mirror of
https://github.com/aap/librw.git
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1835 lines
70 KiB
C++
1835 lines
70 KiB
C++
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// The MIT License(MIT)
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//
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// Copyright(c) 2016 Cedric Guillemet
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "imgui.h"
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#ifndef IMGUI_DEFINE_MATH_OPERATORS
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#define IMGUI_DEFINE_MATH_OPERATORS
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#endif
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#include "imgui_internal.h"
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#include "ImGuizmo.h"
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// includes patches for multiview from
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// https://github.com/CedricGuillemet/ImGuizmo/issues/15
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namespace ImGuizmo
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{
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static const float ZPI = 3.14159265358979323846f;
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static const float RAD2DEG = (180.f / ZPI);
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static const float DEG2RAD = (ZPI / 180.f);
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const float screenRotateSize = 0.06f;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// utility and math
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void FPU_MatrixF_x_MatrixF(const float *a, const float *b, float *r)
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{
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r[0] = a[0] * b[0] + a[1] * b[4] + a[2] * b[8] + a[3] * b[12];
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r[1] = a[0] * b[1] + a[1] * b[5] + a[2] * b[9] + a[3] * b[13];
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r[2] = a[0] * b[2] + a[1] * b[6] + a[2] * b[10] + a[3] * b[14];
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r[3] = a[0] * b[3] + a[1] * b[7] + a[2] * b[11] + a[3] * b[15];
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r[4] = a[4] * b[0] + a[5] * b[4] + a[6] * b[8] + a[7] * b[12];
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r[5] = a[4] * b[1] + a[5] * b[5] + a[6] * b[9] + a[7] * b[13];
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r[6] = a[4] * b[2] + a[5] * b[6] + a[6] * b[10] + a[7] * b[14];
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r[7] = a[4] * b[3] + a[5] * b[7] + a[6] * b[11] + a[7] * b[15];
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r[8] = a[8] * b[0] + a[9] * b[4] + a[10] * b[8] + a[11] * b[12];
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r[9] = a[8] * b[1] + a[9] * b[5] + a[10] * b[9] + a[11] * b[13];
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r[10] = a[8] * b[2] + a[9] * b[6] + a[10] * b[10] + a[11] * b[14];
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r[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11] * b[15];
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r[12] = a[12] * b[0] + a[13] * b[4] + a[14] * b[8] + a[15] * b[12];
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r[13] = a[12] * b[1] + a[13] * b[5] + a[14] * b[9] + a[15] * b[13];
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r[14] = a[12] * b[2] + a[13] * b[6] + a[14] * b[10] + a[15] * b[14];
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r[15] = a[12] * b[3] + a[13] * b[7] + a[14] * b[11] + a[15] * b[15];
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}
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//template <typename T> T LERP(T x, T y, float z) { return (x + (y - x)*z); }
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template <typename T> T Clamp(T x, T y, T z) { return ((x<y) ? y : ((x>z) ? z : x)); }
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template <typename T> T max(T x, T y) { return (x > y) ? x : y; }
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template <typename T> T min(T x, T y) { return (x < y) ? x : y; }
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template <typename T> bool IsWithin(T x, T y, T z) { return (x>=y) && (x<=z); }
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struct matrix_t;
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struct vec_t
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{
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public:
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float x, y, z, w;
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void Lerp(const vec_t& v, float t)
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{
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x += (v.x - x) * t;
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y += (v.y - y) * t;
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z += (v.z - z) * t;
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w += (v.w - w) * t;
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}
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void Set(float v) { x = y = z = w = v; }
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void Set(float _x, float _y, float _z = 0.f, float _w = 0.f) { x = _x; y = _y; z = _z; w = _w; }
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vec_t& operator -= (const vec_t& v) { x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; }
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vec_t& operator += (const vec_t& v) { x += v.x; y += v.y; z += v.z; w += v.w; return *this; }
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vec_t& operator *= (const vec_t& v) { x *= v.x; y *= v.y; z *= v.z; w *= v.w; return *this; }
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vec_t& operator *= (float v) { x *= v; y *= v; z *= v; w *= v; return *this; }
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vec_t operator * (float f) const;
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vec_t operator - () const;
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vec_t operator - (const vec_t& v) const;
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vec_t operator + (const vec_t& v) const;
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vec_t operator * (const vec_t& v) const;
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const vec_t& operator + () const { return (*this); }
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float Length() const { return sqrtf(x*x + y*y + z*z); };
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float LengthSq() const { return (x*x + y*y + z*z); };
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vec_t Normalize() { (*this) *= (1.f / Length()); return (*this); }
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vec_t Normalize(const vec_t& v) { this->Set(v.x, v.y, v.z, v.w); this->Normalize(); return (*this); }
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vec_t Abs() const;
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void Cross(const vec_t& v)
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{
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vec_t res;
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res.x = y * v.z - z * v.y;
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res.y = z * v.x - x * v.z;
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res.z = x * v.y - y * v.x;
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x = res.x;
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y = res.y;
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z = res.z;
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w = 0.f;
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}
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void Cross(const vec_t& v1, const vec_t& v2)
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{
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x = v1.y * v2.z - v1.z * v2.y;
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y = v1.z * v2.x - v1.x * v2.z;
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z = v1.x * v2.y - v1.y * v2.x;
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w = 0.f;
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}
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float Dot(const vec_t &v) const
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{
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return (x * v.x) + (y * v.y) + (z * v.z) + (w * v.w);
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}
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float Dot3(const vec_t &v) const
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{
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return (x * v.x) + (y * v.y) + (z * v.z);
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}
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void Transform(const matrix_t& matrix);
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void Transform(const vec_t & s, const matrix_t& matrix);
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void TransformVector(const matrix_t& matrix);
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void TransformPoint(const matrix_t& matrix);
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void TransformVector(const vec_t& v, const matrix_t& matrix) { (*this) = v; this->TransformVector(matrix); }
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void TransformPoint(const vec_t& v, const matrix_t& matrix) { (*this) = v; this->TransformPoint(matrix); }
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float& operator [] (size_t index) { return ((float*)&x)[index]; }
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const float& operator [] (size_t index) const { return ((float*)&x)[index]; }
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};
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vec_t makeVect(float _x, float _y, float _z = 0.f, float _w = 0.f) { vec_t res; res.x = _x; res.y = _y; res.z = _z; res.w = _w; return res; }
