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TextureToolRotateManipulator.cpp
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TextureToolRotateManipulator.cpp
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#include "TextureToolRotateManipulator.h"
#include "iselectiontest.h"
#include "itexturetoolmodel.h"
#include "itexturetoolcolours.h"
#include "ishaders.h"
#include "selection/BestPoint.h"
#include "selection/SelectionPool.h"
#include "pivot.h"
#include "math/Matrix3.h"
#include "registry/registry.h"
namespace textool
{
void TextureRotator::beginTransformation(const Matrix4& pivot2world, const VolumeTest& view, const Vector2& devicePoint)
{
_deviceStart = devicePoint;
auto device2Screen = view.GetViewport();
auto screenStart3D = device2Screen.transformPoint(Vector3(_deviceStart.x(), _deviceStart.y(), 0));
_screenStart = Vector2(screenStart3D.x(), screenStart3D.y());
// Pivot in screen space
auto pivot2Screen = constructPivot2Device(pivot2world, view).getPremultipliedBy(device2Screen);
auto pivotInScreenSpace3D = pivot2Screen.transformPoint(Vector3(0, 0, 0));
auto pivotInScreenSpace = Vector2(pivotInScreenSpace3D.x(), pivotInScreenSpace3D.y());
// Screen start is relative to the pivot
_screenStart -= pivotInScreenSpace;
_screenStart.normalise();
auto device2Pivot = constructDevice2Pivot(pivot2world, view);
auto startRelativeToPivot = device2Pivot.transformPoint(Vector3(devicePoint.x(), devicePoint.y(), 0));
_start = Vector2(startRelativeToPivot.x(), startRelativeToPivot.y());
_start.normalise();
}
void TextureRotator::transform(const Matrix4& pivot2world, const VolumeTest& view, const Vector2& devicePoint, unsigned int constraintFlags)
{
_deviceCurrent = devicePoint;
auto device2Screen = view.GetViewport();
auto screenCurrent3D = device2Screen.transformPoint(Vector3(_deviceCurrent.x(), _deviceCurrent.y(), 0));
_screenCurrent = Vector2(screenCurrent3D.x(), screenCurrent3D.y());
// Get the pivot in screen space
auto pivot2Screen = constructPivot2Device(pivot2world, view).getPremultipliedBy(device2Screen);
auto pivotInScreenSpace3D = pivot2Screen.transformPoint(Vector3(0, 0, 0));
auto pivotInScreenSpace = Vector2(pivotInScreenSpace3D.x(), pivotInScreenSpace3D.y());
// Get the angle the mouse is currently drawing
auto currentVec = (_screenCurrent - pivotInScreenSpace).getNormalised();
_curAngle = acos(_screenStart.dot(currentVec));
auto device2Pivot = constructDevice2Pivot(pivot2world, view);
auto current3D = device2Pivot.transformPoint(Vector3(devicePoint.x(), devicePoint.y(), 0));
_current = Vector2(current3D.x(), current3D.y());
_current.normalise();
if (constraintFlags & Constraint::Type1)
{
_curAngle = float_snapped(_curAngle, 5 * c_DEG2RADMULT);
}
auto sign = _screenStart.crossProduct(currentVec) < 0 ? +1 : -1;
_curAngle *= sign;
_rotateFunctor(Vector2(pivot2world.tx(), pivot2world.ty()), _curAngle);
}
void TextureRotator::resetCurAngle()
{
_curAngle = 0;
}
Vector3::ElementType TextureRotator::getCurAngle() const
{
return _curAngle;
}
const Vector2& TextureRotator::getStartDirection() const
{
return _start;
}
const Vector2& TextureRotator::getStartDirectionInScreenSpace() const
{
return _screenStart;
}
constexpr std::size_t CircleSegments = 8;
constexpr double DefaultCircleRadius= 150; // Is measured in device pixels, will be scaled back to UV space on the fly
constexpr double DefaultCrossHairSize = 10; // in device pixels
TextureToolRotateManipulator::TextureToolRotateManipulator(TextureToolManipulationPivot& pivot) :
_pivot(pivot),
_rotator(std::bind(&TextureToolRotateManipulator::rotateSelected, this, std::placeholders::_1, std::placeholders::_2)),
