/* Copyright (C) 2001-2006, William Joseph. All Rights Reserved. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #include "selection.h" #include "debugging/debugging.h" #include #include #include #include "windowobserver.h" #include "iundo.h" #include "ientity.h" #include "cullable.h" #include "renderable.h" #include "selectable.h" #include "editable.h" #include "math/frustum.h" #include "signal/signal.h" #include "generic/object.h" #include "selectionlib.h" #include "render.h" #include "view.h" #include "renderer.h" #include "stream/stringstream.h" #include "eclasslib.h" #include "generic/bitfield.h" #include "generic/static.h" #include "pivot.h" #include "stringio.h" #include "container/container.h" #include "grid.h" TextOutputStream& ostream_write( TextOutputStream& t, const Vector4& v ){ return t << "[ " << v.x() << " " << v.y() << " " << v.z() << " " << v.w() << " ]"; } TextOutputStream& ostream_write( TextOutputStream& t, const Matrix4& m ){ return t << "[ " << m.x() << " " << m.y() << " " << m.z() << " " << m.t() << " ]"; } struct Pivot2World { Matrix4 m_worldSpace; Matrix4 m_viewpointSpace; Matrix4 m_viewplaneSpace; Vector3 m_axis_screen; void update( const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport ){ Pivot2World_worldSpace( m_worldSpace, pivot2world, modelview, projection, viewport ); Pivot2World_viewpointSpace( m_viewpointSpace, m_axis_screen, pivot2world, modelview, projection, viewport ); Pivot2World_viewplaneSpace( m_viewplaneSpace, pivot2world, modelview, projection, viewport ); } }; void point_for_device_point( Vector3& point, const Matrix4& device2object, const float x, const float y, const float z ){ // transform from normalised device coords to object coords point = vector4_projected( matrix4_transformed_vector4( device2object, Vector4( x, y, z, 1 ) ) ); } void ray_for_device_point( Ray& ray, const Matrix4& device2object, const float x, const float y ){ // point at x, y, zNear point_for_device_point( ray.origin, device2object, x, y, -1 ); // point at x, y, zFar point_for_device_point( ray.direction, device2object, x, y, 1 ); // construct ray vector3_subtract( ray.direction, ray.origin ); vector3_normalise( ray.direction ); } bool sphere_intersect_ray( const Vector3& origin, float radius, const Ray& ray, Vector3& intersection ){ intersection = vector3_subtracted( origin, ray.origin ); const double a = vector3_dot( intersection, ray.direction ); const double d = radius * radius - ( vector3_dot( intersection, intersection ) - a * a ); if ( d > 0 ) { intersection = vector3_added( ray.origin, vector3_scaled( ray.direction, a - sqrt( d ) ) ); return true; } else { intersection = vector3_added( ray.origin, vector3_scaled( ray.direction, a ) ); return false; } } void ray_intersect_ray( const Ray& ray, const Ray& other, Vector3& intersection ){ intersection = vector3_subtracted( ray.origin, other.origin ); //float a = 1;//vector3_dot(ray.direction, ray.direction); // always >= 0 double dot = vector3_dot( ray.direction, other.direction ); //float c = 1;//vector3_dot(other.direction, other.direction); // always >= 0 double d = vector3_dot( ray.direction, intersection ); double e = vector3_dot( other.direction, intersection ); double D = 1 - dot * dot; //a*c - dot*dot; // always >= 0 if ( D < 0.000001 ) { // the lines are almost parallel intersection = vector3_added( other.origin, vector3_scaled( other.direction, e ) ); } else { intersection = vector3_added( other.origin, vector3_scaled( other.direction, ( e - dot * d ) / D ) ); } } const Vector3 g_origin( 0, 0, 0 ); const float g_radius = 64; void point_on_sphere( Vector3& point, const Matrix4& device2object, const float x, const float y ){ Ray ray; ray_for_device_point( ray, device2object, x, y ); sphere_intersect_ray( g_origin, g_radius, ray, point ); } void