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vec_t vec_t::operator * (float f) const { return makeVect(x * f, y * f, z * f, w *f); }
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vec_t vec_t::operator - () const { return makeVect(-x, -y, -z, -w); }
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vec_t vec_t::operator - (const vec_t& v) const { return makeVect(x - v.x, y - v.y, z - v.z, w - v.w); }
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vec_t vec_t::operator + (const vec_t& v) const { return makeVect(x + v.x, y + v.y, z + v.z, w + v.w); }
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vec_t vec_t::operator * (const vec_t& v) const { return makeVect(x * v.x, y * v.y, z * v.z, w * v.w); }
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vec_t vec_t::Abs() const { return makeVect(fabsf(x), fabsf(y), fabsf(z)); }
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vec_t Normalized(const vec_t& v) { vec_t res; res = v; res.Normalize(); return res; }
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vec_t Cross(const vec_t& v1, const vec_t& v2)
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{
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vec_t res;
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res.x = v1.y * v2.z - v1.z * v2.y;
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res.y = v1.z * v2.x - v1.x * v2.z;
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res.z = v1.x * v2.y - v1.y * v2.x;
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res.w = 0.f;
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return res;
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}
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float Dot(const vec_t &v1, const vec_t &v2)
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{
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return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z);
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}
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vec_t BuildPlan(const vec_t & p_point1, const vec_t & p_normal)
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{
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vec_t normal, res;
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normal.Normalize(p_normal);
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res.w = normal.Dot(p_point1);
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res.x = normal.x;
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res.y = normal.y;
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res.z = normal.z;
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return res;
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}
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struct matrix_t
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{
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public:
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union
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{
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float m[4][4];
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float m16[16];
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struct
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{
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vec_t right, up, dir, position;
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} v;
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vec_t component[4];
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};
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matrix_t(const matrix_t& other) { memcpy(&m16[0], &other.m16[0], sizeof(float) * 16); }
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matrix_t() {}
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operator float * () { return m16; }
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operator const float* () const { return m16; }
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void Translation(float _x, float _y, float _z) { this->Translation(makeVect(_x, _y, _z)); }
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void Translation(const vec_t& vt)
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{
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v.right.Set(1.f, 0.f, 0.f, 0.f);
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v.up.Set(0.f, 1.f, 0.f, 0.f);
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v.dir.Set(0.f, 0.f, 1.f, 0.f);
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v.position.Set(vt.x, vt.y, vt.z, 1.f);
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}
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void Scale(float _x, float _y, float _z)
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{
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v.right.Set(_x, 0.f, 0.f, 0.f);
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v.up.Set(0.f, _y, 0.f, 0.f);
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v.dir.Set(0.f, 0.f, _z, 0.f);
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v.position.Set(0.f, 0.f, 0.f, 1.f);
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}
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void Scale(const vec_t& s) { Scale(s.x, s.y, s.z); }
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matrix_t& operator *= (const matrix_t& mat)
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{
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matrix_t tmpMat;
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tmpMat = *this;
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tmpMat.Multiply(mat);
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*this = tmpMat;
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return *this;
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}
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matrix_t operator * (const matrix_t& mat) const
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{
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matrix_t matT;
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matT.Multiply(*this, mat);
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return matT;
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}
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void Multiply(const matrix_t &matrix)
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{
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matrix_t tmp;
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tmp = *this;
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FPU_MatrixF_x_MatrixF((float*)&tmp, (float*)&matrix, (float*)this);
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}
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void Multiply(const matrix_t &m1, const matrix_t &m2)
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{
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FPU_MatrixF_x_MatrixF((float*)&m1, (float*)&m2, (float*)this);
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}
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float GetDeterminant() const
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{
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return m[0][0] * m[1][1] * m[2][2] + m[0][1] * m[1][2] * m[2][0] + m[0][2] * m[1][0] * m[2][1] -
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m[0][2] * m[1][1] * m[2][0] - m[0][1] * m[1][0] * m[2][2] - m[0][0] * m[1][2] * m[2][1];
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}
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float Inverse(const matrix_t &srcMatrix, bool affine = false);
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void SetToIdentity()
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{
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v.right.Set(1.f, 0.f, 0.f, 0.f);
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v.up.Set(0.f, 1.f, 0.f, 0.f);
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v.dir.Set(0.f, 0.f, 1.f, 0.f);
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v.position.Set(0.f, 0.f, 0.f, 1.f);
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}
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void Transpose()
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{
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matrix_t tmpm;
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for (int l = 0; l < 4; l++)
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{
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for (int c = 0; c < 4; c++)
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{
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tmpm.m[l][c] = m[c][l];
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}
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}
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(*this) = tmpm;
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}
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void RotationAxis(const vec_t & axis, float angle);
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void OrthoNormalize()
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{
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v.right.Normalize();
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v.up.Normalize();
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v.dir.Normalize();
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}
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};
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void vec_t::Transform(const matrix_t& matrix)
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{
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vec_t out;
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out.x = x * matrix.m[0][0] + y * matrix.m[1][0] + z * matrix.m[2][0] + w * matrix.m[3][0];
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out.y = x * matrix.m[0][1] + y * matrix.m[1][1] + z * matrix.m[2][1] + w * matrix.m[3][1];
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out.z = x * matrix.m[0][2] + y * matrix.m[1][2] + z * matrix.m[2][2] + w * matrix.m[3][2];
