colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_points[0].vertex ); gl().glDrawArrays( GL_POINTS, 0, m_points.size() ); } }; struct RenderableLines : public OpenGLRenderable { std::vector m_lines; RenderableLines(){ } void render( RenderStateFlags state ) const { if( m_lines.size() != 0 ){ gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_lines[0].colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_lines[0].vertex ); gl().glDrawArrays( GL_LINES, 0, m_lines.size() ); } } }; struct RenderableCircle : public OpenGLRenderable { Array m_vertices; RenderableCircle( std::size_t size ) : m_vertices( size ){ } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_vertices.data()->colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_vertices.data()->vertex ); gl().glDrawArrays( GL_LINE_LOOP, 0, GLsizei( m_vertices.size() ) ); } void setColour( const Colour4b& colour ){ for ( Array::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) { ( *i ).colour = colour; } } }; typedef Array PatchControlArray; struct RenderablePatchTexture : public OpenGLRenderable { std::vector m_trianglesIndices; const PatchControlArray* m_patchControlArray; RenderablePatchTexture(){ } void render( RenderStateFlags state ) const { if( state & RENDER_FILL ){ const std::vector normals( m_patchControlArray->size(), g_vector3_axis_z ); gl().glNormalPointer( GL_FLOAT, sizeof( Vector3 ), normals.data() ); gl().glVertexPointer( 2, GL_FLOAT, sizeof( PatchControl ), &m_patchControlArray->data()->m_texcoord ); gl().glTexCoordPointer( 2, GL_FLOAT, sizeof( PatchControl ), &m_patchControlArray->data()->m_texcoord ); gl().glDrawElements( GL_TRIANGLES, GLsizei( m_trianglesIndices.size() ), RenderIndexTypeID, m_trianglesIndices.data() ); } } }; const Colour4b m_cWhite{ 255, 255, 255, 255 }; const Colour4b m_cGray{ 255, 255, 255, 125 }; const Colour4b m_cGrayer{ 100, 100, 100, 150 }; const Colour4b m_cRed{ 255, 0, 0, 255 }; const Colour4b m_cGreen{ 0, 255, 0, 255 }; const Colour4b m_cGree{ 0, 150, 0, 255 }; const Colour4b m_cPink{ 255, 0, 255, 255 }; const Colour4b m_cPin{ 150, 0, 150, 255 }; const Colour4b m_cOrange{ 255, 125, 0, 255 }; const Colour4b m_cOrang{ 255, 125, 0, 125 }; enum EUVSelection{ eNone, ePivot, eGridU, eGridV, ePatchPoint, ePatchRow, ePatchColumn, eCircle, ePivotU, ePivotV, eU, eV, eUV, eSkewU, eSkewV, eTex, } m_selection; PointVertex* m_selectedU = 0; // must nullify this on m_Ulines, m_Vlines change PointVertex* m_selectedV = 0; int m_selectedPatchIndex = -1; bool m_isSelected = false; class UVSelector : public Selector { SelectionIntersection m_bestIntersection; public: EUVSelection m_selection = eNone; int m_index = -1; UVSelector() : m_bestIntersection( SelectionIntersection() ) { } void pushSelectable( Selectable& selectable ) { } void popSelectable() { m_bestIntersection = SelectionIntersection(); } void addIntersection( const SelectionIntersection& intersection ) { if( SelectionIntersection_closer( intersection, m_bestIntersection ) ) { m_bestIntersection = intersection; } } void addIntersection( const SelectionIntersection& intersection, EUVSelection selection, int index ) { if( SelectionIntersection_closer( intersection, m_bestIntersection ) ) { m_bestIntersection = intersection; m_selection = selection; m_index = index; } } void addIntersection( const SelectionIntersection& intersection, EUVSelection selection ) { if( SelectionIntersection_closer( intersection, m_bestIntersection ) ) { m_bestIntersection = intersection; m_selection = selection; } } bool isSelected() { return m_bestIntersection.valid(); } }; Face* m_face = 0; Plane3 m_plane; std::size_t m_width, m_height; TextureProjection m_projection; Matrix4 m_local2tex; //real projection Matrix4 m_tex2local; //real unprojection aka projection space basis aka texture axes Matrix4 m_faceLocal2tex; //x,y projected to the face for z = const Matrix4 m_faceTex2local; Vector3 m_origin; RenderablePivot m_pivot; Matrix4 m_pivot2world0; // original Matrix4 m_pivot2world; // transformed during transformation RenderablePoint m_pivotPoint; RenderableLines m_pivotLines; Matrix4 m_pivotLines2world; /* lines in uv space */ RenderableLines m_Ulines; RenderableLines m_Vlines; Matrix4 m_lines2world; // line * ( transform during transformation ) * m_faceTex2local = world unsigned int m_gridU = 1; // n - 1 of U directed sub lines, 1-16 unsigned int m_gridV = 1; RenderablePoint m_gridPointU; // control of U grid lines density, rendered on V axis RenderablePoint m_gridPointV; Vector2 m_gridSign; // orientation of controls relative to origin RenderableCircle m_circle; Matrix4 m_circle2world; Patch* m_patch = 0; //tracking face/patch mode by only nonzero pointer std::size_t m_patchWidth; std::size_t m_patchHeight; PatchControlArray m_patchCtrl; RenderablePoints m_patchRenderPoints; RenderableLines m_patchRenderLattice; RenderablePatchTexture m_patchRenderTex; const Shader* m_state_patch_raw = 0; // original patch texture shader Shader* m_state_patch = 0; // local patch texture overlay const char* m_state_patch_name = "$uvtool/patchtexture"; public: static Shader* m_state_line; static Shader* m_state_point; UVManipulator() : m_pivot( 32 ), m_circle( 8 << 3 ) { draw_circle( 8, 1, m_circle.m_vertices.data(), RemapXYZ() ); m_circle.setColour( m_cGray ); m_pivotPoint.setColour( m_cWhite ); m_gridPointU.setColour( m_cWhite ); m_gridPointV.setColour( m_cWhite ); m_pivotLines.m_lines.resize( 4, PointVertex( vertex3f_identity, m_cWhite ) ); } ~UVManipulator() { patchShaderDestroy(); } private: void patchShaderConstruct(){ patchShaderDestroy(); OpenGLState state; GlobalOpenGLStateLibrary().getDefaultState( state ); state.m_state = RENDER_FILL /*| RENDER_CULLFACE*/ | RENDER_TEXTURE | RENDER_COLOURWRITE | RENDER_LIGHTING | RENDER_SMOOTH; state.m_sort = OpenGLState::eSortOverlayLast; state.m_texture = m_patch->getShader()->getTexture().texture_number; GlobalOpenGLStateLibrary().insert( m_state_patch_name, state ); m_state_patch = GlobalShaderCache().capture( m_state_patch_name ); } void patchShaderDestroy(){ if( m_state_patch ){ m_state_patch = 0; GlobalShaderCache().release( m_state_patch_name ); GlobalOpenGLStateLibrary().erase( m_state_patch_name ); } } bool patchCtrl_isInside( std::size_t i ) const { return ( i % 2 || ( i / m_patchWidth ) % 2 ); } template void forEachEdge( const Functor& functor ) const { if( m_face ){ const Winding& winding = m_face->getWinding(); for( Winding::const_iterator next = winding.begin(), i = winding.end() - 1; next != winding.end(); i = next, ++next ) functor( ( *i ).vertex, ( *next ).vertex ); } else if( m_patch ){ for( std::vector::const_iterator i = m_patchRenderLattice.m_lines.begin(); i != m_patchRenderLattice.m_lines.end(); ++++i ){ const Vector3 p0( matrix4_transformed_point( m_faceTex2local, ( *i ).vertex ) ); const Vector3 p1( matrix4_transformed_point( m_faceTex2local, ( *( i + 1 ) ).vertex ) ); if( vector3_length_squared( p1 - p0 ) > 0.1 ) functor( p0, p1 ); } } } template void forEachPoint( const Functor& functor ) const { if( m_face ){ const Winding& winding = m_face->getWinding(); for( const auto& v : winding ) functor( v.vertex ); } else if( m_patch ){ for( const auto& v : m_patchCtrl ) functor( matrix4_transformed_point( m_faceTex2local, Vector3( v.m_texcoord ) ) ); } } template void forEachUVPoint( const Functor& functor ) const { if( m_face ){ const Winding& winding = m_face->getWinding(); for( const auto& v : winding ) functor( matrix4_transformed_point( m_faceLocal2tex, v.vertex ) ); } else if( m_patch ){ for( const auto& v : m_patchCtrl ) functor( Vector3( v.m_texcoord ) ); } } bool projection_valid() const { return !( !std::isfinite( m_local2tex[0] ) //nan || !std::isfinite( m_tex2local[0] ) //nan || fabs( vector3_dot( m_plane.normal(), m_tex2local.z().vec3() ) ) < 1e-6 //projected along face || vector3_length_squared( m_tex2local.x().vec3() ) < .01 //srsly scaled down, limit at max 10 textures per world unit || vector3_length_squared( m_tex2local.y().vec3() ) < .01 ); } void UpdateFaceData( bool updateOrigin, bool updateLines = true ) { //!? todo fewer outer quads for large textures //!? todo auto subdivisions num, based on tex size and world scale //! todo update on undo/redo, when face stays the same, but transformed //! todo update on nudgeSelectedLeft and the rest, qe tool move w/o projection change or with tex lock off //+ todo put default origin to winding's UV aabb corner //+ todo disable 3d workzone in this manipulator mode if( m_face ){ m_plane = m_face->getPlane().plane3(); m_width = m_face->getShader().width(); m_height = m_face->getShader().height(); // m_face->GetTexdef( m_projection ); m_projection = m_face->getTexdef().m_projection; Texdef_Construct_local2tex( m_projection, m_width, m_height, m_plane.normal(), m_local2tex ); m_tex2local = matrix4_affine_inverse( m_local2tex ); } else if( m_patch ){ m_plane.normal() = m_patch->Calculate_AvgNormal(); m_plane.dist() = vector3_dot( m_plane.normal(), m_patch->localAABB().origin ); m_patchWidth = m_patch->getWidth(); m_patchHeight = m_patch->getHeight(); m_patchCtrl = m_patch->getControlPoints(); m_state_patch_raw = m_patch->getShader(); patchShaderConstruct(); { //! todo force or deduce orthogonal uv axes for convenience Vector3 wDir, hDir; m_patch->Calculate_AvgAxes( wDir, hDir ); vector3_normalise( wDir ); vector3_normalise( hDir ); // globalOutputStream() << wDir << " wDir\n"; // globalOutputStream() << hDir << " hDir\n"; // globalOutputStream() << m_plane.normal() << " m_plane.normal()\n"; /* find longest row and column */ float wLength = 0, hLength = 0; //!? todo break, if some of these is 0 std::size_t row = 0, col = 0; for ( std::size_t r = 0; r < m_patchHeight; ++r ){ float length = 0; for ( std::size_t c = 0; c < m_patchWidth - 1; ++c ){ length += vector3_length( m_patch->ctrlAt( r, c + 1 ).m_vertex - m_patch->ctrlAt( r, c ).m_vertex ); } if( length - wLength > .1f || ( ( r == 0 || r == m_patchHeight - 1 ) && float_equal_epsilon( length, wLength, .1f ) ) ){ // prioritize first and last rows wLength = length; row = r; } } for ( std::size_t c = 0; c < m_patchWidth; ++c ){ float length = 0; for ( std::size_t r = 0; r < m_patchHeight - 1; ++r ){ length += vector3_length( m_patch->ctrlAt( r + 1, c ).m_vertex - m_patch->ctrlAt( r, c ).m_vertex ); } if( length - hLength > .1f || ( ( c == 0 || c == m_patchWidth - 1 ) && float_equal_epsilon( length, hLength, .1f ) ) ){ hLength = length; col = c; } } //! todo handle case, when uv start = end, like projection to cylinder //! todo consider max uv length to have manipulator size according to patch size /* pick 3 points at the found row and column */ const PatchControl* p0, *p1, *p2; Vector3 v0, v1, v2; { float distW0 = 0, distW1 = 0; for ( std::size_t c = 0; c < col; ++c ){ distW0 += vector3_length( m_patch->ctrlAt( row, c + 1 ).m_vertex - m_patch->ctrlAt( row, c ).m_vertex ); } for ( std::size_t c = col; c < m_patchWidth - 1; ++c ){ distW1 += vector3_length( m_patch->ctrlAt( row, c + 1 ).m_vertex - m_patch->ctrlAt( row, c ).m_vertex ); } float distH0 = 0, distH1 = 0; for ( std::size_t r = 0; r < row; ++r ){ distH0 += vector3_length( m_patch->ctrlAt( r + 1, col ).m_vertex - m_patch->ctrlAt( r, col ).m_vertex ); } for ( std::size_t r = row; r < m_patchHeight - 1; ++r ){ distH1 += vector3_length( m_patch->ctrlAt( r + 1, col ).m_vertex - m_patch->ctrlAt( r, col ).m_vertex ); } if( ( distW0 > distH0 && distW0 > distH1 ) || ( distW1 > distH0 && distW1 > distH1 ) ){ p0 = &m_patch->ctrlAt( 0, col ); p1 = &m_patch->ctrlAt( m_patchHeight - 1, col ); p2 = distW0 > distW1? &m_patch->ctrlAt( row, 0 ) : &m_patch->ctrlAt( row, m_patchWidth - 1 ); v0 = m_patch->localAABB().origin + hDir * vector3_dot( m_patch->localAABB().extents, Vector3( fabs( hDir.x() ), fabs( hDir.y() ), fabs( hDir.z() ) ) ) * 1.1 + wDir * ( distW0 - wLength / 2 ); v1 = v0 + hDir * hLength; v2 = v0 + hDir * distH0 + ( distW0 > distW1? ( wDir * -distW0 ) : ( wDir * distW1 ) ); } else{ p0 = &m_patch->ctrlAt( row, 0 ); p1 = &m_patch->ctrlAt( row, m_patchWidth - 1 ); p2 = distH0 > distH1? &m_patch->ctrlAt( 0, col ) : &m_patch->ctrlAt( m_patchHeight - 1, col ); v0 = m_patch->localAABB().origin + wDir * vector3_dot( m_patch->localAABB().extents, Vector3( fabs( wDir.x() ), fabs( wDir.y() ), fabs( wDir.z() ) ) ) * 1.1 + hDir * ( distH0 - hLength / 2 ); v1 = v0 + wDir * wLength; v2 = v0 + wDir * distW0 + ( distH0 > distH1? ( hDir * -distH0 ) : ( hDir * distH1 ) ); } if( vector3_dot( plane3_for_points( v0, v1, v2 ).normal(), m_plane.normal() ) < 0 ){ std::swap( p0, p1 ); std::swap( v0, v1 ); } } const DoubleVector3 vertices[3]{ v0, v1, v2 }; const DoubleVector3 sts[3]{ DoubleVector3( p0->m_texcoord ), DoubleVector3( p1->m_texcoord ), DoubleVector3( p2->m_texcoord ) }; Texdef_Construct_local2tex_from_ST( vertices, sts, m_local2tex ); m_tex2local = matrix4_affine_inverse( m_local2tex ); } } // globalOutputStream() << m_local2tex << " m_local2tex\n"; // globalOutputStream() << m_tex2local << " m_tex2local\n"; /* error checking */ if( !projection_valid() ){ m_selectedU = m_selectedV = 0; m_Ulines.m_lines.clear(); m_Vlines.m_lines.clear(); m_selectedPatchIndex = -1; return; } m_faceTex2local = m_tex2local; m_faceTex2local.x().vec3() = plane3_project_point( Plane3( m_plane.normal(), 0 ), m_tex2local.x().vec3(), m_tex2local.z().vec3() ); m_faceTex2local.y().vec3() = plane3_project_point( Plane3( m_plane.normal(), 0 ), m_tex2local.y().vec3(), m_tex2local.z().vec3() ); m_faceTex2local = matrix4_multiplied_by_matrix4( // adjust to have UV's z = 0: move the plane along m_tex2local.z() so that plane.dist() = 0 matrix4_translation_for_vec3( m_tex2local.z().vec3() * ( m_plane.dist() - vector3_dot( m_plane.normal(), m_tex2local.t().vec3() ) ) / vector3_dot( m_plane.normal(), m_tex2local.z().vec3() ) ), m_faceTex2local ); m_faceLocal2tex = matrix4_affine_inverse( m_faceTex2local ); if( m_patch ){ m_patchRenderPoints.m_points.clear(); m_patchRenderPoints.m_points.reserve( m_patchWidth * m_patchHeight ); for( std::size_t i = 0; i < m_patchCtrl.size(); ++i ){ m_patchRenderPoints.m_points.emplace_back( vertex3f_for_vector3( Vector3( m_patchCtrl[i].m_texcoord ) ), patchCtrl_isInside( i )? m_cPin : m_cGree ); } m_patchRenderLattice.m_lines.clear(); m_patchRenderLattice.m_lines.reserve( ( ( m_patchWidth - 1 ) * m_patchHeight + ( m_patchHeight - 1 ) * m_patchWidth ) * 2 ); for ( std::size_t r = 0; r < m_patchHeight; ++r ){ for ( std::size_t c = 0; c < m_patchWidth - 1; ++c ){ const Vector2& a = m_patch->ctrlAt( r, c ).m_texcoord; const Vector2& b = m_patch->ctrlAt( r, c + 1 ).m_texcoord; m_patchRenderLattice.m_lines.emplace_back( vertex3f_for_vector3( Vector3( a ) ), m_cOrang ); m_patchRenderLattice.m_lines.emplace_back( vertex3f_for_vector3( Vector3( b ) ), m_cOrang ); } } for ( std::size_t c = 0; c < m_patchWidth; ++c ){ for ( std::size_t r = 0; r < m_patchHeight - 1; ++r ){ const Vector2& a = m_patch->ctrlAt( r, c ).m_texcoord; const Vector2& b = m_patch->ctrlAt( r + 1, c ).m_texcoord; m_patchRenderLattice.m_lines.emplace_back( vertex3f_for_vector3( Vector3( a ) ), m_cOrang ); m_patchRenderLattice.m_lines.emplace_back( vertex3f_for_vector3( Vector3( b ) ), m_cOrang ); } } m_patchRenderTex.m_trianglesIndices.clear(); m_patchRenderTex.m_trianglesIndices.reserve( ( m_patchHeight - 1 ) * ( m_patchWidth - 1 ) * 2 * 3 ); const PatchControlArray& pc = m_patch->getControlPointsTransformed(); m_patchRenderTex.m_patchControlArray = &pc; const double degenerate_epsilon = 1e-5; for ( std::size_t r = 0; r < m_patchHeight - 1; ++r ){ for ( std::size_t c = 0; c < m_patchWidth - 1; ++c ){ const RenderIndex i0 = m_patchWidth * r + c; const RenderIndex i1 = m_patchWidth * ( r + 1 ) + c; const RenderIndex i2 = m_patchWidth * ( r + 1 ) + c + 1; const RenderIndex i3 = m_patchWidth * r + c + 1; double cross = vector2_cross( pc[i2].m_texcoord - pc[i0].m_texcoord, pc[i1].m_texcoord - pc[i0].m_texcoord ); if( !float_equal_epsilon( cross, 0, degenerate_epsilon ) ){ m_patchRenderTex.m_trianglesIndices.push_back( i0 ); m_patchRenderTex.m_trianglesIndices.push_back( i1 ); m_patchRenderTex.m_trianglesIndices.push_back( i2 ); if( cross < 0 ) std::swap( *( m_patchRenderTex.m_trianglesIndices.end() - 1 ), *( m_patchRenderTex.m_trianglesIndices.end() - 2 ) ); } cross = vector2_cross( pc[i3].m_texcoord - pc[i0].m_texcoord, pc[i2].m_texcoord - pc[i0].m_texcoord ); if( !float_equal_epsilon( cross, 0, degenerate_epsilon ) ){ m_patchRenderTex.m_trianglesIndices.push_back( i0 ); m_patchRenderTex.m_trianglesIndices.push_back( i2 ); m_patchRenderTex.m_trianglesIndices.push_back( i3 ); if( cross < 0 ) std::swap( *( m_patchRenderTex.m_trianglesIndices.end() - 1 ), *( m_patchRenderTex.m_trianglesIndices.end() - 2 ) ); } } } if( m_patchRenderTex.m_trianglesIndices.size() == 0 ){ // try to make at least one triangle or more RenderIndex i0 = 0, i1 = 1, i2; for( ; i1 < pc.size(); ++i1 ){ if( vector2_length( pc[i1].m_texcoord - pc[i0].m_texcoord ) > degenerate_epsilon ){ i2 = i1 + 1; for( ; i2 < pc.size(); ++i2 ){ const double cross = vector2_cross( pc[i2].m_texcoord - pc[i0].m_texcoord, pc[i1].m_texcoord - pc[i0].m_texcoord ); if( !float_equal_epsilon( cross, 0, degenerate_epsilon ) ){ m_patchRenderTex.m_trianglesIndices.push_back( i0 ); m_patchRenderTex.m_trianglesIndices.push_back( i1 ); m_patchRenderTex.m_trianglesIndices.push_back( i2 ); if( cross < 0 ) std::swap( *( m_patchRenderTex.m_trianglesIndices.end() - 1 ), *( m_patchRenderTex.m_trianglesIndices.end() - 2 ) ); break; } } } } } } Vector2 min( FLT_MAX, FLT_MAX ); Vector2 max( -FLT_MAX, -FLT_MAX ); forEachUVPoint( [&]( const Vector3& point ){ min.x() = std::min( min.x(), point.x() ); max.x() = std::max( max.x(), point.x() ); min.y() = std::min( min.y(), point.y() ); max.y() = std::max( max.y(), point.y() ); } ); if( updateOrigin ) m_origin = matrix4_transformed_point( m_faceTex2local, Vector3( min ) ); const Vector3 uv_origin = matrix4_transformed_point( m_faceLocal2tex, m_origin ); { // grid grain controls, on the polygon side of origin m_gridSign.x() = max.y() - uv_origin.y() >= uv_origin.y() - min.y()? 1 : -1; m_gridSign.y() = max.x() - uv_origin.x() >= uv_origin.x() - min.x()? 1 : -1; m_gridPointU.m_point.vertex = Vertex3f( uv_origin.x(), float_to_integer( uv_origin.y() + m_gridSign.x() * .25 ) + m_gridSign.x() * ( 1 - 1.0 / std::max( float( m_gridU ), 1.8f ) ), 0 ); m_gridPointV.m_point.vertex = Vertex3f( float_to_integer( uv_origin.x() + m_gridSign.y() * .25 ) + m_gridSign.y() * ( 1 - 1.0 / std::max( float( m_gridV ), 1.8f ) ), uv_origin.y(), 0 ); } m_pivot2world = m_tex2local; vector3_normalise( m_pivot2world.x().vec3() ); vector3_normalise( m_pivot2world.y().vec3() ); m_pivot2world.t().vec3() = m_origin; m_pivot2world0 = m_pivot2world; { float bestDist = 0; forEachPoint( [&]( const Vector3& point ){ const float dist = vector3_length_squared( point - m_origin ); if( dist > bestDist ){ bestDist = dist; } } ); bestDist = sqrt( bestDist ); m_circle2world = g_matrix4_identity; ComputeAxisBase( m_plane.normal(), m_circle2world.x().vec3(), m_circle2world.y().vec3() ); m_circle2world.x().vec3() *= bestDist; m_circle2world.y().vec3() *= bestDist; m_circle2world.z().vec3() = m_plane.normal(); m_circle2world.t().vec3() = m_origin; } min -= Vector2( 5, 5 ); max += Vector2( 5, 5 ); min.x() = float_to_integer( min.x() ); min.y() = float_to_integer( min.y() ); max.x() = float_to_integer( max.x() ); max.y() = float_to_integer( max.y() ); m_selectedU = m_selectedV = 0; m_selectedPatchIndex = -1; m_lines2world = m_faceTex2local; m_pivotLines2world = m_faceTex2local; if( updateLines ){ const int imax = float_to_integer( max.y() - min.y() ) + 1; m_Ulines.m_lines.clear(); m_Ulines.m_lines.reserve( ( imax + ( m_gridU - 1 ) * ( imax - 1 ) ) * 2 ); for( int i = 0; i < imax; ++i ){ if( i != 0 ){ for( std::size_t j = m_gridU - 1; j != 0; --j ){ //subgrid lines m_Ulines.m_lines.emplace_back( Vertex3f( min.x(), min.y() + i - static_cast( j ) / m_gridU, 0 ), m_cGrayer ); m_Ulines.m_lines.emplace_back( Vertex3f( max.x(), min.y() + i - static_cast( j ) / m_gridU, 0 ), m_cGrayer ); } } m_Ulines.m_lines.emplace_back( Vertex3f( min.x(), min.y() + i, 0 ), m_cGray ); m_Ulines.m_lines.emplace_back( Vertex3f( max.x(), min.y() + i, 0 ), m_cGray ); } } if( updateLines ){ const int imax = float_to_integer( max.x() - min.x() ) + 1; m_Vlines.m_lines.clear(); m_Vlines.m_lines.reserve( ( imax + ( m_gridV - 1 ) * ( imax - 1 ) ) * 2 ); for( int i = 0; i < imax; ++i ){ if( i != 0 ){ for( std::size_t j = m_gridV - 1; j != 0; --j ){ m_Vlines.m_lines.emplace_back( Vertex3f( min.x() + i - static_cast( j ) / m_gridV, min.y(), 0 ), m_cGrayer ); m_Vlines.m_lines.emplace_back( Vertex3f( min.x() + i - static_cast( j ) / m_gridV, max.y(), 0 ), m_cGrayer ); } } m_Vlines.m_lines.emplace_back( Vertex3f( min.x() + i, min.y(), 0 ), m_cGray ); m_Vlines.m_lines.emplace_back( Vertex3f( min.x() + i, max.y(), 0 ), m_cGray ); } } { { // u pivot line m_pivotLines.m_lines[0].vertex = Vertex3f( min.x(), uv_origin.y(), 0 ); m_pivotLines.m_lines[1].vertex = Vertex3f( max.x(), uv_origin.y(), 0 ); } { // v pivot line m_pivotLines.m_lines[2].vertex = Vertex3f( uv_origin.x(), min.y(), 0 ); m_pivotLines.m_lines[3].vertex = Vertex3f( uv_origin.x(), max.y(), 0 ); } } } bool UpdateData() { if( !g_SelectedFaceInstances.empty() ){ Face* face = &g_SelectedFaceInstances.last().getFace(); if( m_face != face ){ m_face = face; m_patch = 0; UpdateFaceData( true ); } else if( memcmp( &m_projection, &m_face->getTexdef().m_projection, sizeof( TextureProjection ) ) != 0 || m_width != m_face->getShader().width() || m_height != m_face->getShader().height() ) { UpdateFaceData( false ); } return projection_valid(); } else if( GlobalSelectionSystem().countSelected() != 0 ){ Patch* patch = Node_getPatch( GlobalSelectionSystem().ultimateSelected().path().top() ); if( patch ){ if( m_patch != patch ){ m_patch = patch; m_face = 0; UpdateFaceData( true ); } else if( m_patchWidth != m_patch->getWidth() || m_patchHeight != m_patch->getHeight() || memcmp( m_patchCtrl.data(), m_patch->getControlPoints().data(), sizeof( *m_patchCtrl.data() ) * m_patchCtrl.size() ) != 0 || m_state_patch_raw != m_patch->getShader() ){ UpdateFaceData( false ); } return projection_valid(); } } return false; } public: void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ) { if( volume.fill() && UpdateData() ){ if( m_patch ){ renderer.SetState( const_cast( m_state_patch ), Renderer::eFullMaterials ); renderer.addRenderable( m_patchRenderTex, m_lines2world ); } renderer.SetState( m_state_line, Renderer::eFullMaterials ); renderer.addRenderable( m_Ulines, m_lines2world ); renderer.addRenderable( m_Vlines, m_lines2world ); renderer.addRenderable( m_pivotLines, m_pivotLines2world ); if( m_patch ) renderer.addRenderable( m_patchRenderLattice, m_faceTex2local ); //fix pivot position for better visibility m_pivot.render( renderer, volume, matrix4_multiplied_by_matrix4( matrix4_translation_for_vec3( vector3_normalised( volume.getViewer() - m_origin ) ), m_pivot2world ) ); renderer.addRenderable( m_circle, m_circle2world ); renderer.SetState( m_state_point, Renderer::eFullMaterials ); if( m_patch ) renderer.addRenderable( m_patchRenderPoints, m_faceTex2local ); renderer.addRenderable( m_pivotPoint, m_pivot2world ); renderer.addRenderable( m_gridPointU, m_pivotLines2world ); renderer.addRenderable( m_gridPointV, m_pivotLines2world ); } } void testSelect( const View& view, const Matrix4& pivot2world ) { //!? todo fix: eUV selection possibility may be blocked by the circle if( !view.fill() || !UpdateData() ){ m_isSelected = false; return; } UVSelector selector; { // try pivot point const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot2world ) ); SelectionIntersection best; Point_BestPoint( local2view, m_pivotPoint.m_point.vertex, best ); selector.addIntersection( best, ePivot ); } if( !selector.isSelected() ){ // try grid control points const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_faceTex2local ) ); SelectionIntersection best; Point_BestPoint( local2view, m_gridPointU.m_point.vertex, best ); selector.addIntersection( best, eGridU ); Point_BestPoint( local2view, m_gridPointV.m_point.vertex, best ); selector.addIntersection( best, eGridV ); } if( !selector.isSelected() && m_patch ){ // try patch points const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_faceTex2local ) ); SelectionIntersection best; for( std::size_t i = 0; i < m_patchRenderPoints.m_points.size(); ++i ){ Point_BestPoint( local2view, m_patchRenderPoints.m_points[i], best ); selector.addIntersection( best, ePatchPoint, i ); } } if( !selector.isSelected() && m_patch ){ // try patch rows, columns const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_faceTex2local ) ); SelectionIntersection best; for ( std::size_t r = 0; r < m_patchHeight; ++r ){ for ( std::size_t c = 0; c < m_patchWidth - 1; ++c ){ Line_BestPoint( local2view, &m_patchRenderLattice.m_lines[( r * ( m_patchWidth - 1 ) + c ) * 2], best ); selector.addIntersection( best, ePatchRow, r ); } } for ( std::size_t c = 0; c < m_patchWidth; ++c ){ for ( std::size_t r = 0; r < m_patchHeight - 1; ++r ){ Line_BestPoint( local2view, &m_patchRenderLattice.m_lines[( m_patchWidth - 1 ) * m_patchHeight * 2 + ( c * ( m_patchHeight - 1 ) + r ) * 2], best ); selector.addIntersection( best, ePatchColumn, c ); } } } if( !selector.isSelected() ){ // try circle const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_circle2world ) ); SelectionIntersection best; LineLoop_BestPoint( local2view, m_circle.m_vertices.data(), m_circle.m_vertices.size(), best ); selector.addIntersection( best, eCircle ); } if( !selector.isSelected() ){ // try pivot lines const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_faceTex2local ) ); SelectionIntersection best; Line_BestPoint( local2view, &m_pivotLines.m_lines[0], best ); selector.addIntersection( best, ePivotU ); Line_BestPoint( local2view, &m_pivotLines.m_lines[2], best ); selector.addIntersection( best, ePivotV ); } PointVertex* selectedU = 0; PointVertex* selectedV = 0; EUVSelection& selection = selector.m_selection; if( !selector.isSelected() ){ // try UV lines /* -|------ | | V line center| - - tex U center - - | tex | V -cross-|-----U line center-----| | */ // special fuckage with the grid for better distinguishing of user's intentions // better picking of tex, only line for skew or scale with dense grid const Matrix4 screen2world( matrix4_full_inverse( view.GetViewMatrix() ) ); const DoubleRay ray = ray_for_points( vector4_projected( matrix4_transformed_vector4( screen2world, BasicVector4( 0, 0, -1, 1 ) ) ), vector4_projected( matrix4_transformed_vector4( screen2world, BasicVector4( 0, 0, 1, 1 ) ) ) ); const DoubleVector3 hit = ray_intersect_plane( ray, m_plane ); const Vector3 uvhit = matrix4_transformed_point( m_faceLocal2tex, hit ); if( fabs( vector3_dot( ray.direction, m_plane.normal() ) ) > 1e-6 && !m_Ulines.m_lines.empty() && !m_Vlines.m_lines.empty() && matrix4_transformed_vector4( view.GetViewMatrix(), Vector4( hit, 1 ) ).w() > 0 ){ PointVertex* closestU = &m_Ulines.m_lines[std::min( m_Ulines.m_lines.size() - 2, static_cast( float_to_integer( std::max( 0.f, uvhit.y() - m_Ulines.m_lines.front().vertex.y() ) * m_gridU ) * 2 ) )]; PointVertex* closestV = &m_Vlines.m_lines[std::min( m_Vlines.m_lines.size() - 2, static_cast( float_to_integer( std::max( 0.f, uvhit.x() - m_Vlines.m_lines.front().vertex.x() ) * m_gridV ) * 2 ) )]; const Vector2 sign( uvhit.y() > closestU->vertex.y()? 1 : -1, uvhit.x() > closestV->vertex.x()? 