point_on_axis( Vector3& point, const Vector3& axis, const Matrix4& device2object, const float x, const float y ){ Ray ray; ray_for_device_point( ray, device2object, x, y ); ray_intersect_ray( ray, Ray( Vector3( 0, 0, 0 ), axis ), point ); } void point_on_plane( Vector3& point, const Matrix4& device2object, const float x, const float y ){ Matrix4 object2device( matrix4_full_inverse( device2object ) ); point = vector4_projected( matrix4_transformed_vector4( device2object, Vector4( x, y, object2device[14] / object2device[15], 1 ) ) ); } //! a and b are unit vectors .. returns angle in radians inline float angle_between( const Vector3& a, const Vector3& b ){ return static_cast( 2.0 * atan2( vector3_length( vector3_subtracted( a, b ) ), vector3_length( vector3_added( a, b ) ) ) ); } #if defined( _DEBUG ) class test_quat { public: test_quat( const Vector3& from, const Vector3& to ){ Vector4 quaternion( quaternion_for_unit_vectors( from, to ) ); Matrix4 matrix( matrix4_rotation_for_quaternion( quaternion_multiplied_by_quaternion( quaternion, c_quaternion_identity ) ) ); } private: }; static test_quat bleh( g_vector3_axis_x, g_vector3_axis_y ); #endif //! axis is a unit vector inline void constrain_to_axis( Vector3& vec, const Vector3& axis ){ vec = vector3_normalised( vector3_added( vec, vector3_scaled( axis, -vector3_dot( vec, axis ) ) ) ); } //! a and b are unit vectors .. a and b must be orthogonal to axis .. returns angle in radians float angle_for_axis( const Vector3& a, const Vector3& b, const Vector3& axis ){ if ( vector3_dot( axis, vector3_cross( a, b ) ) > 0.0 ) { return angle_between( a, b ); } else{ return -angle_between( a, b ); } } float distance_for_axis( const Vector3& a, const Vector3& b, const Vector3& axis ){ return static_cast( vector3_dot( b, axis ) - vector3_dot( a, axis ) ); } class Manipulatable { public: virtual void Construct( const Matrix4& device2manip, const float x, const float y ) = 0; virtual void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y ) = 0; }; void transform_local2object( Matrix4& object, const Matrix4& local, const Matrix4& local2object ){ object = matrix4_multiplied_by_matrix4( matrix4_multiplied_by_matrix4( local2object, local ), matrix4_full_inverse( local2object ) ); } class Rotatable { public: virtual void rotate( const Quaternion& rotation ) = 0; }; class RotateFree : public Manipulatable { Vector3 m_start; Rotatable& m_rotatable; public: RotateFree( Rotatable& rotatable ) : m_rotatable( rotatable ){ } void Construct( const Matrix4& device2manip, const float x, const float y ){ point_on_sphere( m_start, device2manip, x, y ); vector3_normalise( m_start ); } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y ){ Vector3 current; point_on_sphere( current, device2manip, x, y ); vector3_normalise( current ); m_rotatable.rotate( quaternion_for_unit_vectors( m_start, current ) ); } }; class RotateAxis : public Manipulatable { Vector3 m_axis; Vector3 m_start; Rotatable& m_rotatable; public: RotateAxis( Rotatable& rotatable ) : m_rotatable( rotatable ){ } void Construct( const Matrix4& device2manip, const float x, const float y ){ point_on_sphere( m_start, device2manip, x, y ); constrain_to_axis( m_start, m_axis ); } /// \brief Converts current position to a normalised vector orthogonal to axis. void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y ){ Vector3 current; point_on_sphere( current, device2manip, x, y ); constrain_to_axis( current, m_axis ); m_rotatable.rotate( quaternion_for_axisangle( m_axis, angle_for_axis( m_start, current, m_axis ) ) ); } void SetAxis( const Vector3& axis ){ m_axis = axis; } }; void translation_local2object( Vector3& object, const Vector3& local, const Matrix4& local2object ){ object = matrix4_get_translation_vec3( matrix4_multiplied_by_matrix4( matrix4_translated_by_vec3( local2object, local ), matrix4_full_inverse( local2object ) ) ); } class Translatable { public: virtual void translate( const Vector3& translation ) = 0; }; class TranslateAxis : public Manipulatable { Vector3 m_start; Vector3 m_axis; Translatable& m_translatable; public: TranslateAxis( Translatable& translatable ) : m_translatable( translatable ){ } void Construct( const Matrix4& device2manip, const float x, const float y ){ point_on_axis( m_start, m_axis, device2manip, x, y ); } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y ){ Vector3 current; point_on_axis( current, m_axis, device2manip, x, y ); current = vector3_scaled( m_axis, distance_for_axis( m_start, current, m_axis ) ); translation_local2object( current, current, manip2object ); vector3_snap( current, GetSnapGridSize() ); m_translatable.translate( current ); } void SetAxis( const Vector3& axis ){ m_axis = axis; } }; class TranslateFree : public Manipulatable { private: Vector3 m_start; Translatable& m_translatable; public: TranslateFree( Translatable& translatable ) : m_translatable( translatable ){ } void Construct( const Matrix4& device2manip, const float x, const float y ){ point_on_plane( m_start, device2manip, x, y ); } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y ){ Vector3 current; point_on_plane( current, device2manip, x, y ); current = vector3_subtracted( current, m_start ); translation_local2object( current, current, manip2object ); vector3_snap( current, GetSnapGridSize() ); m_translatable.translate( current ); } }; class Scalable { public: virtual void scale( const Vector3& scaling ) = 0; }; class ScaleAxis : public Manipulatable { private: Vector3 m_start; Vector3 m_axis; Scalable& m_scalable; public: ScaleAxis( Scalable& scalable ) : m_scalable( scalable ){ } void Construct( const Matrix4& device2manip, const float x, const float y ){ point_on_axis( m_start, m_axis, device2manip, x, y ); } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y ){ Vector3 current; point_on_axis( current, m_axis, device2manip, x, y ); Vector3 delta = vector3_subtracted( current, m_start ); translation_local2object( delta, delta, manip2object ); vector3_snap( delta, GetSnapGridSize() ); Vector3 start( vector3_snapped( m_start, GetSnapGridSize() ) ); Vector3 scale( start[0] == 0 ? 1 : 1 + delta[0] / start[0], start[1] == 0 ? 1 : 1 + delta[1] / start[1], start[2] == 0 ? 1 : 1 + delta[2] / start[2] ); m_scalable.scale( scale ); } void SetAxis( const Vector3& axis ){ m_axis = axis; } }; class ScaleFree : public Manipulatable { private: Vector3 m_start; Scalable& m_scalable; public: ScaleFree( Scalable& scalable ) : m_scalable( scalable ){ } void Construct( const Matrix4& device2manip, const float x, const float y ){ point_on_plane( m_start, device2manip, x, y ); } void Transform( const Matrix4& manip2object, const Matrix4& device2manip, const float x, const float y ){ Vector3 current; point_on_plane( current, device2manip, x, y ); Vector3 delta = vector3_subtracted( current, m_start ); translation_local2object( delta, delta, manip2object ); vector3_snap( delta, GetSnapGridSize() ); Vector3 start( vector3_snapped( m_start, GetSnapGridSize() ) ); Vector3 scale( start[0] == 0 ? 1 : 1 + delta[0] / start[0], start[1] == 0 ? 1 : 1 + delta[1] / start[1], start[2] == 0 ? 