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out.w = x * matrix.m[0][3] + y * matrix.m[1][3] + z * matrix.m[2][3] + w * matrix.m[3][3];
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x = out.x;
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y = out.y;
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z = out.z;
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w = out.w;
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}
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void vec_t::Transform(const vec_t & s, const matrix_t& matrix)
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{
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*this = s;
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Transform(matrix);
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}
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void vec_t::TransformPoint(const matrix_t& matrix)
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{
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vec_t out;
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out.x = x * matrix.m[0][0] + y * matrix.m[1][0] + z * matrix.m[2][0] + matrix.m[3][0];
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out.y = x * matrix.m[0][1] + y * matrix.m[1][1] + z * matrix.m[2][1] + matrix.m[3][1];
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out.z = x * matrix.m[0][2] + y * matrix.m[1][2] + z * matrix.m[2][2] + matrix.m[3][2];
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out.w = x * matrix.m[0][3] + y * matrix.m[1][3] + z * matrix.m[2][3] + matrix.m[3][3];
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x = out.x;
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y = out.y;
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z = out.z;
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w = out.w;
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}
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void vec_t::TransformVector(const matrix_t& matrix)
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{
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vec_t out;
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out.x = x * matrix.m[0][0] + y * matrix.m[1][0] + z * matrix.m[2][0];
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out.y = x * matrix.m[0][1] + y * matrix.m[1][1] + z * matrix.m[2][1];
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out.z = x * matrix.m[0][2] + y * matrix.m[1][2] + z * matrix.m[2][2];
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out.w = x * matrix.m[0][3] + y * matrix.m[1][3] + z * matrix.m[2][3];
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x = out.x;
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y = out.y;
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z = out.z;
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w = out.w;
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}
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float matrix_t::Inverse(const matrix_t &srcMatrix, bool affine)
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{
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float det = 0;
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if (affine)
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{
|
||
|
det = GetDeterminant();
|
||
|
float s = 1 / det;
|
||
|
m[0][0] = (srcMatrix.m[1][1] * srcMatrix.m[2][2] - srcMatrix.m[1][2] * srcMatrix.m[2][1]) * s;
|
||
|
m[0][1] = (srcMatrix.m[2][1] * srcMatrix.m[0][2] - srcMatrix.m[2][2] * srcMatrix.m[0][1]) * s;
|
||
|
m[0][2] = (srcMatrix.m[0][1] * srcMatrix.m[1][2] - srcMatrix.m[0][2] * srcMatrix.m[1][1]) * s;
|
||
|
m[1][0] = (srcMatrix.m[1][2] * srcMatrix.m[2][0] - srcMatrix.m[1][0] * srcMatrix.m[2][2]) * s;
|
||
|
m[1][1] = (srcMatrix.m[2][2] * srcMatrix.m[0][0] - srcMatrix.m[2][0] * srcMatrix.m[0][2]) * s;
|
||
|
m[1][2] = (srcMatrix.m[0][2] * srcMatrix.m[1][0] - srcMatrix.m[0][0] * srcMatrix.m[1][2]) * s;
|
||
|
m[2][0] = (srcMatrix.m[1][0] * srcMatrix.m[2][1] - srcMatrix.m[1][1] * srcMatrix.m[2][0]) * s;
|
||
|
m[2][1] = (srcMatrix.m[2][0] * srcMatrix.m[0][1] - srcMatrix.m[2][1] * srcMatrix.m[0][0]) * s;
|
||
|
m[2][2] = (srcMatrix.m[0][0] * srcMatrix.m[1][1] - srcMatrix.m[0][1] * srcMatrix.m[1][0]) * s;
|
||
|
m[3][0] = -(m[0][0] * srcMatrix.m[3][0] + m[1][0] * srcMatrix.m[3][1] + m[2][0] * srcMatrix.m[3][2]);
|
||
|
m[3][1] = -(m[0][1] * srcMatrix.m[3][0] + m[1][1] * srcMatrix.m[3][1] + m[2][1] * srcMatrix.m[3][2]);
|
||
|
m[3][2] = -(m[0][2] * srcMatrix.m[3][0] + m[1][2] * srcMatrix.m[3][1] + m[2][2] * srcMatrix.m[3][2]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// transpose matrix
|
||
|
float src[16];
|
||
|
for (int i = 0; i < 4; ++i)
|
||
|
{
|
||
|
src[i] = srcMatrix.m16[i * 4];
|
||
|
src[i + 4] = srcMatrix.m16[i * 4 + 1];
|
||
|
src[i + 8] = srcMatrix.m16[i * 4 + 2];
|
||
|
src[i + 12] = srcMatrix.m16[i * 4 + 3];
|
||
|
}
|
||
|
|
||
|
// calculate pairs for first 8 elements (cofactors)
|
||
|
float tmp[12]; // temp array for pairs
|
||
|
tmp[0] = src[10] * src[15];
|
||
|
tmp[1] = src[11] * src[14];
|
||
|
tmp[2] = src[9] * src[15];
|
||
|
tmp[3] = src[11] * src[13];
|
||
|
tmp[4] = src[9] * src[14];
|
||
|
tmp[5] = src[10] * src[13];
|
||
|
tmp[6] = src[8] * src[15];
|
||
|
tmp[7] = src[11] * src[12];
|
||
|
tmp[8] = src[8] * src[14];
|
||
|
tmp[9] = src[10] * src[12];
|
||
|
tmp[10] = src[8] * src[13];
|
||
|
tmp[11] = src[9] * src[12];
|
||
|
|
||
|
// calculate first 8 elements (cofactors)
|
||
|
m16[0] = (tmp[0] * src[5] + tmp[3] * src[6] + tmp[4] * src[7]) - (tmp[1] * src[5] + tmp[2] * src[6] + tmp[5] * src[7]);
|
||
|
m16[1] = (tmp[1] * src[4] + tmp[6] * src[6] + tmp[9] * src[7]) - (tmp[0] * src[4] + tmp[7] * src[6] + tmp[8] * src[7]);
|
||
|
m16[2] = (tmp[2] * src[4] + tmp[7] * src[5] + tmp[10] * src[7]) - (tmp[3] * src[4] + tmp[6] * src[5] + tmp[11] * src[7]);
|
||
|
m16[3] = (tmp[5] * src[4] + tmp[8] * src[5] + tmp[11] * src[6]) - (tmp[4] * src[4] + tmp[9] * src[5] + tmp[10] * src[6]);
|
||
|
m16[4] = (tmp[1] * src[1] + tmp[2] * src[2] + tmp[5] * src[3]) - (tmp[0] * src[1] + tmp[3] * src[2] + tmp[4] * src[3]);
|
||
|
m16[5] = (tmp[0] * src[0] + tmp[7] * src[2] + tmp[8] * src[3]) - (tmp[1] * src[0] + tmp[6] * src[2] + tmp[9] * src[3]);
|
||
|
m16[6] = (tmp[3] * src[0] + tmp[6] * src[1] + tmp[11] * src[3]) - (tmp[2] * src[0] + tmp[7] * src[1] + tmp[10] * src[3]);
|
||
|
m16[7] = (tmp[4] * src[0] + tmp[9] * src[1] + tmp[10] * src[2]) - (tmp[5] * src[0] + tmp[8] * src[1] + tmp[11] * src[2]);
|
||
|
|
||
|
// calculate pairs for second 8 elements (cofactors)
|
||
|
tmp[0] = src[2] * src[7];
|
||
|
tmp[1] = src[3] * src[6];
|
||
|
tmp[2] = src[1] * src[7];
|
||
|
tmp[3] = src[3] * src[5];
|
||
|
tmp[4] = src[1] * src[6];
|
||
|
tmp[5] = src[2] * src[5];
|
||
|
tmp[6] = src[0] * src[7];
|
||
|
tmp[7] = src[3] * src[4];
|
||
|
tmp[8] = src[0] * src[6];
|
||
|
tmp[9] = src[2] * src[4];
|
||
|
tmp[10] = src[0] * src[5];
|
||
|
tmp[11] = src[1] * src[4];
|
||
|
|
||
|
// calculate second 8 elements (cofactors)
|
||
|
m16[8] = (tmp[0] * src[13] + tmp[3] * src[14] + tmp[4] * src[15]) - (tmp[1] * src[13] + tmp[2] * src[14] + tmp[5] * src[15]);
|
||
|
m16[9] = (tmp[1] * src[12] + tmp[6] * src[14] + tmp[9] * src[15]) - (tmp[0] * src[12] + tmp[7] * src[14] + tmp[8] * src[15]);
|
||
|
m16[10] = (tmp[2] * src[12] + tmp[7] * src[13] + tmp[10] * src[15]) - (tmp[3] * src[12] + tmp[6] * src[13] + tmp[11] * src[15]);
|
||
|
m16[11] = (tmp[5] * src[12] + tmp[8] * src[13] + tmp[11] * src[14]) - (tmp[4] * src[12] + tmp[9] * src[13] + tmp[10] * src[14]);
|
||
|
m16[12] = (tmp[2] * src[10] + tmp[5] * src[11] + tmp[1] * src[9]) - (tmp[4] * src[11] + tmp[0] * src[9] + tmp[3] * src[10]);
|
||
|
m16[13] = (tmp[8] * src[11] + tmp[0] * src[8] + tmp[7] * src[10]) - (tmp[6] * src[10] + tmp[9] * src[11] + tmp[1] * src[8]);
|
||
|
m16[14] = (tmp[6] * src[9] + tmp[11] * src[11] + tmp[3] * src[8]) - (tmp[10] * src[11] + tmp[2] * src[8] + tmp[7] * src[9]);
|
||
|
m16[15] = (tmp[10] * src[10] + tmp[4] * src[8] + tmp[9] * src[9]) - (tmp[8] * src[9] + tmp[11] * src[10] + tmp[5] * src[8]);
|
||
|
|
||
|
// calculate determinant
|
||
|
det = src[0] * m16[0] + src[1] * m16[1] + src[2] * m16[2] + src[3] * m16[3];
|
||
|
|
||
|
// calculate matrix inverse
|
||
|
float invdet = 1 / det;
|
||
|
for (int j = 0; j < 16; ++j)
|
||
|
{
|
||
|
m16[j] *= invdet;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return det;
|
||
|
}
|
||
|
|
||
|
void matrix_t::RotationAxis(const vec_t & axis, float angle)
|
||
|
{
|
||
|
float length2 = axis.LengthSq();
|
||
|
if (length2 < FLT_EPSILON)
|
||
|
{
|
||
|
SetToIdentity();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
vec_t n = axis * (1.f / sqrtf(length2));
|
||
|
float s = sinf(angle);
|
||
|
float c = cosf(angle);
|
||
|
float k = 1.f - c;
|
||
|
|
||
|
float xx = n.x * n.x * k + c;
|
||
|
float yy = n.y * n.y * k + c;
|
||
|
float zz = n.z * n.z * k + c;
|
||
|
float xy = n.x * n.y * k;
|
||
|
float yz = n.y * n.z * k;
|
||
|
float zx = n.z * n.x * k;
|
||
|
float xs = n.x * s;
|
||
|
float ys = n.y * s;
|
||
|
float zs = n.z * s;
|
||
|
|
||
|
m[0][0] = xx;
|
||
|
m[0][1] = xy + zs;
|
||
|
m[0][2] = zx - ys;
|
||
|
m[0][3] = 0.f;
|
||
|
m[1][0] = xy - zs;
|
||
|
m[1][1] = yy;
|
||
|
m[1][2] = yz + xs;
|
||
|
m[1][3] = 0.f;
|
||
|
m[2][0] = zx + ys;
|
||
|
m[2][1] = yz - xs;
|
||
|
m[2][2] = zz;
|
||
|
m[2][3] = 0.f;
|
||
|
m[3][0] = 0.f;
|
||
|
m[3][1] = 0.f;
|
||
|
m[3][2] = 0.f;
|
||
|
m[3][3] = 1.f;
|
||
|
}
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
|
||
|
enum MOVETYPE
|
||
|
{
|
||
|
NONE,
|
||
|
MOVE_X,
|
||
|
MOVE_Y,
|
||
|
MOVE_Z,
|
||
|
MOVE_XY,
|
||
|
MOVE_XZ,
|
||
|
MOVE_YZ,
|
||
|
MOVE_SCREEN,
|
||
|
ROTATE_X,
|
||
|
ROTATE_Y,
|
||
|
ROTATE_Z,
|
||
|
ROTATE_SCREEN,
|
||
|
SCALE_X,
|
||
|
SCALE_Y,
|
||
|
SCALE_Z,
|
||
|
SCALE_XYZ,
|
||
|
BOUNDS
|
||
|
};
|
||
|
|
||
|
struct Context
|
||
|
{
|
||
|
Context() : mbUsing(false), mbEnable(true), mbUsingBounds(false)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
ImDrawList* mDrawList;
|
||
|
|
||
|
MODE mMode;
|
||
|
matrix_t mViewMat;
|
||
|
matrix_t mProjectionMat;
|
||
|
matrix_t mModel;