_renderableCircle(CircleSegments << 3),
_circleRadius(DefaultCircleRadius)
{
draw_ellipse(CircleSegments, static_cast<float>(DefaultCircleRadius), static_cast<float>(DefaultCircleRadius), &_renderableCircle.front(), RemapXYZ());
_renderableCircle.setColour(Colour4b(200, 200, 200, 200));
}
std::size_t TextureToolRotateManipulator::getId() const
{
return _id;
}
void TextureToolRotateManipulator::setId(std::size_t id)
{
_id = id;
}
selection::IManipulator::Type TextureToolRotateManipulator::getType() const
{
return IManipulator::Rotate;
}
selection::IManipulator::Component* TextureToolRotateManipulator::getActiveComponent()
{
return &_rotator;
}
void TextureToolRotateManipulator::setSelected(bool select)
{
_selectableZ.setSelected(select);
}
bool TextureToolRotateManipulator::isSelected() const
{
return _selectableZ.isSelected();
}
void TextureToolRotateManipulator::testSelect(SelectionTest& test, const Matrix4& pivot2world)
{
selection::SelectionPool selector;
test.BeginMesh(pivot2world, false);
SelectionIntersection best;
test.TestLineStrip(VertexPointer(&_renderableCircle.front().vertex, sizeof(VertexCb)), _renderableCircle.size(), best);
if (best.isValid())
{
Selector_add(selector, _selectableZ);
}
if (!selector.empty())
{
selector.begin()->second->setSelected(true);
}
}
void TextureToolRotateManipulator::renderComponents(const render::IRenderView& view, const Matrix4& pivot2World)
{
if (!_shader)
{
_shader = GlobalRenderSystem().capture("$WIRE_OVERLAY");
auto manipulatorFontStyle = registry::getValue<std::string>(selection::RKEY_MANIPULATOR_FONTSTYLE) == "Sans" ?
IGLFont::Style::Sans : IGLFont::Style::Mono;
auto manipulatorFontSize = registry::getValue<int>(selection::RKEY_MANIPULATOR_FONTSIZE);
_glFont = GlobalOpenGL().getFont(manipulatorFontStyle, manipulatorFontSize);
}
if (_renderableCircle.empty()) return;
const auto& translation = pivot2World.tCol().getVector3();
// Transform the ellipse radii back to UV space
auto viewTransform = view.GetViewProjection().getPremultipliedBy(view.GetViewport());
auto inverseView = viewTransform.getFullInverse();
auto transformedDeviceUnit = inverseView.transformDirection(Vector3(1, 1, 0));
// Recalculate the circle radius based on the view
// Raw circle is R=DefaultCircleRadius centered around origin
draw_ellipse(CircleSegments, DefaultCircleRadius, DefaultCircleRadius, &_renderableCircle.front(), RemapXYZ());
auto deselectedColour = GlobalTextureToolColourSchemeManager().getColour(SchemeElement::Manipulator);
auto selectedColour = GlobalTextureToolColourSchemeManager().getColour(SchemeElement::SelectedManipulator);
auto colour = isSelected() ? selectedColour : deselectedColour;
Colour4b byteColour(static_cast<unsigned char>(colour.x() * 255),
static_cast<unsigned char>(colour.y() * 255),
static_cast<unsigned char>(colour.z() * 255),
static_cast<unsigned char>(colour.w() * 255));
_renderableCircle.setColour(byteColour);
// Move the raw circle vertices to pivot space for rendering
auto screen2Pivot = constructPivot2Device(pivot2World, view).getMultipliedBy(view.GetViewport()).getFullInverse();
for (auto i = 0; i < _renderableCircle.size(); ++i)
{
_renderableCircle[i].vertex = screen2Pivot.transformPoint(_renderableCircle[i].vertex);
}
// Set up the model view such that we can render vertices relative to the pivot
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslated(translation.x(), translation.y(), 0);
auto angle = _rotator.getCurAngle();
// Crosshair
glColor3fv(deselectedColour);
glBegin(GL_LINES);
auto crossHairSize = transformedDeviceUnit * DefaultCrossHairSize;
auto crossHairAngle = _selectableZ.isSelected() ? -angle : 0;