1 : -1 ); //hit in positive or negative part of lines u, v const PointVertex pCross( Vertex3f( closestV->vertex.x(), closestU->vertex.y(), 0 ) ); const PointVertex pUcenter( Vertex3f( closestV->vertex.x() + sign.y() / ( m_gridV * 2 ), closestU->vertex.y(), 0 ) ); const PointVertex pVcenter( Vertex3f( closestV->vertex.x(), closestU->vertex.y() + sign.x() / ( m_gridU * 2 ), 0 ) ); PointVertex pTexUcenter[2]{ *closestU, *( closestU + 1 ) }; pTexUcenter[0].vertex.y() = pTexUcenter[1].vertex.y() = pVcenter.vertex.y(); PointVertex pTexVcenter[2]{ *closestV, *( closestV + 1 ) }; pTexVcenter[0].vertex.x() = pTexVcenter[1].vertex.x() = pUcenter.vertex.x(); SelectionIntersection iCross, iUcenter, iVcenter, iTexUcenter, iTexVcenter, iU, iV, iNull; const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_faceTex2local ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif Line_BestPoint( local2view, closestU, iU ); Line_BestPoint( local2view, closestV, iV ); Line_BestPoint( local2view, pTexUcenter, iTexUcenter ); Line_BestPoint( local2view, pTexVcenter, iTexVcenter ); const bool uselected = iU < iNull; const bool vselected = iV < iNull; if( !uselected && !vselected ){ //no lines hit, definitely tex selection = eTex; } else if( ( !uselected || iTexUcenter < iU ) && ( !vselected || iTexVcenter < iV ) ){ //yes lines, but tex ones are closer selection = eTex; } else if( uselected != vselected ){ //only line selected if( uselected ){ selection = g_modifiers == c_modifierAlt? eSkewU : eU; selectedU = closestU; } else{ selection = g_modifiers == c_modifierAlt? eSkewV : eV; selectedV = closestV; } } else{ //two lines hit if( g_modifiers == c_modifierAlt ){ //pick only line for skew if( iU < iV ){ selection = eSkewU; selectedU = closestU; } else{ selection = eSkewV; selectedV = closestV; } } else{ Point_BestPoint( local2view, pUcenter, iUcenter ); Point_BestPoint( local2view, pVcenter, iVcenter ); Point_BestPoint( local2view, pCross, iCross ); const bool ucenter = iUcenter < iNull; const bool vcenter = iVcenter < iNull; if( !ucenter && !vcenter ){ // no centers, definitely two lines selection = eUV; selectedU = closestU; selectedV = closestV; } else if( iCross < iUcenter && iCross < iVcenter ){ // some center(s), cross is closer = two lines selection = eUV; selectedU = closestU; selectedV = closestV; } else{ // some center(s), pick closest line if( iUcenter < iVcenter ){ selection = eU; selectedU = closestU; } else{ selection = eV; selectedV = closestV; } } } } } } applySelection( selector.m_selection, selectedU, selectedV, selector.m_index ); } private: void applySelection( EUVSelection selection, PointVertex* selectedU, PointVertex* selectedV, int selectedPatchIndex ){ if( m_selection != selection || m_selectedU != selectedU || m_selectedV != selectedV || m_selectedPatchIndex != selectedPatchIndex ){ if( m_selection != selection ){ switch ( m_selection ) { case ePivot: m_pivotPoint.m_point.colour = m_cWhite; break; case eGridU: m_gridPointU.m_point.colour = m_cWhite; break; case eGridV: m_gridPointV.m_point.colour = m_cWhite; break; case eCircle: m_circle.setColour( m_cGray ); break; case ePivotU: m_pivotLines.m_lines[0].colour = m_cWhite; m_pivotLines.m_lines[1].colour = m_cWhite; break; case ePivotV: m_pivotLines.m_lines[2].colour = m_cWhite; m_pivotLines.m_lines[3].colour = m_cWhite; break; default: break; } switch ( selection ) { case ePivot: m_pivotPoint.m_point.colour = m_cRed; break; case eGridU: m_gridPointU.m_point.colour = m_cRed; break; case eGridV: m_gridPointV.m_point.colour = m_cRed; break; case eCircle: m_circle.setColour( g_colour_selected ); break; case ePivotU: m_pivotLines.m_lines[0].colour = m_cRed; m_pivotLines.m_lines[1].colour = m_cRed; break; case ePivotV: m_pivotLines.m_lines[2].colour = m_cRed; m_pivotLines.m_lines[3].colour = m_cRed; break; default: break; } } const Colour4b colour_selected = g_modifiers == c_modifierAlt? m_cGreen : g_colour_selected; if( m_selectedU != selectedU || m_selection != selection ){ // selected line changed or not, but scale<->skew modes exchanged if( m_selectedU ) m_selectedU->colour = ( m_selectedU + 1 )->colour = ( ( m_selectedU - &m_Ulines.m_lines[0] ) / 2 ) % m_gridU == 0? m_cGray : m_cGrayer; if( selectedU ) selectedU->colour = ( selectedU + 1 )->colour = colour_selected; } if( m_selectedV != selectedV || m_selection != selection ){ if( m_selectedV ) m_selectedV->colour = ( m_selectedV + 1 )->colour = ( ( m_selectedV - &m_Vlines.m_lines[0] ) / 2 ) % m_gridV == 0? m_cGray : m_cGrayer; if( selectedV ) selectedV->colour = ( selectedV + 1 )->colour = colour_selected; } if( m_selectedPatchIndex != selectedPatchIndex || m_selection != selection ){ if( m_selectedPatchIndex >= 0 ){ switch ( m_selection ) { case ePatchPoint: m_patchRenderPoints.m_points[m_selectedPatchIndex].colour = patchCtrl_isInside( m_selectedPatchIndex )? m_cPin : m_cGree; break; case ePatchRow: for ( std::size_t c = 0; c < m_patchWidth - 1; ++c ){ const std::size_t i = ( m_selectedPatchIndex * ( m_patchWidth - 1 ) + c ) * 2; m_patchRenderLattice.m_lines[i].colour = m_patchRenderLattice.m_lines[i + 1].colour = m_cOrang; } for ( std::size_t c = 0; c < m_patchWidth; ++c ){ const std::size_t i = m_selectedPatchIndex * m_patchWidth + c; m_patchRenderPoints.m_points[i].colour = patchCtrl_isInside( i )? m_cPin : m_cGree; } break; case ePatchColumn: for ( std::size_t r = 0; r < m_patchHeight - 1; ++r ){ const std::size_t i = ( m_patchWidth - 1 ) * m_patchHeight * 2 + ( m_selectedPatchIndex * ( m_patchHeight - 1 ) + r ) * 2; m_patchRenderLattice.m_lines[i].colour = m_patchRenderLattice.m_lines[i + 1].colour = m_cOrang; } for ( std::size_t r = 0; r < m_patchHeight; ++r ){ const std::size_t i = r * m_patchWidth + m_selectedPatchIndex; m_patchRenderPoints.m_points[i].colour = patchCtrl_isInside( i )? m_cPin : m_cGree; } break; default: break; } } if( selectedPatchIndex >= 0 ){ switch ( selection ) { case ePatchPoint: m_patchRenderPoints.m_points[selectedPatchIndex].colour = patchCtrl_isInside( selectedPatchIndex )? m_cPink : m_cGreen; break; case ePatchRow: for ( std::size_t c = 0; c < m_patchWidth - 1; ++c ){ const std::size_t i = ( selectedPatchIndex * ( m_patchWidth - 1 ) + c ) * 2; m_patchRenderLattice.m_lines[i].colour = m_patchRenderLattice.m_lines[i + 1].colour = m_cOrange; } for ( std::size_t c = 0; c < m_patchWidth; ++c ){ const std::size_t i = selectedPatchIndex * m_patchWidth + c; m_patchRenderPoints.m_points[i].colour = patchCtrl_isInside( i )? m_cPink : m_cGreen; } break; case ePatchColumn: for ( std::size_t r = 0; r < m_patchHeight - 1; ++r ){ const std::size_t i = ( m_patchWidth - 1 ) * m_patchHeight * 2 + ( selectedPatchIndex * ( m_patchHeight - 1 ) + r ) * 2; m_patchRenderLattice.m_lines[i].colour = m_patchRenderLattice.m_lines[i + 1].colour = m_cOrange; } for ( std::size_t r = 0; r < m_patchHeight; ++r ){ const std::size_t i = r * m_patchWidth + selectedPatchIndex; m_patchRenderPoints.m_points[i].colour = patchCtrl_isInside( i )? m_cPink : m_cGreen; } break; default: break; } } } m_selection = selection; m_selectedU = selectedU; m_selectedV = selectedV; m_selectedPatchIndex = selectedPatchIndex; SceneChangeNotify(); } m_isSelected = ( selection != eNone ); } void commitTransform( const Matrix4& transform ) const { if( m_face ){ m_face->transform_texdef( transform, m_origin ); //! todo make SI update after Brush_textureChanged(); same problem after brush moved with tex lock } else if( m_patch ){ const Matrix4 uvTransform = transform_local2object( matrix4_affine_inverse( transform ), m_faceLocal2tex, m_faceTex2local ); for( std::size_t i = 0; i < m_patchCtrl.size(); ++i ){ const Vector3 uv = matrix4_transformed_point( uvTransform, Vector3( m_patchCtrl[i].m_texcoord ) ); m_patch->getControlPointsTransformed()[i].m_texcoord = uv.vec2(); } // m_patch->controlPointsChanged(); m_patch->UpdateCachedData(); } SceneChangeNotify(); } /* Manipulatable */ Vector3 m_start; public: void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_start = point_on_plane( m_plane, m_view->GetViewMatrix(), x, y ); } //!? todo change snap dist measurement from world to screenspace //!? fix meaningless undo on grid/origin change, then click tex or lines //!? todo no snap mode with alt modifier void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapHard, const bool alt ){ const Vector3 current = point_on_plane( m_plane, m_view->GetViewMatrix(), x, y ); switch ( m_selection ) { case ePivot: { const Vector3 uv_origin_start = matrix4_transformed_point( m_faceLocal2tex, m_origin ); const Vector3 uv_origin = matrix4_transformed_point( m_faceLocal2tex, current ); float bestDistU = FLT_MAX; float bestDistV = FLT_MAX; float snapToU = 0; float snapToV = 0; for( std::vector::const_iterator i = m_Ulines.m_lines.begin(); i != m_Ulines.m_lines.end(); ++++i ){ const float dist = fabs( ( *i ).vertex.y() - uv_origin.y() ); if( dist < bestDistU ){ bestDistU = dist; snapToU = ( *i ).vertex.y(); } } for( std::vector::const_iterator i = m_Vlines.m_lines.begin(); i != m_Vlines.m_lines.end(); ++++i ){ const float dist = fabs( ( *i ).vertex.x() - uv_origin.x() ); if( dist < bestDistV ){ bestDistV = dist; snapToV = ( *i ).vertex.x(); } } forEachUVPoint( [&]( const Vector3& point ){ const float distU = fabs( point.y() - uv_origin.y() ); if( distU < bestDistU ){ bestDistU = distU; snapToU = point.y(); } const float distV = fabs( point.x() - uv_origin.x() ); if( distV < bestDistV ){ bestDistV = distV; snapToV = point.x(); } } ); Vector3 result( uv_origin_start ); if( bestDistU * vector3_length( m_faceTex2local.y().vec3() ) < 3 || snapHard ){ result.y() = snapToU; } else{ result.y() = uv_origin.y(); } if( bestDistV * vector3_length( m_faceTex2local.x().vec3() ) < 3 || snapHard ){ result.x() = snapToV; } else{ result.x() = uv_origin.x(); } m_origin = matrix4_transformed_point( m_faceTex2local, result ); UpdateFaceData( false, false ); SceneChangeNotify(); } break; case ePivotU: { const Vector3 uv_origin_start = matrix4_transformed_point( m_faceLocal2tex, m_origin ); const Vector3 uv_origin = matrix4_transformed_point( m_faceLocal2tex, current ); float bestDist = FLT_MAX; float snapTo = 0; for( std::vector::const_iterator i = m_Ulines.m_lines.begin(); i != m_Ulines.m_lines.end(); ++++i ){ const float dist = fabs( ( *i ).vertex.y() - uv_origin.y() ); if( dist < bestDist ){ bestDist = dist; snapTo = ( *i ).vertex.y(); } } forEachUVPoint( [&]( const Vector3& point ){ const float dist = fabs( point.y() - uv_origin.y() ); if( dist < bestDist ){ bestDist = dist; snapTo = point.y(); } } ); Vector3 result( uv_origin_start ); if( bestDist * vector3_length( m_faceTex2local.y().vec3() ) < 3 || snapHard ){ result.y() = snapTo; } else{ result.y() = uv_origin.y(); } m_origin = matrix4_transformed_point( m_faceTex2local, result ); UpdateFaceData( false, false ); SceneChangeNotify(); } break; case ePivotV: { const Vector3 uv_origin_start = matrix4_transformed_point( m_faceLocal2tex, m_origin ); const Vector3 uv_origin = matrix4_transformed_point( m_faceLocal2tex, current ); float bestDist = FLT_MAX; float snapTo = 0; for( std::vector::const_iterator i = m_Vlines.m_lines.begin(); i != m_Vlines.m_lines.end(); ++++i ){ const float dist = fabs( ( *i ).vertex.x() - uv_origin.x() ); if( dist < bestDist ){ bestDist = dist; snapTo = ( *i ).vertex.x(); } } forEachUVPoint( [&]( const Vector3& point ){ const float dist = fabs( point.x() - uv_origin.x() ); if( dist < bestDist ){ bestDist = dist; snapTo = point.x(); } } ); Vector3 result( uv_origin_start ); if( bestDist * vector3_length( m_faceTex2local.x().vec3() ) < 3 || snapHard ){ result.x() = snapTo; } else{ result.x() = uv_origin.x(); } m_origin = matrix4_transformed_point( m_faceTex2local, result ); UpdateFaceData( false, false ); SceneChangeNotify(); } break; case eGridU: { const Vector3 uv_origin = matrix4_transformed_point( m_faceLocal2tex, m_origin ); const Vector3 uv_current = matrix4_transformed_point( m_faceLocal2tex, current ); const float dist = std::max( ( float_to_integer( uv_origin.y() + m_gridSign.x() * .25 ) + m_gridSign.x() - uv_current.y() ) * m_gridSign.x(), .01f ); unsigned int grid = std::max( 1, std::min( 16, int( 1 / dist ) ) ); if( snapHard ){ // http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2 grid--; grid |= grid >> 1; grid |= grid >> 2; grid |= grid >> 4; grid |= grid >> 8; grid |= grid >> 16; grid++; } if( m_gridU != grid || ( snap && m_gridV != grid ) ){ m_gridU = grid; if( snap ) m_gridV = grid; UpdateFaceData( false ); SceneChangeNotify(); } } break; case eGridV: { const Vector3 uv_origin = matrix4_transformed_point( m_faceLocal2tex, m_origin ); const Vector3 uv_current = matrix4_transformed_point( m_faceLocal2tex, current ); const float dist = std::max( ( float_to_integer( uv_origin.x() + m_gridSign.y() * .25 ) + m_gridSign.y() - uv_current.x() ) * m_gridSign.y(), .01f ); unsigned int grid = std::max( 1, std::min( 16, int( 1 / dist ) ) ); if( snapHard ){ // http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2 grid--; grid |= grid >> 1; grid |= grid >> 2; grid |= grid >> 4; grid |= grid >> 8; grid |= grid >> 16; grid++; } if( m_gridV != grid || ( snap && m_gridU != grid ) ){ m_gridV = grid; if( snap ) m_gridU = grid; UpdateFaceData( false ); SceneChangeNotify(); } } break; case eCircle: { Vector3 from = m_start - m_origin; constrain_to_axis( from, m_tex2local.z().vec3() ); Vector3 to = current - m_origin; constrain_to_axis( to, m_tex2local.z().vec3() ); Matrix4 rot = g_matrix4_identity; if( snap ){ matrix4_pivoted_rotate_by_axisangle( rot, m_tex2local.z().vec3(), float_snapped( angle_for_axis( from, to, m_tex2local.z().vec3() ), static_cast( c_pi / 12.0 ) ), m_origin ); } else{ matrix4_pivoted_rotate_by_axisangle( rot, m_tex2local.z().vec3(), angle_for_axis( from, to, m_tex2local.z().vec3() ), m_origin ); } { // snap const Vector3 uvec = vector3_normalised( matrix4_transformed_direction( rot, m_tex2local.x().vec3() ) ); const Vector3 vvec = vector3_normalised( matrix4_transformed_direction( rot, m_tex2local.y().vec3() ) ); float bestDot = 0; Vector3 bestTo; bool V = false; forEachEdge( [&]( const Vector3& point0, const Vector3& point1 ){ Vector3 vec( point1 - point0 ); constrain_to_axis( vec, m_tex2local.z().vec3() ); const float dotU = fabs( vector3_dot( uvec, vec ) ); if( dotU > bestDot ){ bestDot = dotU; bestTo = vector3_dot( uvec, vec ) > 0? vec : -vec; V = false; } const float dotV = fabs( vector3_dot( vvec, vec ) ); if( dotV > bestDot ){ bestDot = dotV; bestTo = vector3_dot( vvec, vec ) > 0? vec : -vec; V = true; } } ); if( bestDot > 0.9994f || snapHard ){ const Vector3 bestFrom = vector3_normalised( V? m_tex2local.y().vec3() : m_tex2local.x().vec3() ); rot = g_matrix4_identity; matrix4_pivoted_rotate_by_axisangle( rot, m_tex2local.z().vec3(), angle_for_axis( bestFrom, bestTo, m_tex2local.z().vec3() ), m_origin ); } } Matrix4 faceTex2local = matrix4_multiplied_by_matrix4( rot, m_tex2local ); faceTex2local.x().vec3() = plane3_project_point( Plane3( m_plane.normal(), 0 ), faceTex2local.x().vec3(), m_tex2local.z().vec3() ); faceTex2local.y().vec3() = plane3_project_point( Plane3( m_plane.normal(), 0 ), faceTex2local.y().vec3(), m_tex2local.z().vec3() ); faceTex2local = matrix4_multiplied_by_matrix4( // adjust to have UV's z = 0: move the plane along m_tex2local.z() so that plane.dist() = 0 matrix4_translation_for_vec3( m_tex2local.z().vec3() * ( m_plane.dist() - vector3_dot( m_plane.normal(), faceTex2local.t().vec3() ) ) / vector3_dot( m_plane.normal(), m_tex2local.z().vec3() ) ), faceTex2local ); m_lines2world = m_pivotLines2world = faceTex2local; m_pivot2world = matrix4_multiplied_by_matrix4( rot, m_pivot2world0 ); commitTransform( rot ); } break; case eU: //!? todo modifier or default snap to set scale u = scale v { const Vector3 uv_origin = matrix4_transformed_point( m_local2tex, m_origin ); const Vector3 uv_start = m_selectedU->vertex; const Vector3 uv_current = m_selectedU->vertex + matrix4_transformed_point( m_local2tex, current ) - matrix4_transformed_point( m_local2tex, m_start ); float bestDist = FLT_MAX; float snapTo = 0; forEachUVPoint( [&]( const Vector3& point ){ const float dist = fabs( point.y() - uv_current.y() ); if( dist < bestDist ){ bestDist = dist; snapTo = point.y(); } } ); Vector3 result( 1, uv_current.y(), 1 ); if( bestDist * vector3_length( m_faceTex2local.y().vec3() ) < 3 || snapHard ){ result.y() = snapTo; } result.y() = ( result.y() - uv_origin.y() ) / ( uv_start.y() - uv_origin.y() ); if( snap ) result.x() = fabs( result.y() ); /* prevent scaling to 0, limit at max 10 textures per world unit */ if( vector3_length_squared( m_tex2local.y().vec3() * result.y() ) < .01 ) return; Matrix4 scale = g_matrix4_identity; matrix4_pivoted_scale_by_vec3( scale, result, uv_origin ); scale = transform_local2object( scale, m_tex2local, m_local2tex ); { Matrix4 linescale = g_matrix4_identity; matrix4_pivoted_scale_by_vec3( linescale, result, matrix4_transformed_point( m_faceLocal2tex, m_origin ) ); m_lines2world = m_pivotLines2world = matrix4_multiplied_by_matrix4( m_faceTex2local, linescale ); m_pivot2world = matrix4_multiplied_by_matrix4( m_pivot2world0, matrix4_scale_for_vec3( result ) ); } commitTransform( scale ); } break; case eV: { const Vector3 uv_origin = matrix4_transformed_point( m_local2tex, m_origin ); const Vector3 uv_start = m_selectedV->vertex; const Vector3 uv_current = m_selectedV->vertex + matrix4_transformed_point( m_local2tex, current ) - matrix4_transformed_point( m_local2tex, m_start ); float bestDist = FLT_MAX; float snapTo = 0; forEachUVPoint( [&]( const Vector3& point ){ const float dist = fabs( point.x() - uv_current.x() ); if( dist < bestDist ){ bestDist = dist; snapTo = point.x(); } } ); Vector3 result( uv_current.x(), 1, 1 ); if( bestDist * vector3_length( m_faceTex2local.x().vec3() ) < 3 || snapHard ){ result.x() = snapTo; } result.x() = ( result.x() - uv_origin.x() ) / ( uv_start.x() - uv_origin.x() ); if( snap ) result.y() = fabs( result.x() ); /* prevent scaling to 0, limit at max 10 textures per world unit */ if( vector3_length_squared( m_tex2local.x().vec3() * result.x() ) < .01 ) return; Matrix4 scale = g_matrix4_identity; matrix4_pivoted_scale_by_vec3( scale, result, uv_origin ); scale = transform_local2object( scale, m_tex2local, m_local2tex ); { Matrix4 linescale = g_matrix4_identity; matrix4_pivoted_scale_by_vec3( linescale, result, matrix4_transformed_point( m_faceLocal2tex, m_origin ) ); m_lines2world = m_pivotLines2world = matrix4_multiplied_by_matrix4( m_faceTex2local, linescale ); m_pivot2world = matrix4_multiplied_by_matrix4( m_pivot2world0, matrix4_scale_for_vec3( result ) ); } commitTransform( scale ); } break; case eUV: { const Vector3 uv_origin = matrix4_transformed_point( m_local2tex, m_origin ); const Vector3 uv_start{ m_selectedV->vertex.x(), m_selectedU->vertex.y(), 0 }; const Vector3 uv_current{ ( m_selectedV->vertex + matrix4_transformed_point( m_local2tex, current ) - matrix4_transformed_point( m_local2tex, m_start ) ).x(), ( m_selectedU->vertex + matrix4_transformed_point( m_local2tex, current ) - matrix4_transformed_point( m_local2tex, m_start ) ).y(), 0 }; float bestDistU = FLT_MAX; float snapToU = 0; float bestDistV = FLT_MAX; float snapToV = 0; forEachUVPoint( [&]( const Vector3& point ){ const float distU = fabs( point.y() - uv_current.y() ); if( distU < bestDistU ){ bestDistU = distU; snapToU = point.y(); } const float distV = fabs( point.x() - uv_current.x() ); if( distV < bestDistV ){ bestDistV = distV; snapToV = point.x(); } } ); Vector3 result( uv_current.x(), uv_current.y(), 1 ); if( bestDistU * vector3_length( m_faceTex2local.y().vec3() ) < 3 || snapHard ){ result.y() = snapToU; } result.y() = ( result.y() - uv_origin.y() ) / ( uv_start.y() - uv_origin.y() ); if( bestDistV * vector3_length( m_faceTex2local.x().vec3() ) < 3 || snapHard ){ result.x() = snapToV; } result.x() = ( result.x() - uv_origin.x() ) / ( uv_start.x() - uv_origin.x() ); if( snap ){ const std::size_t best = fabs( result.x() ) > fabs( result.y() )? 0 : 1; result[( best + 1 ) % 2] = std::copysign( result[best], result[( best + 1 ) % 2] ); } /* prevent scaling to 0, limit at max 10 textures per world unit */ if( vector3_length_squared( m_tex2local.x().vec3() * result.x() ) < .01 || vector3_length_squared( m_tex2local.y().vec3() * result.y() ) < .01 ) return; Matrix4 scale = g_matrix4_identity; matrix4_pivoted_scale_by_vec3( scale, result, uv_origin ); scale = transform_local2object( scale, m_tex2local, m_local2tex ); { Matrix4 linescale = g_matrix4_identity; matrix4_pivoted_scale_by_vec3( linescale, result, matrix4_transformed_point( m_faceLocal2tex, m_origin ) ); m_lines2world = m_pivotLines2world = matrix4_multiplied_by_matrix4( m_faceTex2local, linescale ); m_pivot2world = matrix4_multiplied_by_matrix4( m_pivot2world0, matrix4_scale_for_vec3( result ) ); } commitTransform( scale ); } break; case eSkewU: { const Vector3 uv_origin = matrix4_transformed_point( m_faceLocal2tex, m_origin ); const Vector3 uv_move = matrix4_transformed_point( m_faceLocal2tex, current ) - matrix4_transformed_point( m_faceLocal2tex, m_start ); Matrix4 skew( g_matrix4_identity ); skew[4] = uv_move.x() / ( m_selectedU->vertex - uv_origin ).y(); Matrix4 scale = matrix4_scale_for_vec3( // scale snap measurement space so that x/y = 1 Vector3( vector3_length( m_faceTex2local.x().vec3() ) / vector3_length( m_faceTex2local.y().vec3() ), 1, 1 ) ); const Vector3 skewed = vector3_normalised( matrix4_transformed_direction( matrix4_multiplied_by_matrix4( scale, skew ), g_vector3_axis_y ) ); matrix4_multiply_by_matrix4( scale, m_faceLocal2tex ); float bestDot = 0; Vector3 bestTo; forEachEdge( [&]( const Vector3& point0, const Vector3& point1 ){ const Vector3 vec( vector3_normalised( matrix4_transformed_point( scale, point1 ) - matrix4_transformed_point( scale, point0 ) ) ); const float dot = fabs( vector3_dot( skewed, vec ) ); if( dot > bestDot && fabs( vector3_dot( vec, g_vector3_axis_x ) ) < 0.99999 ){ // don't snap so, that one axis = the other bestDot = dot; const Vector3 vecTo( vector3_normalised( matrix4_transformed_point( m_faceLocal2tex, point1 ) - matrix4_transformed_point( m_faceLocal2tex, point0 ) ) ); bestTo = vector3_dot( skewed, vec ) > 0? vecTo : -vecTo; } } ); if( bestDot > 0.9994f || snapHard ){ //!? todo add snap: make manipulated axis orthogonal to the other skew[4] = bestTo.x() / bestTo.y(); } { Matrix4 mat( g_matrix4_identity ); matrix4_translate_by_vec3( mat, uv_origin ); matrix4_multiply_by_matrix4( mat, skew ); matrix4_translate_by_vec3( mat, -uv_origin ); skew = mat; } m_lines2world = m_pivotLines2world = matrix4_multiplied_by_matrix4( m_faceTex2local, skew ); m_pivot2world = transform_local2object( skew, m_tex2local, m_local2tex ); matrix4_multiply_by_matrix4( m_pivot2world, m_pivot2world0 ); skew = transform_local2object( skew, m_faceTex2local, m_faceLocal2tex ); commitTransform( skew ); } break; case eSkewV: { const Vector3 uv_origin = matrix4_transformed_point( m_faceLocal2tex, m_origin ); const Vector3 uv_move = matrix4_transformed_point( m_faceLocal2tex, current ) - matrix4_transformed_point( m_faceLocal2tex, m_start ); Matrix4 skew( g_matrix4_identity ); skew[1] = uv_move.y() / ( m_selectedV->vertex - uv_origin ).x(); Matrix4 scale = matrix4_scale_for_vec3( // scale snap measurement space so that x/y = 1 Vector3( vector3_length( m_faceTex2local.x().vec3() ) / vector3_length( m_faceTex2local.y().vec3() ), 1, 1 ) ); const Vector3 skewed = vector3_normalised( matrix4_transformed_direction( matrix4_multiplied_by_matrix4( scale, skew ), g_vector3_axis_x ) ); matrix4_multiply_by_matrix4( scale, m_faceLocal2tex ); float bestDot = 0; Vector3 bestTo; forEachEdge( [&]( const Vector3& point0, const Vector3& point1 ){ const Vector3 vec( vector3_normalised( matrix4_transformed_point( scale, point1 ) - matrix4_transformed_point( scale, point0 ) ) ); const float dot = fabs( vector3_dot( skewed, vec ) ); if( dot > bestDot && fabs( vector3_dot( vec, g_vector3_axis_y ) ) < 0.99999 ){ // don't snap so, that one axis = the other bestDot = dot; const Vector3 vecTo( vector3_normalised( matrix4_transformed_point( m_faceLocal2tex, point1 ) - matrix4_transformed_point( m_faceLocal2tex, point0 ) ) ); bestTo = vector3_dot( skewed, vec ) > 0? vecTo : -vecTo; } } ); if( bestDot > 0.9994f || snapHard ){ skew[1] = bestTo.y() / bestTo.x(); } { Matrix4 mat( g_matrix4_identity ); matrix4_translate_by_vec3( mat, uv_origin ); matrix4_multiply_by_matrix4( mat, skew ); matrix4_translate_by_vec3( mat, -uv_origin ); skew = mat; } m_lines2world = m_pivotLines2world = matrix4_multiplied_by_matrix4( m_faceTex2local, skew ); m_pivot2world = transform_local2object( skew, m_tex2local, m_local2tex ); matrix4_multiply_by_matrix4( m_pivot2world, m_pivot2world0 ); skew = transform_local2object( skew, m_faceTex2local, m_faceLocal2tex ); commitTransform( skew ); } break; case eTex: { const Vector3 uvstart = matrix4_transformed_point( m_faceLocal2tex, m_start ); const Vector3 uvcurrent = matrix4_transformed_point( m_faceLocal2tex, current ); const Vector3 uvmove = uvcurrent - uvstart; float bestDistU = FLT_MAX; float bestDistV = FLT_MAX; float snapMoveU = 0; float snapMoveV = 0; // snap uvmove const auto functor = [&]( const Vector3& point ){ for( std::vector::const_iterator i = m_Ulines.m_lines.begin(); i != m_Ulines.m_lines.end(); ++++i ){ const float dist = point.y() - ( ( *i ).vertex.y() + uvmove.y() ); if( fabs( dist ) < bestDistU ){ bestDistU = fabs( dist ); snapMoveU = uvmove.y() + dist; } } for( std::vector::const_iterator i = m_Vlines.m_lines.begin(); i != m_Vlines.m_lines.end(); ++++i ){ const float dist = point.x() - ( ( *i ).vertex.x() + uvmove.x() ); if( fabs( dist ) < bestDistV ){ bestDistV = fabs( dist ); snapMoveV = uvmove.x() + dist; } } }; forEachUVPoint( functor ); functor( matrix4_transformed_point( m_faceLocal2tex, m_origin ) ); Vector3 result( uvmove ); if( bestDistU * vector3_length( m_faceTex2local.y().vec3() ) < 3 || snapHard ){ result.y() = snapMoveU; } if( bestDistV * vector3_length( m_faceTex2local.x().vec3() ) < 3 || snapHard ){ result.x() = snapMoveV; } if( snap ){ auto& smaller = fabs( uvmove.x() * vector3_length( m_faceTex2local.x().vec3() ) ) < fabs( uvmove.y() * vector3_length( m_faceTex2local.y().vec3() ) )? result.x() : result.y(); smaller = 0; } result = translation_local2object( result, m_faceTex2local, m_faceLocal2tex ); const Matrix4 translation = matrix4_translation_for_vec3( result ); m_lines2world = matrix4_multiplied_by_matrix4( translation, m_faceTex2local ); commitTransform( translation ); } break; case ePatchPoint: case ePatchRow: case ePatchColumn: { std::vector indices; if( m_selection == ePatchPoint ) indices.push_back( m_selectedPatchIndex ); else if( m_selection == ePatchRow ) for ( std::size_t c = 0; c < m_patchWidth; ++c ) indices.push_back( m_selectedPatchIndex * m_patchWidth + c ); else if( m_selection == ePatchColumn ) for ( std::size_t r = 0; r < m_patchHeight; ++r ) indices.push_back( r * m_patchWidth + m_selectedPatchIndex ); const Vector3 uvstart = matrix4_transformed_point( m_faceLocal2tex, m_start ); const Vector3 uvcurrent = matrix4_transformed_point( m_faceLocal2tex, current ); const Vector3 uvmove = uvcurrent - uvstart; float bestDistU = FLT_MAX; float bestDistV = FLT_MAX; float snapMoveU = 0; float snapMoveV = 0; // snap uvmove for( std::size_t index : indices ){ for( std::vector::const_iterator i = m_Ulines.m_lines.begin(); i != m_Ulines.m_lines.end(); ++++i ){ const float dist = m_patchCtrl[index].m_texcoord.y() + uvmove.y() - ( *i ).vertex.y(); if( fabs( dist ) < bestDistU ){ bestDistU = fabs( dist ); snapMoveU = uvmove.y() - dist; } } for( std::vector::const_iterator i = m_Vlines.m_lines.begin(); i != m_Vlines.m_lines.end(); ++++i ){ const float dist = m_patchCtrl[index].m_texcoord.x() + uvmove.x() - ( *i ).vertex.x(); if( fabs( dist ) < bestDistV ){ bestDistV = fabs( dist ); snapMoveV = uvmove.x() - dist; } } const Vector3 origin = matrix4_transformed_point( m_faceLocal2tex, m_origin ); { const float dist = m_patchCtrl[index].m_texcoord.y() + uvmove.y() - origin.y(); if( fabs( dist ) < bestDistU ){ bestDistU = fabs( dist ); snapMoveU = uvmove.y() - dist; } } { const float dist = m_patchCtrl[index].m_texcoord.x() + uvmove.x() - origin.x(); if( fabs( dist ) < bestDistV ){ bestDistV = fabs( dist ); snapMoveV = uvmove.x() - dist; } } } Vector3 result( uvmove ); if( bestDistU * vector3_length( m_faceTex2local.y().vec3() ) < 3 || snapHard ){ result.y() = snapMoveU; } if( bestDistV * vector3_length( m_faceTex2local.x().vec3() ) < 3 || snapHard ){ result.x() = snapMoveV; } if( snap ){ auto& smaller = fabs( uvmove.x() * vector3_length( m_faceTex2local.x().vec3() ) ) < fabs( uvmove.y() * vector3_length( m_faceTex2local.y().vec3() ) )? result.x() : result.y(); smaller = 0; } const Matrix4 translation = matrix4_translation_for_vec3( result ); for( std::size_t i : indices ){ const Vector3 uv = matrix4_transformed_point( translation, Vector3( m_patchCtrl[i].m_texcoord ) ); m_patch->getControlPointsTransformed()[i].m_texcoord = uv.vec2(); m_patchRenderPoints.m_points[i].vertex = vertex3f_for_vector3( uv ); } // update lattice renderable entirely for ( std::size_t r = 0; r < m_patchHeight; ++r ){ for ( std::size_t c = 0; c < m_patchWidth - 1; ++c ){ const Vector2& a = m_patch->getControlPointsTransformed()[r * m_patchWidth + c].m_texcoord; const Vector2& b = m_patch->getControlPointsTransformed()[r * m_patchWidth + c + 1].m_texcoord; m_patchRenderLattice.m_lines[( r * ( m_patchWidth - 1 ) + c ) * 2].vertex = vertex3f_for_vector3( Vector3( a ) ); m_patchRenderLattice.m_lines[( r * ( m_patchWidth - 1 ) + c ) * 2 + 1].vertex = vertex3f_for_vector3( Vector3( b ) ); } } for ( std::size_t c = 0; c < m_patchWidth; ++c ){ for ( std::size_t r = 0; r < m_patchHeight - 1; ++r ){ const Vector2& a = m_patch->getControlPointsTransformed()[r * m_patchWidth + c].m_texcoord; const Vector2& b = m_patch->getControlPointsTransformed()[( r + 1 ) * m_patchWidth + c].m_texcoord; m_patchRenderLattice.m_lines[( m_patchWidth - 1 ) * m_patchHeight * 2 + ( c * ( m_patchHeight - 1 ) + r ) * 2].vertex = vertex3f_for_vector3( Vector3( a ) ); m_patchRenderLattice.m_lines[( m_patchWidth - 1 ) * m_patchHeight * 2 + ( c * ( m_patchHeight - 1 ) + r ) * 2 + 1].vertex = vertex3f_for_vector3( Vector3( b ) ); } } m_patch->UpdateCachedData(); SceneChangeNotify(); } default: break; } } void freezeTransform(){ if( m_selection == eCircle || m_selection == eU || m_selection == eV || m_selection == eUV || m_selection == eSkewU || m_selection == eSkewV || m_selection == eTex || m_selection == ePatchPoint || m_selection == ePatchRow || m_selection == ePatchColumn ) { if( m_face ) m_face->freezeTransform(); else if( m_patch ) m_patch->freezeTransform(); } } Manipulatable* GetManipulatable() { return this; } void setSelected( bool select ) { m_isSelected = select; } bool isSelected() const { return m_isSelected; } }; Shader* UVManipulator::m_state_line; Shader* UVManipulator::m_state_point; class TransformOriginTranslatable { public: virtual void transformOriginTranslate( const Vector3& translation, const bool set[3] ) = 0; }; class TransformOriginTranslate : public Manipulatable { private: Vector3 m_start; TransformOriginTranslatable& m_transformOriginTranslatable; public: TransformOriginTranslate( TransformOriginTranslatable& transformOriginTranslatable ) : m_transformOriginTranslatable( transformOriginTranslatable ){ } void Construct( const Matrix4& device2manip, const float x, const float y, const AABB& bounds, const Vector3& transform_origin ){ m_start = point_on_plane( device2manip, x, y ); } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y, const bool snap, const bool snapbbox, const bool alt ){ Vector3 current = point_on_plane( device2manip, x, y ); current = vector3_subtracted( current, m_start ); if( snap ){ for ( std::size_t i = 0; i < 3; ++i ){ if( fabs( current[i] ) >= fabs( current[(i + 1) % 3] ) ){ current[(i + 1) % 3] = 0.f; } else{ current[i] = 0.f; } } } bool set[3] = { true, true, true }; for ( std::size_t i = 0; i < 3; ++i ){ if( fabs( current[i] ) < 1e-3f ){ set[i] = false; } } current = translation_local2object( current, manip2object ); m_transformOriginTranslatable.transformOriginTranslate( current, set ); } }; class TransformOriginManipulator : public Manipulator, public ManipulatorSelectionChangeable { struct RenderablePoint : public OpenGLRenderable { PointVertex m_point; RenderablePoint(): m_point( vertex3f_identity ) { } void render( RenderStateFlags state ) const { gl().glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_point.colour ); gl().glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_point.vertex ); gl().glDrawArrays( GL_POINTS, 0, 1 ); } void setColour( const Colour4b & colour ) { m_point.colour = colour; } }; TransformOriginTranslate m_translate; const bool& m_pivotIsCustom; RenderablePoint m_point; SelectableBool m_selectable; Pivot2World m_pivot; public: static Shader* m_state; TransformOriginManipulator( TransformOriginTranslatable& transformOriginTranslatable, const bool& pivotIsCustom ) : m_translate( transformOriginTranslatable ), m_pivotIsCustom( pivotIsCustom ){ } void UpdateColours() { m_point.setColour( m_selectable.isSelected()? m_pivotIsCustom? Colour4b( 255, 232, 0, 255 ) : g_colour_selected : m_pivotIsCustom? Colour4b( 0, 125, 255, 255 ) : g_colour_screen ); } void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ) { m_pivot.update( pivot2world, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() ); // temp hack UpdateColours(); renderer.SetState( m_state, Renderer::eWireframeOnly ); renderer.SetState( m_state, Renderer::eFullMaterials ); renderer.addRenderable( m_point, m_pivot.m_worldSpace ); } void testSelect( const View& view, const Matrix4& pivot2world ) { m_pivot.update( pivot2world, view.GetModelview(), view.GetProjection(), view.GetViewport() ); SelectionPool selector; { const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot.m_worldSpace ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif { SelectionIntersection best; Point_BestPoint( local2view, m_point.m_point, best ); selector.addSelectable( best, &m_selectable ); } } selectionChange( selector ); } Manipulatable* GetManipulatable() { return &m_translate; } void setSelected( bool select ) { m_selectable.setSelected( select ); } bool isSelected() const { return m_selectable.isSelected(); } }; Shader* TransformOriginManipulator::m_state; class select_all : public scene::Graph::Walker { bool m_select; public: select_all( bool select ) : m_select( select ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 ) { selectable->setSelected( m_select ); } return true; } }; class select_all_component : public scene::Graph::Walker { bool m_select; SelectionSystem::EComponentMode m_mode; public: select_all_component( bool select, SelectionSystem::EComponentMode mode ) : m_select( select ), m_mode( mode ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { ComponentSelectionTestable* componentSelectionTestable = Instance_getComponentSelectionTestable( instance ); if ( componentSelectionTestable ) { componentSelectionTestable->setSelectedComponents( m_select, m_mode ); } return true; } }; void Scene_SelectAll_Component( bool select, SelectionSystem::EComponentMode componentMode ){ GlobalSceneGraph().traverse( select_all_component( select, componentMode ) ); } void Scene_BoundsSelected( scene::Graph& graph, AABB& bounds ); class LazyBounds { AABB m_bounds; bool m_valid; public: LazyBounds() : m_valid( false ){ } void setInvalid(){ m_valid = false; } const AABB& getBounds(){ if( !m_valid ){ Scene_BoundsSelected( GlobalSceneGraph(), m_bounds ); m_valid = true; } return m_bounds; } }; // RadiantSelectionSystem class RadiantSelectionSystem final : public SelectionSystem, public Translatable, public Rotatable, public Scalable, public Skewable, public TransformOriginTranslatable, public Renderable { mutable Matrix4 m_pivot2world; mutable AABB m_bounds; mutable LazyBounds m_lazy_bounds; Matrix4 m_pivot2world_start; Matrix4 m_manip2pivot_start; Translation m_translation; Rotation m_rotation; Scale m_scale; Skew m_skew; public: static Shader* m_state; bool m_bPreferPointEntsIn2D; private: EManipulatorMode m_manipulator_mode; Manipulator* m_manipulator; // state bool m_undo_begun; EMode m_mode; EComponentMode m_componentmode; SelectionCounter m_count_primitive; SelectionCounter m_count_component; SelectedStuffCounter m_count_stuff; TranslateManipulator m_translate_manipulator; RotateManipulator m_rotate_manipulator; ScaleManipulator m_scale_manipulator; SkewManipulator m_skew_manipulator; DragManipulator m_drag_manipulator; ClipManipulator m_clip_manipulator; BuildManipulator m_build_manipulator; UVManipulator m_uv_manipulator; mutable TransformOriginManipulator m_transformOrigin_manipulator; typedef SelectionList selection_t; selection_t m_selection; selection_t m_component_selection; Signal1 m_selectionChanged_callbacks; void ConstructPivot() const; void ConstructPivotRotation() const; void setCustomTransformOrigin( const Vector3& origin, const bool set[3] ) const; AABB getSelectionAABB() const; mutable bool m_pivotChanged; bool m_pivot_moving; mutable bool m_pivotIsCustom; void Scene_TestSelect( Selector& selector, SelectionTest& test, const View& view, SelectionSystem::EMode mode, SelectionSystem::EComponentMode componentMode ); bool nothingSelected() const { return ( Mode() == eComponent && m_count_component.empty() ) || ( Mode() == ePrimitive && m_count_primitive.empty() ); } public: enum EModifier { eManipulator, eReplace, eCycle, eSelect, eDeselect, }; RadiantSelectionSystem() : m_bPreferPointEntsIn2D( true ), m_undo_begun( false ), m_mode( ePrimitive ), m_componentmode( eDefault ), m_count_primitive( SelectionChangedCaller( *this ) ), m_count_component( SelectionChangedCaller( *this ) ), m_translate_manipulator( *this, 2, 64 ), m_rotate_manipulator( *this, 8, 64 ), m_scale_manipulator( *this, 0, 64 ), m_skew_manipulator( *this, *this, *this, *this, m_bounds, m_pivot2world, m_pivotIsCustom ), m_drag_manipulator( *this ), m_clip_manipulator( m_pivot2world, m_bounds ), m_transformOrigin_manipulator( *this, m_pivotIsCustom ), m_pivotChanged( false ), m_pivot_moving( false ), m_pivotIsCustom( false ){ SetManipulatorMode( eTranslate ); pivotChanged(); addSelectionChangeCallback( PivotChangedSelectionCaller( *this ) ); AddGridChangeCallback( PivotChangedCaller( *this ) ); } void pivotChanged() const { m_pivotChanged = true; m_lazy_bounds.setInvalid(); SceneChangeNotify(); } typedef ConstMemberCaller PivotChangedCaller; void pivotChangedSelection( const Selectable& selectable ){ pivotChanged(); } typedef MemberCaller1 PivotChangedSelectionCaller; const AABB& getBoundsSelected() const { return m_lazy_bounds.getBounds(); } void SetMode( EMode mode ){ if ( m_mode != mode ) { m_mode = mode; pivotChanged(); } } EMode Mode() const { return m_mode; } void SetComponentMode( EComponentMode mode ){ m_componentmode = mode; } EComponentMode ComponentMode() const { return m_componentmode; } void SetManipulatorMode( EManipulatorMode mode ){ if( ( mode == eClip ) || ( ManipulatorMode() == eClip ) ){ m_clip_manipulator.reset( ( mode == eClip ) && ( ManipulatorMode() != eClip ) ); if( ( mode == eClip ) != ( ManipulatorMode() == eClip ) ) Clipper_modeChanged( mode == eClip ); } m_pivotIsCustom = false; m_manipulator_mode = mode; switch ( m_manipulator_mode ) { case eTranslate: m_manipulator = &m_translate_manipulator; break; case eRotate: m_manipulator = &m_rotate_manipulator; break; case eScale: m_manipulator = &m_scale_manipulator; break; case eSkew: m_manipulator = &m_skew_manipulator; break; case eDrag: m_manipulator = &m_drag_manipulator; break; case eClip: m_manipulator = &m_clip_manipulator; m_repeatableTransforms.setIdentity(); break; case eBuild: { m_build_manipulator.initialise(); m_manipulator = &m_build_manipulator; break; } case eUV: m_manipulator = &m_uv_manipulator; break; } pivotChanged(); } EManipulatorMode ManipulatorMode() const { return m_manipulator_mode; } SelectionChangeCallback getObserver( EMode mode ){ if ( mode == ePrimitive ) { return makeCallback1( m_count_primitive ); } else { return makeCallback1( m_count_component ); } } std::size_t countSelected() const { return m_count_primitive.size(); } std::size_t countSelectedComponents() const { return m_count_component.size(); } void countSelectedStuff( std::size_t& brushes, std::size_t& patches, std::size_t& entities ) const { m_count_stuff.get( brushes, patches, entities ); } void onSelectedChanged( scene::Instance& instance, const Selectable& selectable ){ if ( selectable.isSelected() ) { m_selection.append( instance ); m_count_stuff.increment( instance.path().top() ); } else { m_selection.erase( instance ); m_count_stuff.decrement( instance.path().top() ); } ASSERT_MESSAGE( m_selection.size() == m_count_primitive.size(), "selection-tracking error" ); } void onComponentSelection( scene::Instance& instance, const Selectable& selectable ){ if ( selectable.isSelected() ) { m_component_selection.append( instance ); } else { m_component_selection.erase( instance ); } ASSERT_MESSAGE( m_component_selection.size() == m_count_component.size(), "selection-tracking error" ); } scene::Instance& firstSelected() const { ASSERT_MESSAGE( m_selection.size() > 0, "no instance selected" ); return **m_selection.begin(); } scene::Instance& ultimateSelected() const { ASSERT_MESSAGE( m_selection.size() > 0, "no instance selected" ); return m_selection.back(); } scene::Instance& penultimateSelected() const { ASSERT_MESSAGE( m_selection.size() > 1, "only one instance selected" ); return *( *( --( --m_selection.end() ) ) ); } void setSelectedAll( bool selected ){ GlobalSceneGraph().traverse( select_all( selected ) ); m_manipulator->setSelected( selected ); } void setSelectedAllComponents( bool selected ){ Scene_SelectAll_Component( selected, SelectionSystem::eVertex ); Scene_SelectAll_Component( selected, SelectionSystem::eEdge ); Scene_SelectAll_Component( selected, SelectionSystem::eFace ); m_manipulator->setSelected( selected ); } void foreachSelected( const Visitor& visitor ) const { selection_t::const_iterator i = m_selection.begin(); while ( i != m_selection.end() ) { visitor.visit( *( *( i++ ) ) ); } } void foreachSelectedComponent( const Visitor& visitor ) const { selection_t::const_iterator i = m_component_selection.begin(); while ( i != m_component_selection.end() ) { visitor.visit( *( *( i++ ) ) ); } } void addSelectionChangeCallback( const SelectionChangeHandler& handler ){ m_selectionChanged_callbacks.connectLast( handler ); } void selectionChanged( const Selectable& selectable ){ m_selectionChanged_callbacks( selectable ); } typedef MemberCaller1 SelectionChangedCaller; void startMove(){ m_pivot2world_start = GetPivot2World(); } bool SelectManipulator( const View& view, const float device_point[2], const float device_epsilon[2] ){ bool movingOrigin = false; if ( !nothingSelected() || ManipulatorMode() == eDrag || ManipulatorMode() == eClip || ManipulatorMode() == eBuild || ManipulatorMode() == eUV ) { #if defined ( DEBUG_SELECTION ) g_render_clipped.destroy(); #endif Manipulatable::assign_static( view, device_point, device_epsilon ); //this b4 m_manipulator calls! m_transformOrigin_manipulator.setSelected( false ); m_manipulator->setSelected( false ); { View scissored( view ); ConstructSelectionTest( scissored, SelectionBoxForPoint( device_point, device_epsilon ) ); if( transformOrigin_isTranslatable() ){ m_transformOrigin_manipulator.testSelect( scissored, GetPivot2World() ); movingOrigin = m_transformOrigin_manipulator.isSelected(); } if( !movingOrigin ) m_manipulator->testSelect( scissored, GetPivot2World() ); } startMove(); m_pivot_moving = m_manipulator->isSelected(); if ( m_pivot_moving || movingOrigin ) { Pivot2World pivot; pivot.update( GetPivot2World(), view.GetModelview(), view.GetProjection(), view.GetViewport() ); m_manip2pivot_start = matrix4_multiplied_by_matrix4( matrix4_full_inverse( m_pivot2world_start ), pivot.m_worldSpace ); Matrix4 device2manip; ConstructDevice2Manip( device2manip, m_pivot2world_start, view.GetModelview(), view.GetProjection(), view.GetViewport() ); if( m_pivot_moving ){ m_manipulator->GetManipulatable()->Construct( device2manip, device_point[0], device_point[1], m_bounds, GetPivot2World().t().vec3() ); m_undo_begun = false; } else if( movingOrigin ){ m_transformOrigin_manipulator.GetManipulatable()->Construct( device2manip, device_point[0], device_point[1], m_bounds, GetPivot2World().t().vec3() ); } } SceneChangeNotify(); } return m_pivot_moving || movingOrigin; } void HighlightManipulator( const View& view, const float device_point[2], const float device_epsilon[2] ){ Manipulatable::assign_static( view, device_point, device_epsilon ); //this b4 m_manipulator calls! if ( ( !nothingSelected() && transformOrigin_isTranslatable() ) || ManipulatorMode() == eClip || ManipulatorMode() == eBuild || ManipulatorMode() == eUV || ManipulatorMode() == eDrag ) { #if defined ( DEBUG_SELECTION ) g_render_clipped.destroy(); #endif m_transformOrigin_manipulator.setSelected( false ); m_manipulator->setSelected( false ); View scissored( view ); ConstructSelectionTest( scissored, SelectionBoxForPoint( device_point, device_epsilon ) ); if( transformOrigin_isTranslatable() ){ m_transformOrigin_manipulator.testSelect( scissored, GetPivot2World() ); if( !m_transformOrigin_manipulator.isSelected() ) m_manipulator->testSelect( scissored, GetPivot2World() ); } else if( ManipulatorMode() == eClip ){ m_clip_manipulator.testSelect_points( scissored ); } else if( ManipulatorMode() == eBuild ){ m_build_manipulator.highlight( scissored ); } else if( ManipulatorMode() == eUV ){ m_manipulator->testSelect( scissored, GetPivot2World() ); } else if( ManipulatorMode() == eDrag ){ m_drag_manipulator.highlight( scissored ); } } } void deselectAll(){ if ( Mode() == eComponent ) { setSelectedAllComponents( false ); } else { setSelectedAll( false ); } } void deselectComponentsOrAll( bool components ){ if ( components ) { setSelectedAllComponents( false ); } else { deselectAll(); } } #define SELECT_MATCHING #define SELECT_MATCHING_DEPTH 1e-6f #define SELECT_MATCHING_DIST 1e-6f #define SELECT_MATCHING_COMPONENTS_DIST .25f void SelectionPool_Select( SelectionPool& pool, bool select, float dist_epsilon ){ SelectionPool::iterator best = pool.begin(); if( ( *best ).second->isSelected() != select ){ ( *best ).second->setSelected( select ); } #ifdef SELECT_MATCHING SelectionPool::iterator i = best; ++i; while ( i != pool.end() ) { if( ( *i ).first.equalEpsilon( ( *best ).first, dist_epsilon, SELECT_MATCHING_DEPTH ) ){ //if( ( *i ).second->isSelected() != select ){ ( *i ).second->setSelected( select ); //} } else{ break; } ++i; } #endif // SELECT_MATCHING } void SelectPoint( const View& view, const float device_point[2], const float device_epsilon[2], RadiantSelectionSystem::EModifier modifier, bool face ){ //globalOutputStream() << device_point[0] << " " << device_point[1] << "\n"; ASSERT_MESSAGE( fabs( device_point[0] ) <= 1.f && fabs( device_point[1] ) <= 1.f, "point-selection error" ); if ( modifier == eReplace ) { deselectComponentsOrAll( face ); } /* //nothingSelected() doesn't consider faces, selected in non-component mode, m if ( modifier == eCycle && nothingSelected() ){ modifier = eReplace; } */ #if defined ( DEBUG_SELECTION ) g_render_clipped.destroy(); #endif { View scissored( view ); ConstructSelectionTest( scissored, SelectionBoxForPoint( device_point, device_epsilon ) ); SelectionVolume volume( scissored ); SelectionPool selector; SelectionPool selector_point_ents; const bool prefer_point_ents = m_bPreferPointEntsIn2D && Mode() == ePrimitive && !view.fill() && !face && ( modifier == RadiantSelectionSystem::eReplace || modifier == RadiantSelectionSystem::eSelect || modifier == RadiantSelectionSystem::eDeselect ); if( prefer_point_ents ){ Scene_TestSelect( selector_point_ents, volume, scissored, eEntity, ComponentMode() ); } if( prefer_point_ents && !selector_point_ents.failed() ){ switch ( modifier ) { // if cycle mode not enabled, enable it case RadiantSelectionSystem::eReplace: { // select closest ( *selector_point_ents.begin() ).second->setSelected( true ); } break; case RadiantSelectionSystem::eSelect: { SelectionPool_Select( selector_point_ents, true, SELECT_MATCHING_DIST ); } break; case RadiantSelectionSystem::eDeselect: { SelectionPool_Select( selector_point_ents, false, SELECT_MATCHING_DIST ); } break; default: break; } } else{ if ( face ){ Scene_TestSelect_Component( selector, volume, scissored, eFace ); } else{ Scene_TestSelect( selector, volume, scissored, g_modifiers == c_modifierAlt? ePrimitive : Mode(), ComponentMode() ); } if ( !selector.failed() ) { switch ( modifier ) { // if cycle mode not enabled, enable it case RadiantSelectionSystem::eReplace: { // select closest ( *selector.begin() ).second->setSelected( true ); } break; // select the next object in the list from the one already selected case RadiantSelectionSystem::eCycle: { bool cycleSelectionOccured = false; SelectionPool::iterator i = selector.begin(); while ( i != selector.end() ) { if ( ( *i ).second->isSelected() ) { deselectComponentsOrAll( face ); ++i; if ( i != selector.end() ) { i->second->setSelected( true ); } else { selector.begin()->second->setSelected( true ); } cycleSelectionOccured = true; break; } ++i; } if( !cycleSelectionOccured ){ deselectComponentsOrAll( face ); ( *selector.begin() ).second->setSelected( true ); } } break; case RadiantSelectionSystem::eSelect: { SelectionPool_Select( selector, true, ( Mode() == eComponent && g_modifiers != c_modifierAlt )? SELECT_MATCHING_COMPONENTS_DIST : SELECT_MATCHING_DIST ); } break; case RadiantSelectionSystem::eDeselect: { SelectionPool_Select( selector, false, ( Mode() == eComponent && g_modifiers != c_modifierAlt )? SELECT_MATCHING_COMPONENTS_DIST : SELECT_MATCHING_DIST ); } break; default: break; } } else if( modifier == eCycle ){ deselectComponentsOrAll( face ); } } } } bool SelectPoint_InitPaint( const View& view, const float device_point[2], const float device_epsilon[2], bool face ){ ASSERT_MESSAGE( fabs( device_point[0] ) <= 1.f && fabs( device_point[1] ) <= 1.f, "point-selection error" ); #if defined ( DEBUG_SELECTION ) g_render_clipped.destroy(); #endif { View scissored( view ); ConstructSelectionTest( scissored, SelectionBoxForPoint( device_point, device_epsilon ) ); SelectionVolume volume( scissored ); SelectionPool selector; SelectionPool selector_point_ents; const bool prefer_point_ents = m_bPreferPointEntsIn2D && Mode() == ePrimitive && !view.fill() && !face; if( prefer_point_ents ){ Scene_TestSelect( selector_point_ents, volume, scissored, eEntity, ComponentMode() ); } if( prefer_point_ents && !selector_point_ents.failed() ){ const bool wasSelected = ( *selector_point_ents.begin() ).second->isSelected(); SelectionPool_Select( selector_point_ents, !wasSelected, SELECT_MATCHING_DIST ); return !wasSelected; } else{//do primitives, if ents failed if ( face ){ Scene_TestSelect_Component( selector, volume, scissored, eFace ); } else{ Scene_TestSelect( selector, volume, scissored, g_modifiers == c_modifierAlt? ePrimitive : Mode(), ComponentMode() ); } if ( !selector.failed() ){ const bool wasSelected = ( *selector.begin() ).second->isSelected(); SelectionPool_Select( selector, !wasSelected, ( Mode() == eComponent && g_modifiers != c_modifierAlt )? SELECT_MATCHING_COMPONENTS_DIST : SELECT_MATCHING_DIST ); #if 0 SelectionPool::iterator best = selector.begin(); SelectionPool::iterator i = best; globalOutputStream() << "\n\n\n===========\n"; while ( i != selector.end() ) { globalOutputStream() << "depth:" << ( *i ).first.m_depth << " dist:" << ( *i ).first.m_distance << " depth2:" << ( *i ).first.m_depth2 << "\n"; globalOutputStream() << "depth - best depth:" << ( *i ).first.m_depth - ( *best ).first.m_depth << "\n"; ++i; } #endif return !wasSelected; } else{ return true; } } } } void SelectArea( const View& view, const rect_t rect, bool face ){ #if defined ( DEBUG_SELECTION ) g_render_clipped.destroy(); #endif View scissored( view ); ConstructSelectionTest( scissored, rect ); SelectionVolume volume( scissored ); SelectionPool pool; if ( face ) { Scene_TestSelect_Component( pool, volume, scissored, eFace ); } else { Scene_TestSelect( pool, volume, scissored, Mode(), ComponentMode() ); } for ( SelectionPool::iterator i = pool.begin(); i != pool.end(); ++i ) { ( *i ).second->setSelected( rect.modifier == rect_t::eSelect? true : rect.modifier == rect_t::eDeselect? false : !( *i ).second->isSelected() ); } } void translate( const Vector3& translation ){ if ( !nothingSelected() ) { //ASSERT_MESSAGE(!m_pivotChanged, "pivot is invalid"); m_translation = translation; m_repeatableTransforms.m_translation = translation; m_pivot2world = m_pivot2world_start; matrix4_translate_by_vec3( m_pivot2world, translation ); if ( Mode() == eComponent ) { Scene_Translate_Component_Selected( GlobalSceneGraph(), m_translation ); } else { Scene_Translate_Selected( GlobalSceneGraph(), m_translation ); } SceneChangeNotify(); } } void outputTranslation( TextOutputStream& ostream ){ ostream << " -xyz " << m_translation.x() << " " << m_translation.y() << " " << m_translation.z(); } void rotate( const Quaternion& rotation ){ if ( !nothingSelected() ) { //ASSERT_MESSAGE(!m_pivotChanged, "pivot is invalid"); m_rotation = rotation; m_repeatableTransforms.m_rotation = rotation; if( ( m_repeatableTransforms.m_rotationOriginSet = m_pivotIsCustom ) ) m_repeatableTransforms.m_rotationOrigin = m_pivot2world.t().vec3(); if ( Mode() == eComponent ) { Scene_Rotate_Component_Selected( GlobalSceneGraph(), m_rotation, m_pivot2world.t().vec3() ); matrix4_assign_rotation_for_pivot( m_pivot2world, m_component_selection.back() ); } else { Scene_Rotate_Selected( GlobalSceneGraph(), m_rotation, m_pivot2world.t().vec3() ); matrix4_assign_rotation_for_pivot( m_pivot2world, m_selection.back() ); } #ifdef SELECTIONSYSTEM_AXIAL_PIVOTS matrix4_assign_rotation( m_pivot2world, matrix4_rotation_for_quaternion_quantised( m_rotation ) ); #endif SceneChangeNotify(); } } void outputRotation( TextOutputStream& ostream ){ ostream << " -eulerXYZ " << m_rotation.x() << " " << m_rotation.y() << " " << m_rotation.z(); } void scale( const Vector3& scaling ){ if ( !nothingSelected() ) { m_scale = scaling; m_repeatableTransforms.m_scale = scaling; if( ( m_repeatableTransforms.m_scaleOriginSet = m_pivotIsCustom ) ) m_repeatableTransforms.m_scaleOrigin = m_pivot2world.t().vec3(); if ( Mode() == eComponent ) { Scene_Scale_Component_Selected( GlobalSceneGraph(), m_scale, m_pivot2world.t().vec3() ); } else { Scene_Scale_Selected( GlobalSceneGraph(), m_scale, m_pivot2world.t().vec3() ); } if( ManipulatorMode() == eSkew ){ m_pivot2world[0] = scaling[0]; m_pivot2world[5] = scaling[1]; m_pivot2world[10] = scaling[2]; } SceneChangeNotify(); } } void outputScale( TextOutputStream& ostream ){ ostream << " -scale " << m_scale.x() << " " << m_scale.y() << " " << m_scale.z(); } void skew( const Skew& skew ){ if ( !nothingSelected() ) { m_skew = skew; m_repeatableTransforms.m_skew = skew; if( ( m_repeatableTransforms.m_skewOriginSet = m_pivotIsCustom ) ) m_repeatableTransforms.m_skewOrigin = m_pivot2world.t().vec3(); if ( Mode() == eComponent ) { Scene_Skew_Component_Selected( GlobalSceneGraph(), m_skew, m_pivot2world.t().vec3() ); } else { Scene_Skew_Selected( GlobalSceneGraph(), m_skew, m_pivot2world.t().vec3() ); } m_pivot2world[skew.index] = skew.amount; SceneChangeNotify(); } } void rotateSelected( const Quaternion& rotation, bool snapOrigin = false ){ if( snapOrigin && !m_pivotIsCustom ) vector3_snap( m_pivot2world.t().vec3(), GetSnapGridSize() ); startMove(); rotate( rotation ); freezeTransforms(); } void translateSelected( const Vector3& translation ){ startMove(); translate( translation ); freezeTransforms(); } void scaleSelected( const Vector3& scaling, bool snapOrigin = false ){ if( snapOrigin && !m_pivotIsCustom ) vector3_snap( m_pivot2world.t().vec3(), GetSnapGridSize() ); startMove(); scale( scaling ); freezeTransforms(); } RepeatableTransforms m_repeatableTransforms; void repeatTransforms( const Callback& clone ){ if ( countSelected() != 0 && !m_repeatableTransforms.isIdentity() ) { startMove(); UndoableCommand undo( "repeatTransforms" ); if( Mode() == ePrimitive ) clone(); if ( Mode() == eComponent ) { GlobalSelectionSystem().foreachSelectedComponent( transform_component_selected( m_repeatableTransforms, m_pivot2world.t().vec3() ) ); } else { GlobalSelectionSystem().foreachSelected( transform_selected( m_repeatableTransforms, m_pivot2world.t().vec3() ) ); } freezeTransforms(); } } bool transformOrigin_isTranslatable() const{ return ManipulatorMode() == eScale || ManipulatorMode() == eSkew || ManipulatorMode() == eRotate || ManipulatorMode() == eTranslate; } void transformOriginTranslate( const Vector3& translation, const bool set[3] ){ m_pivot2world = m_pivot2world_start; setCustomTransformOrigin( translation + m_pivot2world_start.t().vec3(), set ); SceneChangeNotify(); } void MoveSelected( const View& view, const float device_point[2], bool snap, bool snapbbox, bool alt ){ if ( m_manipulator->isSelected() ) { if ( !m_undo_begun ) { m_undo_begun = true; GlobalUndoSystem().start(); } Matrix4 device2manip; ConstructDevice2Manip( device2manip, m_pivot2world_start, view.GetModelview(), view.GetProjection(), view.GetViewport() ); m_manipulator->GetManipulatable()->Transform( m_manip2pivot_start, device2manip, device_point[0], device_point[1], snap, snapbbox, alt ); } else if( m_transformOrigin_manipulator.isSelected() ){ Matrix4 device2manip; ConstructDevice2Manip( device2manip, m_pivot2world_start, view.GetModelview(), view.GetProjection(), view.GetViewport() ); m_transformOrigin_manipulator.GetManipulatable()->Transform( m_manip2pivot_start, device2manip, device_point[0], device_point[1], snap, snapbbox, alt ); } } /// \todo Support view-dependent nudge. void NudgeManipulator( const Vector3& nudge, const Vector3& view ){ // if ( ManipulatorMode() == eTranslate || ManipulatorMode() == eDrag ) { translateSelected( nudge ); // } } bool endMove(); void freezeTransforms(); void renderSolid( Renderer& renderer, const VolumeTest& volume ) const; void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const { renderSolid( renderer, volume ); } const Matrix4& GetPivot2World() const { ConstructPivot(); return m_pivot2world; } static void constructStatic(){ #if defined( DEBUG_SELECTION ) g_state_clipped = GlobalShaderCache().capture( "$DEBUG_CLIPPED" ); #endif m_state = GlobalShaderCache().capture( "$POINT" ); TranslateManipulator::m_state_wire = RotateManipulator::m_state_outer = SkewManipulator::m_state_wire = BuildManipulator::m_state_line = GlobalShaderCache().capture( "$WIRE_OVERLAY" ); TranslateManipulator::m_state_fill = SkewManipulator::m_state_fill = GlobalShaderCache().capture( "$FLATSHADE_OVERLAY" ); TransformOriginManipulator::m_state = ClipManipulator::m_state = SkewManipulator::m_state_point = BuildManipulator::m_state_point = UVManipulator::m_state_point = GlobalShaderCache().capture( "$BIGPOINT" ); RenderablePivot::StaticShader::instance() = GlobalShaderCache().capture( "$PIVOT" ); UVManipulator::m_state_line = GlobalShaderCache().capture( "$BLENDLINE" ); DragManipulator::m_state_wire = GlobalShaderCache().capture( "$PLANE_WIRE_OVERLAY" ); } static void destroyStatic(){ #if defined( DEBUG_SELECTION ) GlobalShaderCache().release( "$DEBUG_CLIPPED" ); #endif GlobalShaderCache().release( "$PLANE_WIRE_OVERLAY" ); GlobalShaderCache().release( "$BLENDLINE" ); GlobalShaderCache().release( "$PIVOT" ); GlobalShaderCache().release( "$BIGPOINT" ); GlobalShaderCache().release( "$FLATSHADE_OVERLAY" ); GlobalShaderCache().release( "$WIRE_OVERLAY" ); GlobalShaderCache().release( "$POINT" ); } }; Shader* RadiantSelectionSystem::m_state = 0; namespace { RadiantSelectionSystem* g_RadiantSelectionSystem; inline RadiantSelectionSystem& getSelectionSystem(){ return *g_RadiantSelectionSystem; } } #include "map.h" class testselect_entity_visible : public scene::Graph::Walker { Selector& m_selector; SelectionTest& m_test; public: testselect_entity_visible( Selector& selector, SelectionTest& test ) : m_selector( selector ), m_test( test ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { if( path.top().get_pointer() == Map_GetWorldspawn( g_map ) || node_is_group( path.top().get() ) ){ return false; } Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 && Node_isEntity( path.top() ) ) { m_selector.pushSelectable( *selectable ); } SelectionTestable* selectionTestable = Instance_getSelectionTestable( instance ); if ( selectionTestable ) { selectionTestable->testSelect( m_selector, m_test ); } return true; } void post( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 && Node_isEntity( path.top() ) ) { m_selector.popSelectable(); } } }; class testselect_primitive_visible : public scene::Graph::Walker { Selector& m_selector; SelectionTest& m_test; public: testselect_primitive_visible( Selector& selector, SelectionTest& test ) : m_selector( selector ), m_test( test ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 ) { m_selector.pushSelectable( *selectable ); } SelectionTestable* selectionTestable = Instance_getSelectionTestable( instance ); if ( selectionTestable ) { selectionTestable->testSelect( m_selector, m_test ); } return true; } void post( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 ) { m_selector.popSelectable(); } } }; class testselect_component_visible : public scene::Graph::Walker { Selector& m_selector; SelectionTest& m_test; SelectionSystem::EComponentMode m_mode; public: testselect_component_visible( Selector& selector, SelectionTest& test, SelectionSystem::EComponentMode mode ) : m_selector( selector ), m_test( test ), m_mode( mode ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { ComponentSelectionTestable* componentSelectionTestable = Instance_getComponentSelectionTestable( instance ); if ( componentSelectionTestable ) { componentSelectionTestable->testSelectComponents( m_selector, m_test, m_mode ); } return true; } }; class testselect_component_visible_selected : public scene::Graph::Walker { Selector& m_selector; SelectionTest& m_test; SelectionSystem::EComponentMode m_mode; public: testselect_component_visible_selected( Selector& selector, SelectionTest& test, SelectionSystem::EComponentMode mode ) : m_selector( selector ), m_test( test ), m_mode( mode ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { if ( Instance_isSelected( instance ) ) { ComponentSelectionTestable* componentSelectionTestable = Instance_getComponentSelectionTestable( instance ); if ( componentSelectionTestable ) { componentSelectionTestable->testSelectComponents( m_selector, m_test, m_mode ); } } return true; } }; void Scene_TestSelect_Primitive( Selector& selector, SelectionTest& test, const VolumeTest& volume ){ Scene_forEachVisible( GlobalSceneGraph(), volume, testselect_primitive_visible( selector, test ) ); } void Scene_TestSelect_Component_Selected( Selector& selector, SelectionTest& test, const VolumeTest& volume, SelectionSystem::EComponentMode componentMode ){ Scene_forEachVisible( GlobalSceneGraph(), volume, testselect_component_visible_selected( selector, test, componentMode ) ); } void Scene_TestSelect_Component( Selector& selector, SelectionTest& test, const VolumeTest& volume, SelectionSystem::EComponentMode componentMode ){ Scene_forEachVisible( GlobalSceneGraph(), volume, testselect_component_visible( selector, test, componentMode ) ); } void RadiantSelectionSystem::Scene_TestSelect( Selector& selector, SelectionTest& test, const View& view, SelectionSystem::EMode mode, SelectionSystem::EComponentMode componentMode ){ switch ( mode ) { case eEntity: Scene_forEachVisible( GlobalSceneGraph(), view, testselect_entity_visible( selector, test ) ); break; case ePrimitive: Scene_TestSelect_Primitive( selector, test, view ); break; case eComponent: Scene_TestSelect_Component_Selected( selector, test, view, componentMode ); break; } } void Scene_Intersect( const View& view, const float device_point[2], const float device_epsilon[2], Vector3& intersection ){ View scissored( view ); ConstructSelectionTest( scissored, SelectionBoxForPoint( device_point, device_epsilon ) ); SelectionVolume test( scissored ); BestPointSelector bestPointSelector; Scene_TestSelect_Primitive( bestPointSelector, test, scissored ); test.BeginMesh( g_matrix4_identity, true ); if( bestPointSelector.isSelected() ){ intersection = vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( 0, 0, bestPointSelector.best().depth(), 1 ) ) ); } else{ const Vector3 pnear = vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( 0, 0, -1, 1 ) ) ); const Vector3 pfar = vector4_projected( matrix4_transformed_vector4( test.getScreen2world(), Vector4( 0, 0, 1, 1 ) ) ); intersection = vector3_normalised( pfar - pnear ) * 256.f + pnear; } } class FreezeTransforms : public scene::Graph::Walker { public: bool pre( const scene::Path& path, scene::Instance& instance ) const { TransformNode* transformNode = Node_getTransformNode( path.top() ); if ( transformNode != 0 ) { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->freezeTransform(); } } return true; } }; void RadiantSelectionSystem::freezeTransforms(){ GlobalSceneGraph().traverse( FreezeTransforms() ); } bool RadiantSelectionSystem::endMove(){ if( m_transformOrigin_manipulator.isSelected() ){ if( m_pivot2world == m_pivot2world_start ){ m_pivotIsCustom = !m_pivotIsCustom; pivotChanged(); } return true; } if ( ManipulatorMode() == eUV ) m_uv_manipulator.freezeTransform(); else freezeTransforms(); // if ( Mode() == ePrimitive && ManipulatorMode() == eDrag ) { // g_bTmpComponentMode = false; // Scene_SelectAll_Component( false, g_modifiers == c_modifierAlt? SelectionSystem::eVertex : SelectionSystem::eFace ); // } if( g_bTmpComponentMode ){ g_bTmpComponentMode = false; setSelectedAllComponents( false ); } m_pivot_moving = false; pivotChanged(); SceneChangeNotify(); if ( m_undo_begun ) { StringOutputStream command; if ( ManipulatorMode() == eTranslate ) { command << "translateTool"; outputTranslation( command ); } else if ( ManipulatorMode() == eRotate ) { command << "rotateTool"; outputRotation( command ); } else if ( ManipulatorMode() == eScale ) { command << "scaleTool"; outputScale( command ); } else if ( ManipulatorMode() == eSkew ) { command << "transformTool"; // outputScale( command ); } else if ( ManipulatorMode() == eDrag ) { command << "dragTool"; } else if ( ManipulatorMode() == eUV ) { command << "UVTool"; } GlobalUndoSystem().finish( command.c_str() ); } return false; } inline AABB Instance_getPivotBounds( scene::Instance& instance ){ Entity* entity = Node_getEntity( instance.path().top() ); if ( entity != 0 && ( entity->getEntityClass().fixedsize || !node_is_group( instance.path().top() ) ) ) { Editable* editable = Node_getEditable( instance.path().top() ); if ( editable != 0 ) { return AABB( matrix4_multiplied_by_matrix4( instance.localToWorld(), editable->getLocalPivot() ).t().vec3(), Vector3( 0, 0, 0 ) ); } else { return AABB( instance.localToWorld().t().vec3(), Vector3( 0, 0, 0 ) ); } } return instance.worldAABB(); } class bounds_selected : public scene::Graph::Walker { AABB& m_bounds; public: bounds_selected( AABB& bounds ) : m_bounds( bounds ){ m_bounds = AABB(); } bool pre( const scene::Path& path, scene::Instance& instance ) const { if ( Instance_isSelected( instance ) ) { aabb_extend_by_aabb_safe( m_bounds, Instance_getPivotBounds( instance ) ); } return true; } }; class bounds_selected_component : public scene::Graph::Walker { AABB& m_bounds; public: bounds_selected_component( AABB& bounds ) : m_bounds( bounds ){ m_bounds = AABB(); } bool pre( const scene::Path& path, scene::Instance& instance ) const { if ( Instance_isSelected( instance ) ) { ComponentEditable* componentEditable = Instance_getComponentEditable( instance ); if ( componentEditable ) { aabb_extend_by_aabb_safe( m_bounds, aabb_for_oriented_aabb_safe( componentEditable->getSelectedComponentsBounds(), instance.localToWorld() ) ); } } return true; } }; void Scene_BoundsSelected( scene::Graph& graph, AABB& bounds ){ graph.traverse( bounds_selected( bounds ) ); } void Scene_BoundsSelectedComponent( scene::Graph& graph, AABB& bounds ){ graph.traverse( bounds_selected_component( bounds ) ); } #if 0 inline void pivot_for_node( Matrix4& pivot, scene::Node& node, scene::Instance& instance ){ ComponentEditable* componentEditable = Instance_getComponentEditable( instance ); if ( GlobalSelectionSystem().Mode() == SelectionSystem::eComponent && componentEditable != 0 ) { pivot = matrix4_translation_for_vec3( componentEditable->getSelectedComponentsBounds().origin ); } else { Bounded* bounded = Instance_getBounded( instance ); if ( bounded != 0 ) { pivot = matrix4_translation_for_vec3( bounded->localAABB().origin ); } else { pivot = g_matrix4_identity; } } } #endif void RadiantSelectionSystem::ConstructPivotRotation() const { switch ( m_manipulator_mode ) { case eTranslate: break; case eRotate: if ( Mode() == eComponent ) { matrix4_assign_rotation_for_pivot( m_pivot2world, m_component_selection.back() ); } else { matrix4_assign_rotation_for_pivot( m_pivot2world, m_selection.back() ); } break; case eScale: if ( Mode() == eComponent ) { matrix4_assign_rotation_for_pivot( m_pivot2world, m_component_selection.back() ); } else { matrix4_assign_rotation_for_pivot( m_pivot2world, m_selection.back() ); } break; default: break; } } void RadiantSelectionSystem::ConstructPivot() const { if ( !m_pivotChanged || m_pivot_moving ) { return; } m_pivotChanged = false; if ( !nothingSelected() ) { m_bounds = getSelectionAABB(); if( !m_pivotIsCustom ){ Vector3 object_pivot = m_bounds.origin; //vector3_snap( object_pivot, GetSnapGridSize() ); //globalOutputStream() << object_pivot << "\n"; m_pivot2world = matrix4_translation_for_vec3( object_pivot ); } else{ // m_pivot2world = matrix4_translation_for_vec3( m_pivot2world.t().vec3() ); matrix4_assign_rotation( m_pivot2world, g_matrix4_identity ); } ConstructPivotRotation(); } } void RadiantSelectionSystem::setCustomTransformOrigin( const Vector3& origin, const bool set[3] ) const { if ( !nothingSelected() && transformOrigin_isTranslatable() ) { //globalOutputStream() << origin << "\n"; for( std::size_t i = 0; i < 3; i++ ){ float value = origin[i]; if( set[i] ){ float bestsnapDist = fabs( m_bounds.origin[i] - value ); float bestsnapTo = m_bounds.origin[i]; float othersnapDist = fabs( m_bounds.origin[i] + m_bounds.extents[i] - value ); if( othersnapDist < bestsnapDist ){ bestsnapDist = othersnapDist; bestsnapTo = m_bounds.origin[i] + m_bounds.extents[i]; } othersnapDist = fabs( m_bounds.origin[i] - m_bounds.extents[i] - value ); if( othersnapDist < bestsnapDist ){ bestsnapDist = othersnapDist; bestsnapTo = m_bounds.origin[i] - m_bounds.extents[i]; } othersnapDist = fabs( float_snapped( value, GetSnapGridSize() ) - value ); if( othersnapDist < bestsnapDist ){ bestsnapDist = othersnapDist; bestsnapTo = float_snapped( value, GetSnapGridSize() ); } value = bestsnapTo; m_pivot2world[i + 12] = value; //m_pivot2world.tx() .ty() .tz() } } m_pivotIsCustom = true; ConstructPivotRotation(); } } AABB RadiantSelectionSystem::getSelectionAABB() const { AABB bounds; if ( !nothingSelected() ) { if ( Mode() == eComponent || g_bTmpComponentMode ) { Scene_BoundsSelectedComponent( GlobalSceneGraph(), bounds ); if( !aabb_valid( bounds ) ) /* selecting PlaneSelectables sets g_bTmpComponentMode, but only brushes return correct componentEditable->getSelectedComponentsBounds() */ bounds = getBoundsSelected(); } else { bounds = getBoundsSelected(); } } return bounds; } void RadiantSelectionSystem::renderSolid( Renderer& renderer, const VolumeTest& volume ) const { //if(view->TestPoint(m_object_pivot)) if ( !nothingSelected() || ManipulatorMode() == eClip || ManipulatorMode() == eBuild || ManipulatorMode() == eUV || ManipulatorMode() == eDrag ) { renderer.Highlight( Renderer::ePrimitive, false ); renderer.Highlight( Renderer::eFace, false ); renderer.SetState( m_state, Renderer::eWireframeOnly ); renderer.SetState( m_state, Renderer::eFullMaterials ); if( transformOrigin_isTranslatable() ) m_transformOrigin_manipulator.render( renderer, volume, GetPivot2World() ); m_manipulator->render( renderer, volume, GetPivot2World() ); } #if defined( DEBUG_SELECTION ) renderer.SetState( g_state_clipped, Renderer::eWireframeOnly ); renderer.SetState( g_state_clipped, Renderer::eFullMaterials ); renderer.addRenderable( g_render_clipped, g_render_clipped.m_world ); #endif } #include "preferencesystem.h" #include "preferences.h" bool g_bLeftMouseClickSelector = true; void SelectionSystem_constructPreferences( PreferencesPage& page ){ page.appendSpinner( "Selector size (pixels)", g_SELECT_EPSILON, 2, 64 ); page.appendCheckBox( "", "Prefer point entities in 2D", getSelectionSystem().m_bPreferPointEntsIn2D ); page.appendCheckBox( "", "Left mouse click tunnel selector", g_bLeftMouseClickSelector ); { const char* styles[] = { "XY plane + Z with Alt", "View plane + Forward with Alt", }; page.appendCombo( "Move style in 3D", StringArrayRange( styles ), IntImportCaller( TranslateFreeXY_Z::m_viewdependent ), IntExportCaller( TranslateFreeXY_Z::m_viewdependent ) ); } } void SelectionSystem_constructPage( PreferenceGroup& group ){ PreferencesPage page( group.createPage( "Selection", "Selection System Settings" ) ); SelectionSystem_constructPreferences( page ); } void SelectionSystem_registerPreferencesPage(){ PreferencesDialog_addSettingsPage( FreeCaller1() ); } void SelectionSystem_OnBoundsChanged(){ getSelectionSystem().pivotChanged(); } SignalHandlerId SelectionSystem_boundsChanged; void SelectionSystem_Construct(){ RadiantSelectionSystem::constructStatic(); g_RadiantSelectionSystem = new RadiantSelectionSystem; SelectionSystem_boundsChanged = GlobalSceneGraph().addBoundsChangedCallback( FreeCaller() ); GlobalShaderCache().attachRenderable( getSelectionSystem() ); GlobalPreferenceSystem().registerPreference( "SELECT_EPSILON", IntImportStringCaller( g_SELECT_EPSILON ), IntExportStringCaller( g_SELECT_EPSILON ) ); GlobalPreferenceSystem().registerPreference( "PreferPointEntsIn2D", BoolImportStringCaller( getSelectionSystem().m_bPreferPointEntsIn2D ), BoolExportStringCaller( getSelectionSystem().m_bPreferPointEntsIn2D ) ); GlobalPreferenceSystem().registerPreference( "LeftMouseClickSelector", BoolImportStringCaller( g_bLeftMouseClickSelector ), BoolExportStringCaller( g_bLeftMouseClickSelector ) ); GlobalPreferenceSystem().registerPreference( "3DMoveStyle", IntImportStringCaller( TranslateFreeXY_Z::m_viewdependent ), IntExportStringCaller( TranslateFreeXY_Z::m_viewdependent ) ); SelectionSystem_registerPreferencesPage(); } void SelectionSystem_Destroy(){ GlobalShaderCache().detachRenderable( getSelectionSystem() ); GlobalSceneGraph().removeBoundsChangedCallback( SelectionSystem_boundsChanged ); delete g_RadiantSelectionSystem; RadiantSelectionSystem::destroyStatic(); } inline float screen_normalised( float pos, std::size_t size ){ return ( ( 2.0f * pos ) / size ) - 1.0f; } typedef Vector2 DeviceVector; inline DeviceVector window_to_normalised_device( WindowVector window, std::size_t width, std::size_t height ){ return DeviceVector( screen_normalised( window.x(), width ), screen_normalised( height - 1 - window.y(), height ) ); } inline float device_constrained( float pos ){ return std::min( 1.0f, std::max( -1.0f, pos ) ); } inline DeviceVector device_constrained( DeviceVector device ){ return DeviceVector( device_constrained( device.x() ), device_constrained( device.y() ) ); } inline float window_constrained( float pos, std::size_t origin, std::size_t size ){ return std::min( static_cast( origin + size ), std::max( static_cast( origin ), pos ) ); } inline WindowVector window_constrained( WindowVector window, std::size_t x, std::size_t y, std::size_t width, std::size_t height ){ return WindowVector( window_constrained( window.x(), x, width ), window_constrained( window.y(), y, height ) ); } typedef Callback1 MouseEventCallback; Single g_mouseMovedCallback; Single g_mouseUpCallback; #if 1 const ButtonIdentifier c_button_select = c_buttonLeft; const ButtonIdentifier c_button_select2 = c_buttonRight; const ModifierFlags c_modifier_manipulator = c_modifierNone; const ModifierFlags c_modifier_toggle = c_modifierShift; const ModifierFlags c_modifier_replace = c_modifierShift | c_modifierAlt; const ModifierFlags c_modifier_face = c_modifierControl; #else const ButtonIdentifier c_button_select = c_buttonLeft; const ModifierFlags c_modifier_manipulator = c_modifierNone; const ModifierFlags c_modifier_toggle = c_modifierControl; const ModifierFlags c_modifier_replace = c_modifierNone; const ModifierFlags c_modifier_face = c_modifierShift; #endif const ModifierFlags c_modifier_toggle_face = c_modifier_toggle | c_modifier_face; const ModifierFlags c_modifier_replace_face = c_modifier_replace | c_modifier_face; const ButtonIdentifier c_button_texture = c_buttonMiddle; const ModifierFlags c_modifier_apply_texture1_project = c_modifierControl | c_modifierShift; const ModifierFlags c_modifier_apply_texture2_seamless = c_modifierControl; const ModifierFlags c_modifier_apply_texture3 = c_modifierShift; const ModifierFlags c_modifier_copy_texture = c_modifierNone; void Scene_copyClosestTexture( SelectionTest& test ); void Scene_applyClosestTexture( SelectionTest& test, bool shift, bool ctrl, bool alt, bool texturize_selected = false ); const char* Scene_applyClosestTexture_getUndoName( bool shift, bool ctrl, bool alt ); class TexManipulator_ { const DeviceVector& m_epsilon; const ModifierFlags& m_state; public: const View* m_view; bool m_undo_begun; TexManipulator_( const DeviceVector& epsilon, const ModifierFlags& state ) : m_epsilon( epsilon ), m_state( state ), m_undo_begun( false ){ } void mouseDown( DeviceVector position ){ View scissored( *m_view ); ConstructSelectionTest( scissored, SelectionBoxForPoint( &position[0], &m_epsilon[0] ) ); SelectionVolume volume( scissored ); if( m_state == c_modifier_copy_texture ) { Scene_copyClosestTexture( volume ); } else{ m_undo_begun = true; GlobalUndoSystem().start(); Scene_applyClosestTexture( volume, bitfield_enabled( m_state, c_modifierShift ), bitfield_enabled( m_state, c_modifierControl ), bitfield_enabled( m_state, c_modifierAlt ), true ); } } void mouseMoved( DeviceVector position ){ if( m_undo_begun ){ View scissored( *m_view ); ConstructSelectionTest( scissored, SelectionBoxForPoint( &device_constrained( position )[0], &m_epsilon[0] ) ); SelectionVolume volume( scissored ); Scene_applyClosestTexture( volume, bitfield_enabled( m_state, c_modifierShift ), bitfield_enabled( m_state, c_modifierControl ), bitfield_enabled( m_state, c_modifierAlt ) ); } } typedef MemberCaller1 MouseMovedCaller; void mouseUp( DeviceVector position ){ if( m_undo_begun ){ GlobalUndoSystem().finish( Scene_applyClosestTexture_getUndoName( bitfield_enabled( m_state, c_modifierShift ), bitfield_enabled( m_state, c_modifierControl ), bitfield_enabled( m_state, c_modifierAlt ) ) ); m_undo_begun = false; } g_mouseMovedCallback.clear(); g_mouseUpCallback.clear(); } typedef MemberCaller1 MouseUpCaller; }; class Selector_ { RadiantSelectionSystem::EModifier modifier_for_state( ModifierFlags state ){ if ( ( state == c_modifier_toggle || state == c_modifier_toggle_face || state == c_modifier_face ) && m_mouse2 ) return RadiantSelectionSystem::eReplace; else return RadiantSelectionSystem::eManipulator; } rect_t getDeviceArea() const { const DeviceVector delta( m_current - m_start ); if ( m_mouseMovedWhilePressed && selecting() && delta.x() != 0 && delta.y() != 0 ) return SelectionBoxForArea( &m_start[0], &delta[0] ); else return rect_t(); } const DeviceVector& m_epsilon; ModifierFlags m_state; public: DeviceVector m_start; DeviceVector m_current; bool m_mouse2; bool m_mouseMoved; bool m_mouseMovedWhilePressed; bool m_paintSelect; const View* m_view; RectangleCallback m_window_update; Selector_( const DeviceVector& epsilon ) : m_epsilon( epsilon ), m_state( c_modifierNone ), m_start( 0.f, 0.f ), m_current( 0.f, 0.f ), m_mouse2( false ), m_mouseMoved( false ), m_mouseMovedWhilePressed( false ){ } void draw_area(){ m_window_update( getDeviceArea() ); } void testSelect( DeviceVector position ){ RadiantSelectionSystem::EModifier modifier = modifier_for_state( m_state ); if ( modifier != RadiantSelectionSystem::eManipulator ) { const DeviceVector delta( position - m_start ); if ( m_mouseMovedWhilePressed && delta.x() != 0 && delta.y() != 0 ) { getSelectionSystem().SelectArea( *m_view, SelectionBoxForArea( &m_start[0], &delta[0] ), ( m_state & c_modifier_face ) != c_modifierNone ); } else if( !m_mouseMovedWhilePressed ){ if ( modifier == RadiantSelectionSystem::eReplace && !m_mouseMoved ) { modifier = RadiantSelectionSystem::eCycle; } getSelectionSystem().SelectPoint( *m_view, &position[0], &m_epsilon[0], modifier, ( m_state & c_modifier_face ) != c_modifierNone ); } } m_start = m_current = DeviceVector( 0.f, 0.f ); draw_area(); } void testSelect_simpleM1( DeviceVector position ){ if( g_bLeftMouseClickSelector ) getSelectionSystem().SelectPoint( *m_view, &device_constrained( position )[0], &m_epsilon[0], m_mouseMoved ? RadiantSelectionSystem::eReplace : RadiantSelectionSystem::eCycle, false ); } bool selecting() const { return m_state != c_modifier_manipulator && m_mouse2; } void setState( ModifierFlags state ){ const bool was_selecting = selecting(); m_state = state; if ( was_selecting ^ selecting() ) { draw_area(); } } void mouseDown( DeviceVector position ){ m_start = m_current = device_constrained( position ); if( !m_mouse2 && m_state != c_modifierNone ){ m_paintSelect = getSelectionSystem().SelectPoint_InitPaint( *m_view, &position[0], &m_epsilon[0], ( m_state & c_modifier_face ) != c_modifierNone ); } } void mouseMoved( DeviceVector position ){ m_current = device_constrained( position ); if( m_mouse2 ){ draw_area(); } else if( m_state != c_modifier_manipulator ){ getSelectionSystem().SelectPoint( *m_view, &m_current[0], &m_epsilon[0], m_paintSelect ? RadiantSelectionSystem::eSelect : RadiantSelectionSystem::eDeselect, ( m_state & c_modifier_face ) != c_modifierNone ); } } typedef MemberCaller1 MouseMovedCaller; void mouseUp( DeviceVector position ){ if( m_mouse2 ){ testSelect( device_constrained( position ) ); } else{ m_start = m_current = DeviceVector( 0.0f, 0.0f ); } g_mouseMovedCallback.clear(); g_mouseUpCallback.clear(); } typedef MemberCaller1 MouseUpCaller; }; class Manipulator_ { DeviceVector getEpsilon(){ switch ( getSelectionSystem().ManipulatorMode() ) { case SelectionSystem::eClip: return m_epsilon / g_SELECT_EPSILON * ( g_SELECT_EPSILON + 4 ); case SelectionSystem::eDrag: case SelectionSystem::eUV: return m_epsilon; default: //getSelectionSystem().transformOrigin_isTranslatable() return m_epsilon / g_SELECT_EPSILON * 8; } } const DeviceVector& m_epsilon; const ModifierFlags& m_state; public: const View* m_view; bool m_moving_transformOrigin; bool m_mouseMovedWhilePressed; Manipulator_( const DeviceVector& epsilon, const ModifierFlags& state ) : m_epsilon( epsilon ), m_state( state ), m_moving_transformOrigin( false ), m_mouseMovedWhilePressed( false ) { } bool mouseDown( DeviceVector position ){ if( getSelectionSystem().ManipulatorMode() == SelectionSystem::eClip ) Clipper_tryDoubleclick(); return getSelectionSystem().SelectManipulator( *m_view, &position[0], &getEpsilon()[0] ); } void mouseMoved( DeviceVector position ){ if( m_mouseMovedWhilePressed ) getSelectionSystem().MoveSelected( *m_view, &position[0], bitfield_enabled( m_state, c_modifierShift ), bitfield_enabled( m_state, c_modifierControl ), bitfield_enabled( m_state, c_modifierAlt ) ); } typedef MemberCaller1 MouseMovedCaller; void mouseUp( DeviceVector position ){ m_moving_transformOrigin = getSelectionSystem().endMove(); g_mouseMovedCallback.clear(); g_mouseUpCallback.clear(); } typedef MemberCaller1 MouseUpCaller; void highlight( DeviceVector position ){ getSelectionSystem().HighlightManipulator( *m_view, &position[0], &getEpsilon()[0] ); } }; class RadiantWindowObserver final : public SelectionSystemWindowObserver { DeviceVector m_epsilon; ModifierFlags m_state; int m_width; int m_height; bool m_mouse_down; const float m_moveEpsilon; float m_move; /* released move after m_moveEnd, for tunnel selector decision: eReplace or eCycle */ float m_movePressed; /* pressed move after m_moveStart, for decision: m1 tunnel selector or manipulate and if to do tunnel selector at all */ DeviceVector m_moveStart; DeviceVector m_moveEnd; Selector_ m_selector; Manipulator_ m_manipulator; TexManipulator_ m_texmanipulator; public: RadiantWindowObserver() : m_state( c_modifierNone ), m_mouse_down( false ), m_moveEpsilon( .01f ), m_selector( m_epsilon ), m_manipulator( m_epsilon, m_state ), m_texmanipulator( m_epsilon, m_state ){ } void release(){ delete this; } void setView( const View& view ){ m_selector.m_view = &view; m_manipulator.m_view = &view; m_texmanipulator.m_view = &view; } void setRectangleDrawCallback( const RectangleCallback& callback ){ m_selector.m_window_update = callback; } void updateEpsilon(){ m_epsilon = DeviceVector( g_SELECT_EPSILON / static_cast( m_width ), g_SELECT_EPSILON / static_cast( m_height ) ); } void onSizeChanged( int width, int height ){ m_width = width; m_height = height; updateEpsilon(); } void onMouseDown( const WindowVector& position, ButtonIdentifier button, ModifierFlags modifiers ){ updateEpsilon(); /* could have changed, as it is user setting */ const DeviceVector devicePosition( device( position ) ); if ( button == c_button_select || ( button == c_button_select2 && modifiers != c_modifierNone ) ) { m_mouse_down = true; const bool clipper2d( !m_manipulator.m_view->fill() && button == c_button_select && modifiers == c_modifierControl ); if( clipper2d && getSelectionSystem().ManipulatorMode() != SelectionSystem::eClip ) ClipperModeQuick(); if ( ( modifiers == c_modifier_manipulator || clipper2d || ( modifiers == c_modifierAlt && getSelectionSystem().Mode() == SelectionSystem::ePrimitive ) /* AltResize */ || ( modifiers == ( c_modifierAlt | c_modifierControl ) && getSelectionSystem().Mode() == SelectionSystem::ePrimitive ) /* extrude */ ) && m_manipulator.mouseDown( devicePosition ) ) { g_mouseMovedCallback.insert( MouseEventCallback( Manipulator_::MouseMovedCaller( m_manipulator ) ) ); g_mouseUpCallback.insert( MouseEventCallback( Manipulator_::MouseUpCaller( m_manipulator ) ) ); } else { m_selector.m_mouse2 = ( button != c_button_select ); m_selector.mouseDown( devicePosition ); g_mouseMovedCallback.insert( MouseEventCallback( Selector_::MouseMovedCaller( m_selector ) ) ); g_mouseUpCallback.insert( MouseEventCallback( Selector_::MouseUpCaller( m_selector ) ) ); } } else if ( button == c_button_texture ) { m_mouse_down = true; m_texmanipulator.mouseDown( devicePosition ); g_mouseMovedCallback.insert( MouseEventCallback( TexManipulator_::MouseMovedCaller( m_texmanipulator ) ) ); g_mouseUpCallback.insert( MouseEventCallback( TexManipulator_::MouseUpCaller( m_texmanipulator ) ) ); } m_moveStart = devicePosition; m_movePressed = 0.f; } void onMouseMotion( const WindowVector& position, ModifierFlags modifiers ){ m_selector.m_mouseMoved = mouse_moved_epsilon( position, m_moveEnd, m_move ); if ( m_mouse_down && !g_mouseMovedCallback.empty() ) { m_manipulator.m_mouseMovedWhilePressed = m_selector.m_mouseMovedWhilePressed = mouse_moved_epsilon( position, m_moveStart, m_movePressed ); g_mouseMovedCallback.get() ( device( position ) ); } else{ m_manipulator.highlight( device( position ) ); } } void onMouseUp( const WindowVector& position, ButtonIdentifier button, ModifierFlags modifiers ){ if ( ( button == c_button_select || button == c_button_select2 || button == c_button_texture ) && !g_mouseUpCallback.empty() ) { g_mouseUpCallback.get() ( device( position ) ); m_mouse_down = false; } if( button == c_button_select /* L button w/o mouse moved = tunnel selection */ && modifiers == c_modifierNone && !m_selector.m_mouseMovedWhilePressed && !m_manipulator.m_moving_transformOrigin && !( getSelectionSystem().Mode() == SelectionSystem::eComponent && getSelectionSystem().ManipulatorMode() == SelectionSystem::eDrag ) && getSelectionSystem().ManipulatorMode() != SelectionSystem::eClip && getSelectionSystem().ManipulatorMode() != SelectionSystem::eBuild ){ m_selector.testSelect_simpleM1( device( position ) ); } if( getSelectionSystem().ManipulatorMode() == SelectionSystem::eClip ) Clipper_tryDoubleclickedCut(); m_manipulator.m_moving_transformOrigin = false; m_selector.m_mouseMoved = false; m_selector.m_mouseMovedWhilePressed = false; m_manipulator.m_mouseMovedWhilePressed = false; m_moveEnd = device( position ); m_move = 0.f; } void onModifierDown( ModifierFlags type ){ g_modifiers = m_state = bitfield_enable( m_state, type ); m_selector.setState( m_state ); } void onModifierUp( ModifierFlags type ){ g_modifiers = m_state = bitfield_disable( m_state, type ); m_selector.setState( m_state ); } DeviceVector device( WindowVector window ) const { return window_to_normalised_device( window, m_width, m_height ); } bool mouse_moved_epsilon( const WindowVector& position, const DeviceVector& moveStart, float& move ){ if( move > m_moveEpsilon ) return true; const DeviceVector devicePosition( device( position ) ); const float currentMove = std::max( fabs( devicePosition.x() - moveStart.x() ), fabs( devicePosition.y() - moveStart.y() ) ); move = std::max( move, currentMove ); // globalOutputStream() << move << " move\n"; return move > m_moveEpsilon; } /* support mouse_moved_epsilon with frozen pointer (camera freelook) */ void incMouseMove( const WindowVector& delta ){ const WindowVector normalized_delta( delta.x() * 2.f / m_width, delta.y() * 2.f / m_height ); m_moveEnd -= normalized_delta; if( m_mouse_down ) m_moveStart -= normalized_delta; } }; SelectionSystemWindowObserver* NewWindowObserver(){ return new RadiantWindowObserver; } #include "modulesystem/singletonmodule.h" #include "modulesystem/moduleregistry.h" class SelectionDependencies : public GlobalSceneGraphModuleRef, public GlobalShaderCacheModuleRef, public GlobalOpenGLModuleRef { }; class SelectionAPI : public TypeSystemRef { SelectionSystem* m_selection; public: typedef SelectionSystem Type; STRING_CONSTANT( Name, "*" ); SelectionAPI(){ SelectionSystem_Construct(); m_selection = &getSelectionSystem(); } ~SelectionAPI(){ SelectionSystem_Destroy(); } SelectionSystem* getTable(){ return m_selection; } }; typedef SingletonModule SelectionModule; typedef Static StaticSelectionModule; StaticRegisterModule staticRegisterSelection( StaticSelectionModule::instance() );