|
||
|
matrix_t mModelInverse;
|
||
|
matrix_t mModelSource;
|
||
|
matrix_t mModelSourceInverse;
|
||
|
matrix_t mMVP;
|
||
|
matrix_t mViewProjection;
|
||
|
|
||
|
vec_t mModelScaleOrigin;
|
||
|
vec_t mCameraEye;
|
||
|
vec_t mCameraRight;
|
||
|
vec_t mCameraDir;
|
||
|
vec_t mCameraUp;
|
||
|
vec_t mRayOrigin;
|
||
|
vec_t mRayVector;
|
||
|
|
||
|
float mRadiusSquareCenter;
|
||
|
ImVec2 mScreenSquareCenter;
|
||
|
ImVec2 mScreenSquareMin;
|
||
|
ImVec2 mScreenSquareMax;
|
||
|
|
||
|
float mScreenFactor;
|
||
|
vec_t mRelativeOrigin;
|
||
|
|
||
|
bool mbUsing;
|
||
|
bool mbEnable;
|
||
|
|
||
|
// translation
|
||
|
vec_t mTranslationPlan;
|
||
|
vec_t mTranslationPlanOrigin;
|
||
|
vec_t mMatrixOrigin;
|
||
|
|
||
|
// rotation
|
||
|
vec_t mRotationVectorSource;
|
||
|
float mRotationAngle;
|
||
|
float mRotationAngleOrigin;
|
||
|
//vec_t mWorldToLocalAxis;
|
||
|
|
||
|
// scale
|
||
|
vec_t mScale;
|
||
|
vec_t mScaleValueOrigin;
|
||
|
float mSaveMousePosx;
|
||
|
|
||
|
// save axis factor when using gizmo
|
||
|
bool mBelowAxisLimit[3];
|
||
|
bool mBelowPlaneLimit[3];
|
||
|
float mAxisFactor[3];
|
||
|
|
||
|
// bounds stretching
|
||
|
vec_t mBoundsPivot;
|
||
|
vec_t mBoundsAnchor;
|
||
|
vec_t mBoundsPlan;
|
||
|
vec_t mBoundsLocalPivot;
|
||
|
int mBoundsBestAxis;
|
||
|
int mBoundsAxis[2];
|
||
|
bool mbUsingBounds;
|
||
|
matrix_t mBoundsMatrix;
|
||
|
|
||
|
//
|
||
|
int mCurrentOperation;
|
||
|
|
||
|
float mX = 0.f;
|
||
|
float mY = 0.f;
|
||
|
float mWidth = 0.f;
|
||
|
float mHeight = 0.f;
|
||
|
float mXMax = 0.f;
|
||
|
float mYMax = 0.f;
|
||
|
};
|
||
|
|
||
|
static Context gContext;
|
||
|
|
||
|
static const float angleLimit = 0.96f;
|
||
|
static const float planeLimit = 0.2f;
|
||
|
|
||
|
static const vec_t directionUnary[3] = { makeVect(1.f, 0.f, 0.f), makeVect(0.f, 1.f, 0.f), makeVect(0.f, 0.f, 1.f) };
|
||
|
static const ImU32 directionColor[3] = { 0xFF0000AA, 0xFF00AA00, 0xFFAA0000 };
|
||
|
|
||
|
// Alpha: 100%: FF, 87%: DE, 70%: B3, 54%: 8A, 50%: 80, 38%: 61, 12%: 1F
|
||
|
static const ImU32 planeBorderColor[3] = { 0xFFAA0000, 0xFF0000AA, 0xFF00AA00 };
|
||
|
static const ImU32 planeColor[3] = { 0x610000AA, 0x6100AA00, 0x61AA0000 };
|
||
|
static const ImU32 selectionColor = 0x8A1080FF;
|
||
|
static const ImU32 inactiveColor = 0x99999999;
|
||
|
static const ImU32 translationLineColor = 0xAAAAAAAA;
|
||
|
static const char *translationInfoMask[] = { "X : %5.3f", "Y : %5.3f", "Z : %5.3f", "X : %5.3f Y : %5.3f", "Y : %5.3f Z : %5.3f", "X : %5.3f Z : %5.3f", "X : %5.3f Y : %5.3f Z : %5.3f" };
|
||
|
static const char *scaleInfoMask[] = { "X : %5.2f", "Y : %5.2f", "Z : %5.2f", "XYZ : %5.2f" };
|
||
|
static const char *rotationInfoMask[] = { "X : %5.2f deg %5.2f rad", "Y : %5.2f deg %5.2f rad", "Z : %5.2f deg %5.2f rad", "Screen : %5.2f deg %5.2f rad" };
|
||
|
static const int translationInfoIndex[] = { 0,0,0, 1,0,0, 2,0,0, 0,1,0, 1,2,0, 0,2,1, 0,1,2 };
|
||
|
static const float quadMin = 0.5f;
|
||
|
static const float quadMax = 0.8f;
|
||
|
static const float quadUV[8] = { quadMin, quadMin, quadMin, quadMax, quadMax, quadMax, quadMax, quadMin };
|
||
|
static const int halfCircleSegmentCount = 64;
|
||
|
static const float snapTension = 0.5f;
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
static int GetMoveType(vec_t *gizmoHitProportion);
|
||
|
static int GetRotateType();
|
||
|
static int GetScaleType();
|
||
|
|
||
|
static ImVec2 worldToPos(const vec_t& worldPos, const matrix_t& mat)
|
||
|
{
|
||
|
vec_t trans;
|
||
|
trans.TransformPoint(worldPos, mat);
|
||
|
trans *= 0.5f / trans.w;
|
||
|
trans += makeVect(0.5f, 0.5f);
|
||
|
trans.y = 1.f - trans.y;
|
||
|
trans.x *= gContext.mWidth;
|
||
|
trans.y *= gContext.mHeight;
|
||
|
trans.x += gContext.mX;
|
||
|
trans.y += gContext.mY;
|
||
|
return ImVec2(trans.x, trans.y);
|
||
|
}
|
||
|
|
||
|
static void ComputeCameraRay(vec_t &rayOrigin, vec_t &rayDir)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
|
||
|
matrix_t mViewProjInverse;
|
||
|
mViewProjInverse.Inverse(gContext.mViewMat * gContext.mProjectionMat);
|
||
|
|
||
|
float mox = ((io.MousePos.x - gContext.mX) / gContext.mWidth) * 2.f - 1.f;
|
||
|
float moy = (1.f - ((io.MousePos.y - gContext.mY) / gContext.mHeight)) * 2.f - 1.f;
|
||
|
|
||
|
rayOrigin.Transform(makeVect(mox, moy, 0.f, 1.f), mViewProjInverse);
|
||
|
rayOrigin *= 1.f / rayOrigin.w;
|
||
|
vec_t rayEnd;
|
||
|
rayEnd.Transform(makeVect(mox, moy, 1.f, 1.f), mViewProjInverse);
|
||
|
rayEnd *= 1.f / rayEnd.w;
|
||
|
rayDir = Normalized(rayEnd - rayOrigin);
|
||
|
}
|
||
|
|
||
|
static float IntersectRayPlane(const vec_t & rOrigin, const vec_t& rVector, const vec_t& plan)
|
||
|
{
|
||
|
float numer = plan.Dot3(rOrigin) - plan.w;
|
||
|
float denom = plan.Dot3(rVector);
|
||
|
|
||
|
if (fabsf(denom) < FLT_EPSILON) // normal is orthogonal to vector, cant intersect
|
||
|
return -1.0f;
|
||
|
|
||
|
return -(numer / denom);
|
||
|
}
|
||
|
|
||
|
static bool IsInContextRect( ImVec2 p )
|
||
|
{
|
||
|
return IsWithin( p.x, gContext.mX, gContext.mXMax ) && IsWithin(p.y, gContext.mY, gContext.mYMax );
|
||
|
}
|
||
|
|
||
|
void SetRect(float x, float y, float width, float height)
|
||
|
{
|
||
|
gContext.mX = x;
|
||
|
gContext.mY = y;
|
||
|
gContext.mWidth = width;
|
||
|
gContext.mHeight = height;
|
||
|
gContext.mXMax = gContext.mX + gContext.mWidth;
|
||
|
gContext.mYMax = gContext.mY + gContext.mXMax;
|
||
|
}
|
||
|
|
||
|
void SetDrawlist()
|
||
|
{
|
||
|
gContext.mDrawList = ImGui::GetWindowDrawList();
|
||
|
}
|
||
|
|
||
|
void BeginFrame()
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
|
||
|
const ImU32 flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoBringToFrontOnFocus;
|
||
|
ImGui::SetNextWindowSize(io.DisplaySize);
|
||
|
|
||
|
ImGui::PushStyleColor(ImGuiCol_WindowBg, 0);
|
||
|
ImGui::Begin("gizmo", NULL, flags);
|
||
|
gContext.mDrawList = ImGui::GetWindowDrawList();
|
||
|
ImGui::End();
|
||
|
ImGui::PopStyleColor();
|
||
|
}
|
||
|
|
||
|
bool IsUsing()
|
||
|
{
|
||
|
return gContext.mbUsing||gContext.mbUsingBounds;
|
||
|
}
|
||
|
|
||
|
bool IsOver()
|
||
|
{
|
||
|
return (GetMoveType(NULL) != NONE) || GetRotateType() != NONE || GetScaleType() != NONE || IsUsing();
|
||
|
}
|
||
|
|
||
|
void Enable(bool enable)
|
||
|
{
|
||
|
gContext.mbEnable = enable;
|
||
|
if (!enable)
|
||
|
{
|
||
|
gContext.mbUsing = false;
|
||
|
gContext.mbUsingBounds = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static float GetUniform(const vec_t& position, const matrix_t& mat)
|
||
|
{
|
||
|
vec_t trf = makeVect(position.x, position.y, position.z, 1.f);
|
||
|
trf.Transform(mat);
|
||
|
return trf.w;
|
||
|
}
|
||
|
|
||
|
static void ComputeContext(const float *view, const float *projection, float *matrix, MODE mode)
|
||
|
{
|
||
|
gContext.mMode = mode;
|
||
|
gContext.mViewMat = *(matrix_t*)view;
|
||
|
gContext.mProjectionMat = *(matrix_t*)projection;
|
||
|
|
||
|
if (mode == LOCAL)
|
||
|
{
|
||
|
gContext.mModel = *(matrix_t*)matrix;
|
||
|
gContext.mModel.OrthoNormalize();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gContext.mModel.Translation(((matrix_t*)matrix)->v.position);
|
||
|
}
|
||
|
gContext.mModelSource = *(matrix_t*)matrix;
|
||
|
gContext.mModelScaleOrigin.Set(gContext.mModelSource.v.right.Length(), gContext.mModelSource.v.up.Length(), gContext.mModelSource.v.dir.Length());
|
||
|
|
||
|
gContext.mModelInverse.Inverse(gContext.mModel);
|
||
|
gContext.mModelSourceInverse.Inverse(gContext.mModelSource);
|
||
|
gContext.mViewProjection = gContext.mViewMat * gContext.mProjectionMat;
|
||
|
gContext.mMVP = gContext.mModel * gContext.mViewProjection;
|
||
|
|
||
|
matrix_t viewInverse;
|
||
|
viewInverse.Inverse(gContext.mViewMat);
|
||
|
gContext.mCameraDir = viewInverse.v.dir;
|
||
|
gContext.mCameraEye = viewInverse.v.position;
|
||
|
gContext.mCameraRight = viewInverse.v.right;
|
||
|
gContext.mCameraUp = viewInverse.v.up;
|
||
|
gContext.mScreenFactor = 0.1f * GetUniform(gContext.mModel.v.position, gContext.mViewProjection);
|
||
|
|
||
|
ImVec2 centerSSpace = worldToPos(makeVect(0.f, 0.f), gContext.mMVP);
|
||
|
gContext.mScreenSquareCenter = centerSSpace;
|
||
|
gContext.mScreenSquareMin = ImVec2(centerSSpace.x - 10.f, centerSSpace.y - 10.f);
|
||
|
gContext.mScreenSquareMax = ImVec2(centerSSpace.x + 10.f, centerSSpace.y + 10.f);
|
||
|
|
||
|
ComputeCameraRay(gContext.mRayOrigin, gContext.mRayVector);
|
||
|
}
|
||
|
|
||
|
static void ComputeColors(ImU32 *colors, int type, OPERATION operation)
|
||
|
{
|
||
|
if (gContext.mbEnable)
|
||
|
{
|
||
|
switch (operation)
|
||
|
{
|
||
|
case TRANSLATE:
|
||
|
colors[0] = (type == MOVE_SCREEN) ? selectionColor : 0xFFFFFFFF;
|
||
|
for (int i = 0; i < 3; i++)
|
||
|
{
|
||
|
int colorPlaneIndex = (i + 2) % 3;
|
||
|
colors[i + 1] = (type == (int)(MOVE_X + i)) ? selectionColor : directionColor[i];
|
||
|
colors[i + 4] = (type == (int)(MOVE_XY + i)) ? selectionColor : planeColor[colorPlaneIndex];
|
||
|
colors[i + 4] = (type == MOVE_SCREEN) ? selectionColor : colors[i + 4];
|
||
|
}
|
||
|
break;
|
||
|
case ROTATE:
|
||
|
colors[0] = (type == ROTATE_SCREEN) ? selectionColor : 0xFFFFFFFF;
|
||
|
for (int i = 0; i < 3; i++)
|
||
|
colors[i + 1] = (type == (int)(ROTATE_X + i)) ? selectionColor : directionColor[i];
|
||
|
break;
|
||
|
case SCALE:
|
||
|
colors[0] = (type == SCALE_XYZ) ? selectionColor : 0xFFFFFFFF;
|
||
|
for (int i = 0; i < 3; i++)
|
||
|
colors[i + 1] = (type == (int)(SCALE_X + i)) ? selectionColor : directionColor[i];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for (int i = 0; i < 7; i++)
|
||
|
colors[i] = inactiveColor;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void ComputeTripodAxisAndVisibility(int axisIndex, vec_t& dirPlaneX, vec_t& dirPlaneY, bool& belowAxisLimit, bool& belowPlaneLimit)
|
||
|
{
|
||
|
const int planNormal = (axisIndex + 2) % 3;
|
||
|
dirPlaneX = directionUnary[axisIndex];
|
||
|
dirPlaneY = directionUnary[(axisIndex + 1) % 3];
|
||
|
|
||
|
if (gContext.mbUsing)
|
||
|
{
|
||
|
// when using, use stored factors so the gizmo doesn't flip when we translate
|
||
|