glVertex2d(cos(crossHairAngle) * crossHairSize.x(), sin(crossHairAngle) * crossHairSize.y());
glVertex2d(-cos(crossHairAngle) * crossHairSize.x(), -sin(crossHairAngle) * crossHairSize.y());
glVertex2d(cos(crossHairAngle + c_half_pi) * crossHairSize.x(), sin(crossHairAngle + c_half_pi) * crossHairSize.y());
glVertex2d(-cos(crossHairAngle + c_half_pi) * crossHairSize.x(), -sin(crossHairAngle + c_half_pi) * crossHairSize.y());
glEnd();
if (_selectableZ.isSelected())
{
glEnable(GL_BLEND);
glBlendColor(0, 0, 0, 0.3f);
glBlendFunc(GL_CONSTANT_ALPHA_EXT, GL_ONE_MINUS_CONSTANT_ALPHA_EXT);
auto surfaceColour = GlobalTextureToolColourSchemeManager().getColour(SchemeElement::ManipulatorSurface);
glColor3fv(surfaceColour);
glBegin(GL_TRIANGLE_FAN);
glVertex3d(0, 0, 0);
// Construct the circle sector in screen space coords, then transform it to pivot space
auto startDirection = _rotator.getStartDirectionInScreenSpace();
Vector2 startingPointOnCircle = startDirection * DefaultCircleRadius;
glVertex3dv(screen2Pivot.transformPoint(Vector3(startingPointOnCircle.x(), startingPointOnCircle.y(), 0)));
// 3 degree steps
auto stepSize = degrees_to_radians(3.0);
if (stepSize < std::abs(angle))
{
auto steps = floor(std::abs(angle) / stepSize);
stepSize = angle < 0 ? stepSize : -stepSize;
for (auto i = 0; i < steps; ++i)
{
auto curAngle = i * stepSize;
auto pointOnCircle = Matrix3::getRotation(curAngle).transformPoint(startingPointOnCircle);
glVertex3dv(screen2Pivot.transformPoint(Vector3(pointOnCircle.x(), pointOnCircle.y(), 0)));
}
}
auto currentPointOnCircle = Matrix3::getRotation(-angle).transformPoint(startingPointOnCircle);
glVertex3dv(screen2Pivot.transformPoint(Vector3(currentPointOnCircle.x(), currentPointOnCircle.y(), 0)));
glEnd();
glDisable(GL_BLEND);
}
// Enable point colours if required
glEnableClientState(GL_COLOR_ARRAY);
pointvertex_gl_array(&_renderableCircle.front());
glDrawArrays(GL_LINE_LOOP, 0, static_cast<GLsizei>(_renderableCircle.size()));
glDisableClientState(GL_COLOR_ARRAY);
if (_selectableZ.isSelected())
{
glColor3fv(deselectedColour);
auto transformedOffset = inverseView.transformDirection(Vector3(0.02, 0.02, 0));
glRasterPos3dv(transformedOffset);
_glFont->drawString(fmt::format("Rotate: {0:3.2f} degrees", static_cast<float>(c_RAD2DEGMULT * angle)));
}
glPopMatrix();
}
void TextureToolRotateManipulator::rotateSelected(const Vector2& pivot, double angle)
{
// Check the aspect ratio of the active material
auto material = GlobalMaterialManager().getMaterial(GlobalTextureToolSceneGraph().getActiveMaterial());
auto texture = material->getEditorImage();
auto aspectRatio = static_cast<float>(texture->getWidth()) / texture->getHeight();
// Construct the full rotation around the pivot point
auto transform = Matrix3::getTranslation(-pivot);
transform.premultiplyBy(Matrix3::getScale({ aspectRatio, 1 }));
transform.premultiplyBy(Matrix3::getRotation(angle));
transform.premultiplyBy(Matrix3::getScale({ 1 / aspectRatio, 1 }));
transform.premultiplyBy(Matrix3::getTranslation(pivot));
if (GlobalTextureToolSelectionSystem().getSelectionMode() == SelectionMode::Surface)
{
GlobalTextureToolSelectionSystem().foreachSelectedNode([&](const textool::INode::Ptr& node)
{
node->revertTransformation();
node->transform(transform);
return true;
});
}
else
{
GlobalTextureToolSelectionSystem().foreachSelectedComponentNode([&](const INode::Ptr& node)
{
node->revertTransformation();
auto componentTransformable = std::dynamic_pointer_cast<IComponentTransformable>(node);
if (componentTransformable)
{
componentTransformable->transformComponents(transform);
}
return true;
});
}
}
}