belowAxisLimit = gContext.mBelowAxisLimit[axisIndex];
|
||
|
belowPlaneLimit = gContext.mBelowPlaneLimit[axisIndex];
|
||
|
|
||
|
dirPlaneX *= gContext.mAxisFactor[axisIndex];
|
||
|
dirPlaneY *= gContext.mAxisFactor[(axisIndex + 1) % 3];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vec_t dirPlaneNormalWorld;
|
||
|
dirPlaneNormalWorld.TransformVector(directionUnary[planNormal], gContext.mModel);
|
||
|
dirPlaneNormalWorld.Normalize();
|
||
|
|
||
|
vec_t dirPlaneXWorld(dirPlaneX);
|
||
|
dirPlaneXWorld.TransformVector(gContext.mModel);
|
||
|
dirPlaneXWorld.Normalize();
|
||
|
|
||
|
vec_t dirPlaneYWorld(dirPlaneY);
|
||
|
dirPlaneYWorld.TransformVector(gContext.mModel);
|
||
|
dirPlaneYWorld.Normalize();
|
||
|
|
||
|
vec_t cameraEyeToGizmo = Normalized(gContext.mModel.v.position - gContext.mCameraEye);
|
||
|
float dotCameraDirX = cameraEyeToGizmo.Dot3(dirPlaneXWorld);
|
||
|
float dotCameraDirY = cameraEyeToGizmo.Dot3(dirPlaneYWorld);
|
||
|
|
||
|
// compute factor values
|
||
|
#ifdef FLIP
|
||
|
float mulAxisX = (dotCameraDirX > 0.f) ? -1.f : 1.f;
|
||
|
float mulAxisY = (dotCameraDirY > 0.f) ? -1.f : 1.f;
|
||
|
#else
|
||
|
float mulAxisX = 1.f;
|
||
|
float mulAxisY = 1.f;
|
||
|
#endif
|
||
|
dirPlaneX *= mulAxisX;
|
||
|
dirPlaneY *= mulAxisY;
|
||
|
|
||
|
belowAxisLimit = fabsf(dotCameraDirX) < angleLimit;
|
||
|
belowPlaneLimit = (fabsf(cameraEyeToGizmo.Dot3(dirPlaneNormalWorld)) > planeLimit);
|
||
|
|
||
|
// and store values
|
||
|
gContext.mAxisFactor[axisIndex] = mulAxisX;
|
||
|
gContext.mAxisFactor[(axisIndex+1)%3] = mulAxisY;
|
||
|
gContext.mBelowAxisLimit[axisIndex] = belowAxisLimit;
|
||
|
gContext.mBelowPlaneLimit[axisIndex] = belowPlaneLimit;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void ComputeSnap(float*value, float snap)
|
||
|
{
|
||
|
if (snap <= FLT_EPSILON)
|
||
|
return;
|
||
|
float modulo = fmodf(*value, snap);
|
||
|
float moduloRatio = fabsf(modulo) / snap;
|
||
|
if (moduloRatio < snapTension)
|
||
|
*value -= modulo;
|
||
|
else if (moduloRatio >(1.f - snapTension))
|
||
|
*value = *value - modulo + snap * ((*value<0.f) ? -1.f : 1.f);
|
||
|
}
|
||
|
static void ComputeSnap(vec_t& value, float *snap)
|
||
|
{
|
||
|
for (int i = 0; i < 3; i++)
|
||
|
{
|
||
|
ComputeSnap(&value[i], snap[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static float ComputeAngleOnPlan()
|
||
|
{
|
||
|
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
|
||
|
vec_t localPos = Normalized(gContext.mRayOrigin + gContext.mRayVector * len - gContext.mModel.v.position);
|
||
|
|
||
|
vec_t perpendicularVector;
|
||
|
perpendicularVector.Cross(gContext.mRotationVectorSource, gContext.mTranslationPlan);
|
||
|
perpendicularVector.Normalize();
|
||
|
float acosAngle = Clamp(Dot(localPos, gContext.mRotationVectorSource), -0.9999f, 0.9999f);
|
||
|
float angle = acosf(acosAngle);
|
||
|
angle *= (Dot(localPos, perpendicularVector) < 0.f) ? 1.f : -1.f;
|
||
|
return angle;
|
||
|
}
|
||
|
|
||
|
static void DrawRotationGizmo(int type)
|
||
|
{
|
||
|
ImDrawList* drawList = gContext.mDrawList;
|
||
|
|
||
|
// colors
|
||
|
ImU32 colors[7];
|
||
|
ComputeColors(colors, type, ROTATE);
|
||
|
|
||
|
vec_t cameraToModelNormalized = Normalized(gContext.mModel.v.position - gContext.mCameraEye);
|
||
|
cameraToModelNormalized.TransformVector(gContext.mModelInverse);
|
||
|
|
||
|
gContext.mRadiusSquareCenter = screenRotateSize * gContext.mHeight;
|
||
|
for (int axis = 0; axis < 3; axis++)
|
||
|
{
|
||
|
ImVec2 circlePos[halfCircleSegmentCount];
|
||
|
|
||
|
float angleStart = atan2f(cameraToModelNormalized[(4-axis)%3], cameraToModelNormalized[(3 - axis) % 3]) + ZPI * 0.5f;
|
||
|
|
||
|
for (unsigned int i = 0; i < halfCircleSegmentCount; i++)
|
||
|
{
|
||
|
float ng = angleStart + ZPI * ((float)i / (float)halfCircleSegmentCount);
|
||
|
vec_t axisPos = makeVect(cosf(ng), sinf(ng), 0.f);
|
||
|
vec_t pos = makeVect(axisPos[axis], axisPos[(axis+1)%3], axisPos[(axis+2)%3]) * gContext.mScreenFactor;
|
||
|
circlePos[i] = worldToPos(pos, gContext.mMVP);
|
||
|
}
|
||
|
|
||
|
float radiusAxis = sqrtf( (ImLengthSqr(worldToPos(gContext.mModel.v.position, gContext.mViewProjection) - circlePos[0]) ));
|
||
|
if(radiusAxis > gContext.mRadiusSquareCenter)
|
||
|
gContext.mRadiusSquareCenter = radiusAxis;
|
||
|
|
||
|
drawList->AddPolyline(circlePos, halfCircleSegmentCount, colors[3 - axis], false, 2);
|
||
|
}
|
||
|
drawList->AddCircle(worldToPos(gContext.mModel.v.position, gContext.mViewProjection), gContext.mRadiusSquareCenter, colors[0], 64, 3.f);
|
||
|
|
||
|
if (gContext.mbUsing)
|
||
|
{
|
||
|
ImVec2 circlePos[halfCircleSegmentCount +1];
|
||
|
|
||
|
circlePos[0] = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
|
||
|
for (unsigned int i = 1; i < halfCircleSegmentCount; i++)
|
||
|
{
|
||
|
float ng = gContext.mRotationAngle * ((float)(i-1) / (float)(halfCircleSegmentCount -1));
|
||
|
matrix_t rotateVectorMatrix;
|
||
|
rotateVectorMatrix.RotationAxis(gContext.mTranslationPlan, ng);
|
||
|
vec_t pos;
|
||
|
pos.TransformPoint(gContext.mRotationVectorSource, rotateVectorMatrix);
|
||
|
pos *= gContext.mScreenFactor;
|
||
|
circlePos[i] = worldToPos(pos + gContext.mModel.v.position, gContext.mViewProjection);
|
||
|
}
|
||
|
drawList->AddConvexPolyFilled(circlePos, halfCircleSegmentCount, 0x801080FF);
|
||
|
drawList->AddPolyline(circlePos, halfCircleSegmentCount, 0xFF1080FF, true, 2);
|
||
|
|
||
|
ImVec2 destinationPosOnScreen = circlePos[1];
|
||
|
char tmps[512];
|
||
|
ImFormatString(tmps, sizeof(tmps), rotationInfoMask[type - ROTATE_X], (gContext.mRotationAngle/ZPI)*180.f, gContext.mRotationAngle);
|
||
|
drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), 0xFF000000, tmps);
|
||
|
drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), 0xFFFFFFFF, tmps);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void DrawHatchedAxis(const vec_t& axis)
|
||
|
{
|
||
|
for (int j = 1; j < 10; j++)
|
||
|
{
|
||
|
ImVec2 baseSSpace2 = worldToPos(axis * 0.05f * (float)(j * 2) * gContext.mScreenFactor, gContext.mMVP);
|
||
|
ImVec2 worldDirSSpace2 = worldToPos(axis * 0.05f * (float)(j * 2 + 1) * gContext.mScreenFactor, gContext.mMVP);
|
||
|
gContext.mDrawList->AddLine(baseSSpace2, worldDirSSpace2, 0x80000000, 6.f);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void DrawScaleGizmo(int type)
|
||
|
{
|
||
|
ImDrawList* drawList = gContext.mDrawList;
|
||
|
|
||
|
// colors
|
||
|
ImU32 colors[7];
|
||
|
ComputeColors(colors, type, SCALE);
|
||
|
|
||
|
// draw
|
||
|
vec_t scaleDisplay = { 1.f, 1.f, 1.f, 1.f };
|
||
|
|
||
|
if (gContext.mbUsing)
|
||
|
scaleDisplay = gContext.mScale;
|
||
|
|
||
|
for (unsigned int i = 0; i < 3; i++)
|
||
|
{
|
||
|
vec_t dirPlaneX, dirPlaneY;
|
||
|
bool belowAxisLimit, belowPlaneLimit;
|
||
|
ComputeTripodAxisAndVisibility(i, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit);
|
||
|
|
||
|
// draw axis
|
||
|
if (belowAxisLimit)
|
||
|
{
|
||
|
ImVec2 baseSSpace = worldToPos(dirPlaneX * 0.1f * gContext.mScreenFactor, gContext.mMVP);
|
||
|
ImVec2 worldDirSSpaceNoScale = worldToPos(dirPlaneX * gContext.mScreenFactor, gContext.mMVP);
|
||
|
ImVec2 worldDirSSpace = worldToPos((dirPlaneX * scaleDisplay[i]) * gContext.mScreenFactor, gContext.mMVP);
|
||
|
|
||
|
if (gContext.mbUsing)
|
||
|
{
|
||
|
drawList->AddLine(baseSSpace, worldDirSSpaceNoScale, 0xFF404040, 3.f);
|
||
|
drawList->AddCircleFilled(worldDirSSpaceNoScale, 6.f, 0xFF404040);
|
||
|
}
|
||
|
|
||
|
drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 3.f);
|
||
|
drawList->AddCircleFilled(worldDirSSpace, 6.f, colors[i + 1]);
|
||
|
|
||
|
#ifdef HATCHED
|
||
|
if (gContext.mAxisFactor[i] < 0.f)
|
||
|
DrawHatchedAxis(dirPlaneX * scaleDisplay[i]);
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// draw screen cirle
|
||
|
drawList->AddCircleFilled(gContext.mScreenSquareCenter, 6.f, colors[0], 32);
|
||
|
|
||
|
if (gContext.mbUsing)
|
||
|
{
|
||
|
//ImVec2 sourcePosOnScreen = worldToPos(gContext.mMatrixOrigin, gContext.mViewProjection);
|
||
|
ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
|
||
|
/*vec_t dif(destinationPosOnScreen.x - sourcePosOnScreen.x, destinationPosOnScreen.y - sourcePosOnScreen.y);
|
||
|
dif.Normalize();
|
||
|
dif *= 5.f;
|
||
|
drawList->AddCircle(sourcePosOnScreen, 6.f, translationLineColor);
|
||
|
drawList->AddCircle(destinationPosOnScreen, 6.f, translationLineColor);
|
||
|
drawList->AddLine(ImVec2(sourcePosOnScreen.x + dif.x, sourcePosOnScreen.y + dif.y), ImVec2(destinationPosOnScreen.x - dif.x, destinationPosOnScreen.y - dif.y), translationLineColor, 2.f);
|
||
|
*/
|
||
|
char tmps[512];
|
||
|
//vec_t deltaInfo = gContext.mModel.v.position - gContext.mMatrixOrigin;
|
||
|
int componentInfoIndex = (type - SCALE_X) * 3;
|
||
|
ImFormatString(tmps, sizeof(tmps), scaleInfoMask[type - SCALE_X], scaleDisplay[translationInfoIndex[componentInfoIndex]]);
|
||
|
drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), 0xFF000000, tmps);
|
||
|
drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), 0xFFFFFFFF, tmps);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static void DrawTranslationGizmo(int type)
|
||
|
{
|
||
|
ImDrawList* drawList = gContext.mDrawList;
|
||
|
if (!drawList)
|
||
|
return;
|
||
|
|
||
|
// colors
|
||
|
ImU32 colors[7];
|
||
|
ComputeColors(colors, type, TRANSLATE);
|
||
|
|
||
|
const ImVec2 origin = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
|
||
|
|
||
|
// draw
|
||
|
bool belowAxisLimit = false;
|
||
|
bool belowPlaneLimit = false;
|
||
|
for (unsigned int i = 0; i < 3; ++i)
|
||
|
{
|
||
|
vec_t dirPlaneX, dirPlaneY;
|
||
|
ComputeTripodAxisAndVisibility(i, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit);
|
||
|
|
||
|
// draw axis
|
||
|
if (belowAxisLimit)
|
||
|
{
|
||
|
ImVec2 baseSSpace = worldToPos(dirPlaneX * 0.1f * gContext.mScreenFactor, gContext.mMVP);
|
||
|
ImVec2 worldDirSSpace = worldToPos(dirPlaneX * gContext.mScreenFactor, gContext.mMVP);
|
||
|
|
||
|
drawList->AddLine(baseSSpace, worldDirSSpace, colors[i + 1], 3.f);
|
||
|
|
||
|
// Arrow head begin
|
||
|
ImVec2 dir(origin - worldDirSSpace);
|
||
|
|
||
|
float d = sqrtf(ImLengthSqr(dir));
|
||
|
dir /= d; // Normalize
|
||
|
dir *= 6.0f;
|
||
|
|
||
|
ImVec2 ortogonalDir(dir.y, -dir.x); // Perpendicular vector
|
||
|
ImVec2 a(worldDirSSpace + dir);
|
||
|
drawList->AddTriangleFilled(worldDirSSpace - dir, a + ortogonalDir, a - ortogonalDir, colors[i + 1]);
|
||
|
// Arrow head end
|
||
|
|
||
|
#ifdef HATCHED
|
||
|
if (gContext.mAxisFactor[i] < 0.f)
|
||
|
DrawHatchedAxis(dirPlaneX);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// draw plane
|
||
|
if (belowPlaneLimit)
|
||
|
{
|
||
|
ImVec2 screenQuadPts[4];
|
||
|
for (int j = 0; j < 4; ++j)
|
||
|
{
|
||
|
vec_t cornerWorldPos = (dirPlaneX * quadUV[j * 2] + dirPlaneY * quadUV[j * 2 + 1]) * gContext.mScreenFactor;
|
||
|
screenQuadPts[j] = worldToPos(cornerWorldPos, gContext.mMVP);
|
||
|
}
|
||
|
drawList->AddPolyline(screenQuadPts, 4, planeBorderColor[i], true, 1.0f);
|
||
|
drawList->AddConvexPolyFilled(screenQuadPts, 4, colors[i + 4]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
drawList->AddCircleFilled(gContext.mScreenSquareCenter, 6.f, colors[0], 32);
|
||
|
|
||
|
if (gContext.mbUsing)
|
||
|
{
|
||
|
ImVec2 sourcePosOnScreen = worldToPos(gContext.mMatrixOrigin, gContext.mViewProjection);
|
||
|
ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
|
||
|
vec_t dif = { destinationPosOnScreen.x - sourcePosOnScreen.x, destinationPosOnScreen.y - sourcePosOnScreen.y, 0.f, 0.f };
|
||
|
dif.Normalize();
|
||
|
dif *= 5.f;
|
||
|
drawList->AddCircle(sourcePosOnScreen, 6.f, translationLineColor);
|
||
|
drawList->AddCircle(destinationPosOnScreen, 6.f, translationLineColor);
|
||
|
drawList->AddLine(ImVec2(sourcePosOnScreen.x + dif.x, sourcePosOnScreen.y + dif.y), ImVec2(destinationPosOnScreen.x - dif.x, destinationPosOnScreen.y - dif.y), translationLineColor, 2.f);
|
||
|
|
||
|
char tmps[512];
|
||
|
vec_t deltaInfo = gContext.mModel.v.position - gContext.mMatrixOrigin;
|
||
|
int componentInfoIndex = (type - MOVE_X) * 3;
|
||
|
ImFormatString(tmps, sizeof(tmps), translationInfoMask[type - MOVE_X], deltaInfo[translationInfoIndex[componentInfoIndex]], deltaInfo[translationInfoIndex[componentInfoIndex + 1]], deltaInfo[translationInfoIndex[componentInfoIndex + 2]]);
|
||
|
drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), 0xFF000000, tmps);
|
||
|
drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), 0xFFFFFFFF, tmps);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static bool CanActivate()
|
||
|
{
|
||
|
if (ImGui::IsMouseClicked(0) && !ImGui::IsAnyItemHovered() && !ImGui::IsAnyItemActive())
|
||
|
return true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
static void HandleAndDrawLocalBounds(float *bounds, matrix_t *matrix, float *snapValues)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
ImDrawList* drawList = gContext.mDrawList;
|
||
|
|
||
|
// compute best projection axis
|
||
|
vec_t axesWorldDirections[3];
|
||
|
vec_t bestAxisWorldDirection = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||
|
int axes[3];
|
||
|
unsigned int numAxes = 1;
|
||
|
axes[0] = gContext.mBoundsBestAxis;
|
||
|
int bestAxis = axes[0];
|
||
|
if (!gContext.mbUsingBounds)
|
||
|
{
|
||
|
numAxes = 0;
|
||
|
float bestDot = 0.f;
|
||
|
for (unsigned int i = 0; i < 3; i++)
|
||
|
{
|
||
|
vec_t dirPlaneNormalWorld;
|
||
|
dirPlaneNormalWorld.TransformVector(directionUnary[i], gContext.mModelSource);
|
||
|
dirPlaneNormalWorld.Normalize();
|
||
|
|
||
|
float dt = fabsf( Dot(Normalized(gContext.mCameraEye - gContext.mModelSource.v.position), dirPlaneNormalWorld) );
|
||
|
if ( dt >= bestDot )
|
||
|
{
|
||
|
bestDot = dt;
|
||
|
bestAxis = i;
|
||
|
bestAxisWorldDirection = dirPlaneNormalWorld;
|
||
|
}
|
||
|
|
||
|
if( dt >= 0.1f )
|
||
|
{
|
||
|
axes[numAxes] = i;
|
||
|
axesWorldDirections[numAxes] = dirPlaneNormalWorld;
|
||
|
++numAxes;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( numAxes == 0 )
|
||
|
{
|
||
|
axes[0] = bestAxis;
|
||
|
axesWorldDirections[0] = bestAxisWorldDirection;
|
||
|
numAxes = 1;
|
||
|
}
|
||
|
else if( bestAxis != axes[0] )
|
||
|
{
|
||
|
unsigned int bestIndex = 0;
|
||
|
for (unsigned int i = 0; i < numAxes; i++)
|
||
|
{
|
||
|
if( axes[i] == bestAxis )
|
||
|
{
|
||
|
bestIndex = i;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
int tempAxis = axes[0];
|
||
|
axes[0] = axes[bestIndex];
|
||
|
axes[bestIndex] = tempAxis;
|
||
|
vec_t tempDirection = axesWorldDirections[0];
|
||
|
axesWorldDirections[0] = axesWorldDirections[bestIndex];
|
||
|
axesWorldDirections[bestIndex] = tempDirection;
|
||
|
}
|
||
|
|
||
|
for (unsigned int axisIndex = 0; axisIndex < numAxes; ++axisIndex)
|
||
|
{
|
||
|
bestAxis = axes[axisIndex];
|
||
|
bestAxisWorldDirection = axesWorldDirections[axisIndex];
|
||
|
|
||
|
// corners
|
||
|
vec_t aabb[4];
|
||
|
|
||
|
int secondAxis = (bestAxis + 1) % 3;
|
||
|
int thirdAxis = (bestAxis + 2) % 3;
|
||
|
|
||
|
for (int i = 0; i < 4; i++)
|
||
|
{
|
||
|
aabb[i][3] = aabb[i][bestAxis] = 0.f;
|
||
|
aabb[i][secondAxis] = bounds[secondAxis + 3 * (i >> 1)];
|
||
|
aabb[i][thirdAxis] = bounds[thirdAxis + 3 * ((i >> 1) ^ (i & 1))];
|
||
|
}
|
||
|
|
||
|
// draw bounds
|
||
|
unsigned int anchorAlpha = gContext.mbEnable ? 0xFF000000 : 0x80000000;
|
||
|
|
||
|
matrix_t boundsMVP = gContext.mModelSource * gContext.mViewProjection;
|
||
|
for (int i = 0; i < 4;i++)
|
||
|
{
|
||
|
ImVec2 worldBound1 = worldToPos(aabb[i], boundsMVP);
|
||
|
ImVec2 worldBound2 = worldToPos(aabb[(i+1)%4], boundsMVP);
|
||
|
if( !IsInContextRect( worldBound1 ) || !IsInContextRect( worldBound2 ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
float boundDistance = sqrtf(ImLengthSqr(worldBound1 - worldBound2));
|
||
|
int stepCount = (int)(boundDistance / 10.f);
|
||
|
stepCount = min( stepCount, 1000 );
|
||
|
float stepLength = 1.f / (float)stepCount;
|
||
|
for (int j = 0; j < stepCount; j++)
|
||
|
{
|
||
|
float t1 = (float)j * stepLength;
|
||
|
float t2 = (float)j * stepLength + stepLength * 0.5f;
|
||
|
ImVec2 worldBoundSS1 = ImLerp(worldBound1, worldBound2, ImVec2(t1, t1));
|
||
|
ImVec2 worldBoundSS2 = ImLerp(worldBound1, worldBound2, ImVec2(t2, t2));
|
||
|
drawList->AddLine(worldBoundSS1, worldBoundSS2, 0xAAAAAA + anchorAlpha, 3.f);
|
||
|
}
|
||
|
vec_t midPoint = (aabb[i] + aabb[(i + 1) % 4] ) * 0.5f;
|
||
|
ImVec2 midBound = worldToPos(midPoint, boundsMVP);
|
||
|
static const float AnchorBigRadius = 8.f;
|
||
|
static const float AnchorSmallRadius = 6.f;
|
||
|
bool overBigAnchor = ImLengthSqr(worldBound1 - io.MousePos) <= (AnchorBigRadius*AnchorBigRadius);
|
||
|
bool overSmallAnchor = ImLengthSqr(midBound - io.MousePos) <= (AnchorBigRadius*AnchorBigRadius);
|
||
|
|
||
|
|
||
|
unsigned int bigAnchorColor = overBigAnchor ? selectionColor : (0xAAAAAA + anchorAlpha);
|
||
|
unsigned int smallAnchorColor = overSmallAnchor ? selectionColor : (0xAAAAAA + anchorAlpha);
|
||
|
|
||
|
drawList->AddCircleFilled(worldBound1, AnchorBigRadius, bigAnchorColor);
|
||
|
drawList->AddCircleFilled(midBound, AnchorSmallRadius, smallAnchorColor);
|
||
|
int oppositeIndex = (i + 2) % 4;
|
||
|
// big anchor on corners
|
||
|
if (!gContext.mbUsingBounds && gContext.mbEnable && overBigAnchor && CanActivate())
|
||
|
{
|
||
|
gContext.mBoundsPivot.TransformPoint(aabb[(i + 2) % 4], gContext.mModelSource);
|
||
|
gContext.mBoundsAnchor.TransformPoint(aabb[i], gContext.mModelSource);
|
||
|
gContext.mBoundsPlan = BuildPlan(gContext.mBoundsAnchor, bestAxisWorldDirection);
|
||
|
gContext.mBoundsBestAxis = bestAxis;
|
||
|
gContext.mBoundsAxis[0] = secondAxis;
|
||
|
gContext.mBoundsAxis[1] = thirdAxis;
|
||
|
|
||
|
gContext.mBoundsLocalPivot.Set(0.f);
|
||
|
gContext.mBoundsLocalPivot[secondAxis] = aabb[oppositeIndex][secondAxis];
|
||
|
gContext.mBoundsLocalPivot[thirdAxis] = aabb[oppositeIndex][thirdAxis];
|
||
|
|
||
|
gContext.mbUsingBounds = true;
|
||
|
gContext.mBoundsMatrix = gContext.mModelSource;
|
||
|
}
|
||
|
// small anchor on middle of segment
|
||
|
if (!gContext.mbUsingBounds && gContext.mbEnable && overSmallAnchor && CanActivate())
|
||
|
{
|
||
|
vec_t midPointOpposite = (aabb[(i + 2) % 4] + aabb[(i + 3) % 4]) * 0.5f;
|
||
|
gContext.mBoundsPivot.TransformPoint(midPointOpposite, gContext.mModelSource);
|
||
|
gContext.mBoundsAnchor.TransformPoint(midPoint, gContext.mModelSource);
|
||
|
gContext.mBoundsPlan = BuildPlan(gContext.mBoundsAnchor, bestAxisWorldDirection);
|
||
|
gContext.mBoundsBestAxis = bestAxis;
|
||
|
int indices[] = { secondAxis , thirdAxis };
|
||
|
gContext.mBoundsAxis[0] = indices[i%2];
|
||
|
gContext.mBoundsAxis[1] = -1;
|
||
|
|
||
|
gContext.mBoundsLocalPivot.Set(0.f);
|
||
|
gContext.mBoundsLocalPivot[gContext.mBoundsAxis[0]] = aabb[oppositeIndex][indices[i % 2]];// bounds[gContext.mBoundsAxis[0]] * (((i + 1) & 2) ? 1.f : -1.f);
|
||
|
|
||
|
gContext.mbUsingBounds = true;
|
||
|
gContext.mBoundsMatrix = gContext.mModelSource;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (gContext.mbUsingBounds)
|
||
|
{
|
||
|
matrix_t scale;
|
||
|
scale.SetToIdentity();
|
||
|
|
||
|
// compute projected mouse position on plan
|
||
|
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mBoundsPlan);
|
||
|
vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len;
|
||
|
|
||
|
// compute a reference and delta vectors base on mouse move
|
||
|
vec_t deltaVector = (newPos - gContext.mBoundsPivot).Abs();
|
||
|
vec_t referenceVector = (gContext.mBoundsAnchor - gContext.mBoundsPivot).Abs();
|
||
|
|
||
|
// for 1 or 2 axes, compute a ratio that's used for scale and snap it based on resulting length
|
||
|
for (int i = 0; i < 2; i++)
|
||
|
{
|
||
|
int axisIndex1 = gContext.mBoundsAxis[i];
|
||
|
if (axisIndex1 == -1)
|
||
|
continue;
|
||
|
|
||
|
float ratioAxis = 1.f;
|
||
|
vec_t axisDir = gContext.mBoundsMatrix.component[axisIndex1].Abs();
|
||
|
|
||
|
float dtAxis = axisDir.Dot(referenceVector);
|
||
|
float boundSize = bounds[axisIndex1 + 3] - bounds[axisIndex1];
|
||
|
if (dtAxis > FLT_EPSILON)
|
||
|
ratioAxis = axisDir.Dot(deltaVector) / dtAxis;
|
||
|
|
||
|
if (snapValues)
|
||
|
{
|
||
|
float length = boundSize * ratioAxis;
|
||
|
ComputeSnap(&length, snapValues[axisIndex1]);
|
||
|
if (boundSize > FLT_EPSILON)
|
||
|
ratioAxis = length / boundSize;
|
||
|
}
|
||
|
scale.component[axisIndex1] *= ratioAxis;
|
||
|
}
|
||
|
|
||
|
// transform matrix
|
||
|
matrix_t preScale, postScale;
|
||
|
preScale.Translation(-gContext.mBoundsLocalPivot);
|
||
|
postScale.Translation(gContext.mBoundsLocalPivot);
|
||
|
matrix_t res = preScale * scale * postScale * gContext.mBoundsMatrix;
|
||
|
*matrix = res;
|
||
|
|
||
|
// info text
|
||
|
char tmps[512];
|
||
|
ImVec2 destinationPosOnScreen = worldToPos(gContext.mModel.v.position, gContext.mViewProjection);
|
||
|
ImFormatString(tmps, sizeof(tmps), "X: %.2f Y: %.2f Z:%.2f"
|
||
|
, (bounds[3] - bounds[0]) * gContext.mBoundsMatrix.component[0].Length() * scale.component[0].Length()
|
||
|
, (bounds[4] - bounds[1]) * gContext.mBoundsMatrix.component[1].Length() * scale.component[1].Length()
|
||
|
, (bounds[5] - bounds[2]) * gContext.mBoundsMatrix.component[2].Length() * scale.component[2].Length()
|
||
|
);
|
||
|
drawList->AddText(ImVec2(destinationPosOnScreen.x + 15, destinationPosOnScreen.y + 15), 0xFF000000, tmps);
|
||
|
drawList->AddText(ImVec2(destinationPosOnScreen.x + 14, destinationPosOnScreen.y + 14), 0xFFFFFFFF, tmps);
|
||
|
}
|
||
|
|
||
|
if (!io.MouseDown[0])
|
||
|
gContext.mbUsingBounds = false;
|
||
|
|
||
|
if( gContext.mbUsingBounds )
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
|
||
|
static int GetScaleType()
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
int type = NONE;
|
||
|
|
||
|
// screen
|
||
|
if (io.MousePos.x >= gContext.mScreenSquareMin.x && io.MousePos.x <= gContext.mScreenSquareMax.x &&
|
||
|
io.MousePos.y >= gContext.mScreenSquareMin.y && io.MousePos.y <= gContext.mScreenSquareMax.y)
|
||
|
type = SCALE_XYZ;
|
||
|
|
||
|
const vec_t direction[3] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir };
|
||
|
// compute
|
||
|
for (unsigned int i = 0; i < 3 && type == NONE; i++)
|
||
|
{
|
||
|
vec_t dirPlaneX, dirPlaneY;
|
||
|
bool belowAxisLimit, belowPlaneLimit;
|
||
|
ComputeTripodAxisAndVisibility(i, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit);
|
||
|
dirPlaneX.TransformVector(gContext.mModel);
|
||
|
dirPlaneY.TransformVector(gContext.mModel);
|
||
|
|
||
|
const int planNormal = (i + 2) % 3;
|
||
|
|
||
|
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, BuildPlan(gContext.mModel.v.position, direction[planNormal]));
|
||
|
vec_t posOnPlan = gContext.mRayOrigin + gContext.mRayVector * len;
|
||
|
|
||
|
const float dx = dirPlaneX.Dot3((posOnPlan - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor));
|
||
|
const float dy = dirPlaneY.Dot3((posOnPlan - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor));
|
||
|
if (belowAxisLimit && dy > -0.1f && dy < 0.1f && dx > 0.1f && dx < 1.f)
|
||
|
type = SCALE_X + i;
|
||
|
}
|
||
|
return type;
|
||
|
}
|
||
|
|
||
|
static int GetRotateType()
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
int type = NONE;
|
||
|
|
||
|
vec_t deltaScreen = { io.MousePos.x - gContext.mScreenSquareCenter.x, io.MousePos.y - gContext.mScreenSquareCenter.y, 0.f, 0.f };
|
||
|
float dist = deltaScreen.Length();
|
||
|
if (dist >= (gContext.mRadiusSquareCenter - 1.0f) && dist < (gContext.mRadiusSquareCenter + 1.0f))
|
||
|
type = ROTATE_SCREEN;
|
||
|
|
||
|
const vec_t planNormals[] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir};
|
||
|
|
||
|
for (unsigned int i = 0; i < 3 && type == NONE; i++)
|
||
|
{
|
||
|
// pickup plan
|
||
|
vec_t pickupPlan = BuildPlan(gContext.mModel.v.position, planNormals[i]);
|
||
|
|
||
|
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, pickupPlan);
|
||
|
vec_t localPos = gContext.mRayOrigin + gContext.mRayVector * len - gContext.mModel.v.position;
|
||
|
|
||
|
if (Dot(Normalized(localPos), gContext.mRayVector) > FLT_EPSILON)
|
||
|
continue;
|
||
|
|
||
|
float distance = localPos.Length() / gContext.mScreenFactor;
|
||
|
if (distance > 0.9f && distance < 1.1f)
|
||
|
type = ROTATE_X + i;
|
||
|
}
|
||
|
|
||
|
return type;
|
||
|
}
|
||
|
|
||
|
static int GetMoveType(vec_t *gizmoHitProportion)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
int type = NONE;
|
||
|
|
||
|
// screen
|
||
|
if (io.MousePos.x >= gContext.mScreenSquareMin.x && io.MousePos.x <= gContext.mScreenSquareMax.x &&
|
||
|
io.MousePos.y >= gContext.mScreenSquareMin.y && io.MousePos.y <= gContext.mScreenSquareMax.y)
|
||
|
type = MOVE_SCREEN;
|
||
|
|
||
|
const vec_t direction[3] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir };
|
||
|
|
||
|
// compute
|
||
|
for (unsigned int i = 0; i < 3 && type == NONE; i++)
|
||
|
{
|
||
|
vec_t dirPlaneX, dirPlaneY;
|
||
|
bool belowAxisLimit, belowPlaneLimit;
|
||
|
ComputeTripodAxisAndVisibility(i, dirPlaneX, dirPlaneY, belowAxisLimit, belowPlaneLimit);
|
||
|
dirPlaneX.TransformVector(gContext.mModel);
|
||
|
dirPlaneY.TransformVector(gContext.mModel);
|
||
|
|
||
|
const int planNormal = (i + 2) % 3;
|
||
|
|
||
|
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, BuildPlan(gContext.mModel.v.position, direction[planNormal]));
|
||
|
vec_t posOnPlan = gContext.mRayOrigin + gContext.mRayVector * len;
|
||
|
|
||
|
const float dx = dirPlaneX.Dot3((posOnPlan - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor));
|
||
|
const float dy = dirPlaneY.Dot3((posOnPlan - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor));
|
||
|
if (belowAxisLimit && dy > -0.1f && dy < 0.1f && dx > 0.1f && dx < 1.f)
|
||
|
type = MOVE_X + i;
|
||
|
|
||
|
if (belowPlaneLimit && dx >= quadUV[0] && dx <= quadUV[4] && dy >= quadUV[1] && dy <= quadUV[3])
|
||
|
type = MOVE_XY + i;
|
||
|
|
||
|
if (gizmoHitProportion)
|
||
|
*gizmoHitProportion = makeVect(dx, dy, 0.f);
|
||
|
}
|
||
|
return type;
|
||
|
}
|
||
|
|
||
|
static void HandleTranslation(float *matrix, float *deltaMatrix, int& type, float *snap)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
bool applyRotationLocaly = gContext.mMode == LOCAL || type == MOVE_SCREEN;
|
||
|
|
||
|
// move
|
||
|
if (gContext.mbUsing)
|
||
|
{
|
||
|
ImGui::CaptureMouseFromApp();
|
||
|
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
|
||
|
vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len;
|
||
|
|
||
|
// compute delta
|
||
|
vec_t newOrigin = newPos - gContext.mRelativeOrigin * gContext.mScreenFactor;
|
||
|
vec_t delta = newOrigin - gContext.mModel.v.position;
|
||
|
|
||
|
// 1 axis constraint
|
||
|
if (gContext.mCurrentOperation >= MOVE_X && gContext.mCurrentOperation <= MOVE_Z)
|
||
|
{
|
||
|
int axisIndex = gContext.mCurrentOperation - MOVE_X;
|
||
|
const vec_t& axisValue = *(vec_t*)&gContext.mModel.m[axisIndex];
|
||
|
float lengthOnAxis = Dot(axisValue, delta);
|
||
|
delta = axisValue * lengthOnAxis;
|
||
|
}
|
||
|
|
||
|
// snap
|
||
|
if (snap)
|
||
|
{
|
||
|
vec_t cumulativeDelta = gContext.mModel.v.position + delta - gContext.mMatrixOrigin;
|
||
|
if (applyRotationLocaly)
|
||
|
{
|
||
|
matrix_t modelSourceNormalized = gContext.mModelSource;
|
||
|
modelSourceNormalized.OrthoNormalize();
|
||
|
matrix_t modelSourceNormalizedInverse;
|
||
|
modelSourceNormalizedInverse.Inverse(modelSourceNormalized);
|
||
|
cumulativeDelta.TransformVector(modelSourceNormalizedInverse);
|
||
|
ComputeSnap(cumulativeDelta, snap);
|
||
|
cumulativeDelta.TransformVector(modelSourceNormalized);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ComputeSnap(cumulativeDelta, snap);
|
||
|
}
|
||
|
delta = gContext.mMatrixOrigin + cumulativeDelta - gContext.mModel.v.position;
|
||
|
|
||
|
}
|
||
|
|
||
|
// compute matrix & delta
|
||
|
matrix_t deltaMatrixTranslation;
|
||
|
deltaMatrixTranslation.Translation(delta);
|
||
|
if (deltaMatrix)
|
||
|
memcpy(deltaMatrix, deltaMatrixTranslation.m16, sizeof(float) * 16);
|
||
|
|
||
|
|
||
|
matrix_t res = gContext.mModelSource * deltaMatrixTranslation;
|
||
|
*(matrix_t*)matrix = res;
|
||
|
|
||
|
if (!io.MouseDown[0])
|
||
|
gContext.mbUsing = false;
|
||
|
|
||
|
type = gContext.mCurrentOperation;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// find new possible way to move
|
||
|
vec_t gizmoHitProportion;
|
||
|
type = GetMoveType(&gizmoHitProportion);
|
||
|
if (CanActivate() && type != NONE)
|
||
|
{
|
||
|
ImGui::CaptureMouseFromApp();
|
||
|
gContext.mbUsing = true;
|
||
|
gContext.mCurrentOperation = type;
|
||
|
const vec_t movePlanNormal[] = { gContext.mModel.v.up, gContext.mModel.v.dir, gContext.mModel.v.right, gContext.mModel.v.dir, gContext.mModel.v.right, gContext.mModel.v.up, -gContext.mCameraDir };
|
||
|
// pickup plan
|
||
|
gContext.mTranslationPlan = BuildPlan(gContext.mModel.v.position, movePlanNormal[type - MOVE_X]);
|
||
|
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
|
||
|
gContext.mTranslationPlanOrigin = gContext.mRayOrigin + gContext.mRayVector * len;
|
||
|
gContext.mMatrixOrigin = gContext.mModel.v.position;
|
||
|
|
||
|
gContext.mRelativeOrigin = (gContext.mTranslationPlanOrigin - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void HandleScale(float *matrix, float *deltaMatrix, int& type, float *snap)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
|
||
|
if (!gContext.mbUsing)
|
||
|
{
|
||
|
// find new possible way to scale
|
||
|
type = GetScaleType();
|
||
|
if (CanActivate() && type != NONE)
|
||
|
{
|
||
|
ImGui::CaptureMouseFromApp();
|
||
|
gContext.mbUsing = true;
|
||
|
gContext.mCurrentOperation = type;
|
||
|
const vec_t movePlanNormal[] = { gContext.mModel.v.up, gContext.mModel.v.dir, gContext.mModel.v.right, gContext.mModel.v.dir, gContext.mModel.v.up, gContext.mModel.v.right, -gContext.mCameraDir };
|
||
|
// pickup plan
|
||
|
|
||
|
gContext.mTranslationPlan = BuildPlan(gContext.mModel.v.position, movePlanNormal[type - SCALE_X]);
|
||
|
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
|
||
|
gContext.mTranslationPlanOrigin = gContext.mRayOrigin + gContext.mRayVector * len;
|
||
|
gContext.mMatrixOrigin = gContext.mModel.v.position;
|
||
|
gContext.mScale.Set(1.f, 1.f, 1.f);
|
||
|
gContext.mRelativeOrigin = (gContext.mTranslationPlanOrigin - gContext.mModel.v.position) * (1.f / gContext.mScreenFactor);
|
||
|
gContext.mScaleValueOrigin = makeVect(gContext.mModelSource.v.right.Length(), gContext.mModelSource.v.up.Length(), gContext.mModelSource.v.dir.Length());
|
||
|
gContext.mSaveMousePosx = io.MousePos.x;
|
||
|
}
|
||
|
}
|
||
|
// scale
|
||
|
if (gContext.mbUsing)
|
||
|
{
|
||
|
ImGui::CaptureMouseFromApp();
|
||
|
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
|
||
|
vec_t newPos = gContext.mRayOrigin + gContext.mRayVector * len;
|
||
|
vec_t newOrigin = newPos - gContext.mRelativeOrigin * gContext.mScreenFactor;
|
||
|
vec_t delta = newOrigin - gContext.mModel.v.position;
|
||
|
|
||
|
// 1 axis constraint
|
||
|
if (gContext.mCurrentOperation >= SCALE_X && gContext.mCurrentOperation <= SCALE_Z)
|
||
|
{
|
||
|
int axisIndex = gContext.mCurrentOperation - SCALE_X;
|
||
|
const vec_t& axisValue = *(vec_t*)&gContext.mModel.m[axisIndex];
|
||
|
float lengthOnAxis = Dot(axisValue, delta);
|
||
|
delta = axisValue * lengthOnAxis;
|
||
|
|
||
|
vec_t baseVector = gContext.mTranslationPlanOrigin - gContext.mModel.v.position;
|
||
|
float ratio = Dot(axisValue, baseVector + delta) / Dot(axisValue, baseVector);
|
||
|
|
||
|
gContext.mScale[axisIndex] = max(ratio, 0.001f);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float scaleDelta = (io.MousePos.x - gContext.mSaveMousePosx) * 0.01f;
|
||
|
gContext.mScale.Set(max(1.f + scaleDelta, 0.001f));
|
||
|
}
|
||
|
|
||
|
// snap
|
||
|
if (snap)
|
||
|
{
|
||
|
float scaleSnap[] = { snap[0], snap[0], snap[0] };
|
||
|
ComputeSnap(gContext.mScale, scaleSnap);
|
||
|
}
|
||
|
|
||
|
// no 0 allowed
|
||
|
for (int i = 0; i < 3;i++)
|
||
|
gContext.mScale[i] = max(gContext.mScale[i], 0.001f);
|
||
|
|
||
|
// compute matrix & delta
|
||
|
matrix_t deltaMatrixScale;
|
||
|
deltaMatrixScale.Scale(gContext.mScale * gContext.mScaleValueOrigin);
|
||
|
|
||
|
matrix_t res = deltaMatrixScale * gContext.mModel;
|
||
|
*(matrix_t*)matrix = res;
|
||
|
|
||
|
if (deltaMatrix)
|
||
|
{
|
||
|
deltaMatrixScale.Scale(gContext.mScale);
|
||
|
memcpy(deltaMatrix, deltaMatrixScale.m16, sizeof(float) * 16);
|
||
|
}
|
||
|
|
||
|
if (!io.MouseDown[0])
|
||
|
gContext.mbUsing = false;
|
||
|
|
||
|
type = gContext.mCurrentOperation;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void HandleRotation(float *matrix, float *deltaMatrix, int& type, float *snap)
|
||
|
{
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
bool applyRotationLocaly = gContext.mMode == LOCAL;
|
||
|
|
||
|
if (!gContext.mbUsing)
|
||
|
{
|
||
|
type = GetRotateType();
|
||
|
|
||
|
if (type == ROTATE_SCREEN)
|
||
|
{
|
||
|
applyRotationLocaly = true;
|
||
|
}
|
||
|
|
||
|
if (CanActivate() && type != NONE)
|
||
|
{
|
||
|
ImGui::CaptureMouseFromApp();
|
||
|
gContext.mbUsing = true;
|
||
|
gContext.mCurrentOperation = type;
|
||
|
const vec_t rotatePlanNormal[] = { gContext.mModel.v.right, gContext.mModel.v.up, gContext.mModel.v.dir, -gContext.mCameraDir };
|
||
|
// pickup plan
|
||
|
if (applyRotationLocaly)
|
||
|
{
|
||
|
gContext.mTranslationPlan = BuildPlan(gContext.mModel.v.position, rotatePlanNormal[type - ROTATE_X]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gContext.mTranslationPlan = BuildPlan(gContext.mModelSource.v.position, directionUnary[type - ROTATE_X]);
|
||
|
}
|
||
|
|
||
|
const float len = IntersectRayPlane(gContext.mRayOrigin, gContext.mRayVector, gContext.mTranslationPlan);
|
||
|
vec_t localPos = gContext.mRayOrigin + gContext.mRayVector * len - gContext.mModel.v.position;
|
||
|
gContext.mRotationVectorSource = Normalized(localPos);
|
||
|
gContext.mRotationAngleOrigin = ComputeAngleOnPlan();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// rotation
|
||
|
if (gContext.mbUsing)
|
||
|
{
|
||
|
ImGui::CaptureMouseFromApp();
|
||
|
gContext.mRotationAngle = ComputeAngleOnPlan();
|
||
|
if (snap)
|
||
|
{
|
||
|
float snapInRadian = snap[0] * DEG2RAD;
|
||
|
ComputeSnap(&gContext.mRotationAngle, snapInRadian);
|
||
|
}
|
||
|
vec_t rotationAxisLocalSpace;
|
||
|
|
||
|
rotationAxisLocalSpace.TransformVector(makeVect(gContext.mTranslationPlan.x, gContext.mTranslationPlan.y, gContext.mTranslationPlan.z, 0.f), gContext.mModelInverse);
|
||
|
rotationAxisLocalSpace.Normalize();
|
||
|
|
||
|
matrix_t deltaRotation;
|
||
|
deltaRotation.RotationAxis(rotationAxisLocalSpace, gContext.mRotationAngle - gContext.mRotationAngleOrigin);
|
||
|
gContext.mRotationAngleOrigin = gContext.mRotationAngle;
|
||
|
|
||
|
matrix_t scaleOrigin;
|
||
|
scaleOrigin.Scale(gContext.mModelScaleOrigin);
|
||
|
|
||
|
if (applyRotationLocaly)
|
||
|
{
|
||
|
*(matrix_t*)matrix = scaleOrigin * deltaRotation * gContext.mModel;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
matrix_t res = gContext.mModelSource;
|
||
|
res.v.position.Set(0.f);
|
||
|
|
||
|
*(matrix_t*)matrix = res * deltaRotation;
|
||
|
((matrix_t*)matrix)->v.position = gContext.mModelSource.v.position;
|
||
|
}
|
||
|
|
||
|
if (deltaMatrix)
|
||
|
{
|
||
|
*(matrix_t*)deltaMatrix = gContext.mModelInverse * deltaRotation * gContext.mModel;
|
||
|
}
|
||
|
|
||
|
if (!io.MouseDown[0])
|
||
|
gContext.mbUsing = false;
|
||
|
|
||
|
type = gContext.mCurrentOperation;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void DecomposeMatrixToComponents(const float *matrix, float *translation, float *rotation, float *scale)
|
||
|
{
|
||
|
matrix_t mat = *(matrix_t*)matrix;
|
||
|
|
||
|
scale[0] = mat.v.right.Length();
|
||
|
scale[1] = mat.v.up.Length();
|
||
|
scale[2] = mat.v.dir.Length();
|
||
|
|
||
|
mat.OrthoNormalize();
|
||
|
|
||
|
rotation[0] = RAD2DEG * atan2f(mat.m[1][2], mat.m[2][2]);
|
||
|
rotation[1] = RAD2DEG * atan2f(-mat.m[0][2], sqrtf(mat.m[1][2] * mat.m[1][2] + mat.m[2][2]* mat.m[2][2]));
|
||
|
rotation[2] = RAD2DEG * atan2f(mat.m[0][1], mat.m[0][0]);
|
||
|
|
||
|
translation[0] = mat.v.position.x;
|
||
|
translation[1] = mat.v.position.y;
|
||
|
translation[2] = mat.v.position.z;
|
||
|
}
|
||
|
|
||
|
void RecomposeMatrixFromComponents(const float *translation, const float *rotation, const float *scale, float *matrix)
|
||
|
{
|
||
|
matrix_t& mat = *(matrix_t*)matrix;
|
||
|
|
||
|
matrix_t rot[3];
|
||
|
for (int i = 0; i < 3;i++)
|
||
|
rot[i].RotationAxis(directionUnary[i], rotation[i] * DEG2RAD);
|
||
|
|
||
|
mat = rot[0] * rot[1] * rot[2];
|
||
|
|
||
|
float validScale[3];
|
||
|
for (int i = 0; i < 3; i++)
|
||
|
{
|
||
|
if (fabsf(scale[i]) < FLT_EPSILON)
|
||
|
validScale[i] = 0.001f;
|
||
|
else
|
||
|
validScale[i] = scale[i];
|
||
|
}
|
||
|
mat.v.right *= validScale[0];
|
||
|
mat.v.up *= validScale[1];
|
||
|
mat.v.dir *= validScale[2];
|
||
|
mat.v.position.Set(translation[0], translation[1], translation[2], 1.f);
|
||
|
}
|
||
|
|
||
|
void Manipulate(const float *view, const float *projection, OPERATION operation, MODE mode, float *matrix, float *deltaMatrix, float *snap, float *localBounds, float *boundsSnap)
|
||
|
{
|
||
|
ComputeContext(view, projection, matrix, mode);
|
||
|
|
||
|
// set delta to identity
|
||
|
if (deltaMatrix)
|
||
|
((matrix_t*)deltaMatrix)->SetToIdentity();
|
||
|
|
||
|
// behind camera
|
||
|
vec_t camSpacePosition;
|
||
|
camSpacePosition.TransformPoint(makeVect(0.f, 0.f, 0.f), gContext.mMVP);
|
||
|
if (camSpacePosition.z < 0.001f)
|
||
|
return;
|
||
|
|
||
|
// --
|
||
|
int type = NONE;
|
||
|
if (gContext.mbEnable)
|
||
|
{
|
||
|
if (!gContext.mbUsingBounds)
|
||
|
{
|
||
|
switch (operation)
|
||
|
{
|
||
|
case ROTATE:
|
||
|
HandleRotation(matrix, deltaMatrix, type, snap);
|
||
|
break;
|
||
|
case TRANSLATE:
|
||
|
HandleTranslation(matrix, deltaMatrix, type, snap);
|
||
|
break;
|
||
|
case SCALE:
|
||
|
HandleScale(matrix, deltaMatrix, type, snap);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (localBounds && !gContext.mbUsing)
|
||
|
HandleAndDrawLocalBounds(localBounds, (matrix_t*)matrix, boundsSnap);
|
||
|
|
||
|
if (!gContext.mbUsingBounds)
|
||
|
{
|
||
|
switch (operation)
|
||
|
{
|
||
|
case ROTATE:
|
||
|
DrawRotationGizmo(type);
|
||
|
break;
|
||
|
case TRANSLATE:
|
||
|
DrawTranslationGizmo(type);
|
||
|
break;
|
||
|
case SCALE:
|
||
|
DrawScaleGizmo(type);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void DrawCube(const float *view, const float *projection, float *matrix)
|
||
|
{
|
||
|
matrix_t viewInverse;
|
||
|
viewInverse.Inverse(*(matrix_t*)view);
|
||
|
const matrix_t& model = *(matrix_t*)matrix;
|
||
|
matrix_t res = *(matrix_t*)matrix * *(matrix_t*)view * *(matrix_t*)projection;
|
||
|
|
||
|
for (int iFace = 0; iFace < 6; iFace++)
|
||
|
{
|
||
|
const int normalIndex = (iFace % 3);
|
||
|
const int perpXIndex = (normalIndex + 1) % 3;
|
||
|
const int perpYIndex = (normalIndex + 2) % 3;
|
||
|
const float invert = (iFace > 2) ? -1.f : 1.f;
|
||
|
|
||
|
const vec_t faceCoords[4] = { directionUnary[normalIndex] + directionUnary[perpXIndex] + directionUnary[perpYIndex],
|
||
|
directionUnary[normalIndex] + directionUnary[perpXIndex] - directionUnary[perpYIndex],
|
||
|
directionUnary[normalIndex] - directionUnary[perpXIndex] - directionUnary[perpYIndex],
|
||
|
directionUnary[normalIndex] - directionUnary[perpXIndex] + directionUnary[perpYIndex],
|
||
|
};
|
||
|
|
||
|
// clipping
|
||
|
bool skipFace = false;
|
||
|
for (unsigned int iCoord = 0; iCoord < 4; iCoord++)
|
||
|
{
|
||
|
vec_t camSpacePosition;
|
||
|
camSpacePosition.TransformPoint(faceCoords[iCoord] * 0.5f * invert, gContext.mMVP);
|
||
|
if (camSpacePosition.z < 0.001f)
|
||
|
{
|
||
|
skipFace = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if (skipFace)
|
||
|
continue;
|
||
|
|
||
|
// 3D->2D
|
||
|
ImVec2 faceCoordsScreen[4];
|
||
|
for (unsigned int iCoord = 0; iCoord < 4; iCoord++)
|
||
|
faceCoordsScreen[iCoord] = worldToPos(faceCoords[iCoord] * 0.5f * invert, res);
|
||
|
|
||
|
// back face culling
|
||
|
vec_t cullPos, cullNormal;
|
||
|
cullPos.TransformPoint(faceCoords[0] * 0.5f * invert, model);
|
||
|
cullNormal.TransformVector(directionUnary[normalIndex] * invert, model);
|
||
|
float dt = Dot(Normalized(cullPos - viewInverse.v.position), Normalized(cullNormal));
|
||
|
if (dt>0.f)
|
||
|
continue;
|
||
|
|
||
|
// draw face with lighter color
|
||
|
gContext.mDrawList->AddConvexPolyFilled(faceCoordsScreen, 4, directionColor[normalIndex] | 0x808080);
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|