1 : 1 + delta[2] / start[2] ); m_scalable.scale( scale ); } }; class RenderableClippedPrimitive : public OpenGLRenderable { struct primitive_t { PointVertex m_points[9]; std::size_t m_count; }; Matrix4 m_inverse; std::vector m_primitives; public: Matrix4 m_world; void render( RenderStateFlags state ) const { for ( std::size_t i = 0; i < m_primitives.size(); ++i ) { glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_primitives[i].m_points[0].colour ); glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_primitives[i].m_points[0].vertex ); switch ( m_primitives[i].m_count ) { case 1: break; case 2: glDrawArrays( GL_LINES, 0, GLsizei( m_primitives[i].m_count ) ); break; default: glDrawArrays( GL_POLYGON, 0, GLsizei( m_primitives[i].m_count ) ); break; } } } void construct( const Matrix4& world2device ){ m_inverse = matrix4_full_inverse( world2device ); m_world = g_matrix4_identity; } void insert( const Vector4 clipped[9], std::size_t count ){ add_one(); m_primitives.back().m_count = count; for ( std::size_t i = 0; i < count; ++i ) { Vector3 world_point( vector4_projected( matrix4_transformed_vector4( m_inverse, clipped[i] ) ) ); m_primitives.back().m_points[i].vertex = vertex3f_for_vector3( world_point ); } } void destroy(){ m_primitives.clear(); } private: void add_one(){ m_primitives.push_back( primitive_t() ); const Colour4b colour_clipped( 255, 127, 0, 255 ); for ( std::size_t i = 0; i < 9; ++i ) m_primitives.back().m_points[i].colour = colour_clipped; } }; #if defined( _DEBUG ) #define DEBUG_SELECTION #endif #if defined( DEBUG_SELECTION ) Shader* g_state_clipped; RenderableClippedPrimitive g_render_clipped; #endif #if 0 // dist_Point_to_Line(): get the distance of a point to a line. // Input: a Point P and a Line L (in any dimension) // Return: the shortest distance from P to L float dist_Point_to_Line( Point P, Line L ){ Vector v = L.P1 - L.P0; Vector w = P - L.P0; double c1 = dot( w,v ); double c2 = dot( v,v ); double b = c1 / c2; Point Pb = L.P0 + b * v; return d( P, Pb ); } #endif class Segment3D { typedef Vector3 point_type; public: Segment3D( const point_type& _p0, const point_type& _p1 ) : p0( _p0 ), p1( _p1 ){ } point_type p0, p1; }; typedef Vector3 Point3D; inline double vector3_distance_squared( const Point3D& a, const Point3D& b ){ return vector3_length_squared( b - a ); } // get the distance of a point to a segment. Point3D segment_closest_point_to_point( const Segment3D& segment, const Point3D& point ){ Vector3 v = segment.p1 - segment.p0; Vector3 w = point - segment.p0; double c1 = vector3_dot( w,v ); if ( c1 <= 0 ) { return segment.p0; } double c2 = vector3_dot( v,v ); if ( c2 <= c1 ) { return segment.p1; } return Point3D( segment.p0 + v * ( c1 / c2 ) ); } double segment_dist_to_point_3d( const Segment3D& segment, const Point3D& point ){ return vector3_distance_squared( point, segment_closest_point_to_point( segment, point ) ); } typedef Vector3 point_t; typedef const Vector3* point_iterator_t; // crossing number test for a point in a polygon // This code is patterned after [Franklin, 2000] bool point_test_polygon_2d( const point_t& P, point_iterator_t start, point_iterator_t finish ){ std::size_t crossings = 0; // loop through all edges of the polygon for ( point_iterator_t prev = finish - 1, cur = start; cur != finish; prev = cur, ++cur ) { // edge from (*prev) to (*cur) if ( ( ( ( *prev )[1] <= P[1] ) && ( ( *cur )[1] > P[1] ) ) // an upward crossing || ( ( ( *prev )[1] > P[1] ) && ( ( *cur )[1] <= P[1] ) ) ) { // a downward crossing // compute the actual edge-ray intersect x-coordinate float vt = (float)( P[1] - ( *prev )[1] ) / ( ( *cur )[1] - ( *prev )[1] ); if ( P[0] < ( *prev )[0] + vt * ( ( *cur )[0] - ( *prev )[0] ) ) { // P[0] < intersect ++crossings; // a valid crossing of y=P[1] right of P[0] } } } return ( crossings & 0x1 ) != 0; // 0 if even (out), and 1 if odd (in) } inline double triangle_signed_area_XY( const Vector3& p0, const Vector3& p1, const Vector3& p2 ){ return ( ( p1[0] - p0[0] ) * ( p2[1] - p0[1] ) ) - ( ( p2[0] - p0[0] ) * ( p1[1] - p0[1] ) ); } enum clipcull_t { eClipCullNone, eClipCullCW, eClipCullCCW, }; inline SelectionIntersection select_point_from_clipped( Vector4& clipped ){ return SelectionIntersection( clipped[2] / clipped[3], static_cast( vector3_length_squared( Vector3( clipped[0] / clipped[3], clipped[1] / clipped[3], 0 ) ) ) ); } void BestPoint( std::size_t count, Vector4 clipped[9], SelectionIntersection& best, clipcull_t cull ){ Vector3 normalised[9]; { for ( std::size_t i = 0; i < count; ++i ) { normalised[i][0] = clipped[i][0] / clipped[i][3]; normalised[i][1] = clipped[i][1] / clipped[i][3]; normalised[i][2] = clipped[i][2] / clipped[i][3]; } } if ( cull != eClipCullNone && count > 2 ) { double signed_area = triangle_signed_area_XY( normalised[0], normalised[1], normalised[2] ); if ( ( cull == eClipCullCW && signed_area > 0 ) || ( cull == eClipCullCCW && signed_area < 0 ) ) { return; } } if ( count == 2 ) { Segment3D segment( normalised[0], normalised[1] ); Point3D point = segment_closest_point_to_point( segment, Vector3( 0, 0, 0 ) ); assign_if_closer( best, SelectionIntersection( point.z(), 0 ) ); } else if ( count > 2 && !point_test_polygon_2d( Vector3( 0, 0, 0 ), normalised, normalised + count ) ) { point_iterator_t end = normalised + count; for ( point_iterator_t previous = end - 1, current = normalised; current != end; previous = current, ++current ) { Segment3D segment( *previous, *current ); Point3D point = segment_closest_point_to_point( segment, Vector3( 0, 0, 0 ) ); float depth = point.z(); point.z() = 0; float distance = static_cast( vector3_length_squared( point ) ); assign_if_closer( best, SelectionIntersection( depth, distance ) ); } } else if ( count > 2 ) { assign_if_closer( best, SelectionIntersection( static_cast( ray_distance_to_plane( Ray( Vector3( 0, 0, 0 ), Vector3( 0, 0, 1 ) ), plane3_for_points( normalised[0], normalised[1], normalised[2] ) ) ), 0 ) ); } #if defined( DEBUG_SELECTION ) if ( count >= 2 ) { g_render_clipped.insert( clipped, count ); } #endif } void LineStrip_BestPoint( const Matrix4& local2view, const PointVertex* vertices, const std::size_t size, SelectionIntersection& best ){ Vector4 clipped[2]; for ( std::size_t i = 0; ( i + 1 ) < size; ++i ) { const std::size_t count = matrix4_clip_line( local2view, vertex3f_to_vector3( vertices[i].vertex ), vertex3f_to_vector3( vertices[i + 1].vertex ), clipped ); BestPoint( count, clipped, best, eClipCullNone ); } } void LineLoop_BestPoint( const Matrix4& local2view, const PointVertex* vertices, const std::size_t size, SelectionIntersection& best ){ Vector4 clipped[2]; for ( std::size_t i = 0; i < size; ++i ) { const std::size_t count = matrix4_clip_line( local2view, vertex3f_to_vector3( vertices[i].vertex ), vertex3f_to_vector3( vertices[( i + 1 ) % size].vertex ), clipped ); BestPoint( count, clipped, best, eClipCullNone ); } } void Line_BestPoint( const Matrix4& local2view, const PointVertex vertices[2], SelectionIntersection& best ){ Vector4 clipped[2]; const std::size_t count = matrix4_clip_line( local2view, vertex3f_to_vector3( vertices[0].vertex ), vertex3f_to_vector3( vertices[1].vertex ), clipped ); BestPoint( count, clipped, best, eClipCullNone ); } void Circle_BestPoint( const Matrix4& local2view, clipcull_t cull, const PointVertex* vertices, const std::size_t size, SelectionIntersection& best ){ Vector4 clipped[9]; for ( std::size_t i = 0; i < size; ++i ) { const std::size_t count = matrix4_clip_triangle( local2view, g_vector3_identity, vertex3f_to_vector3( vertices[i].vertex ), vertex3f_to_vector3( vertices[( i + 1 ) % size].vertex ), clipped ); BestPoint( count, clipped, best, cull ); } } void Quad_BestPoint( const Matrix4& local2view, clipcull_t cull, const PointVertex* vertices, SelectionIntersection& best ){ Vector4 clipped[9]; { const std::size_t count = matrix4_clip_triangle( local2view, vertex3f_to_vector3( vertices[0].vertex ), vertex3f_to_vector3( vertices[1].vertex ), vertex3f_to_vector3( vertices[3].vertex ), clipped ); BestPoint( count, clipped, best, cull ); } { const std::size_t count = matrix4_clip_triangle( local2view, vertex3f_to_vector3( vertices[1].vertex ), vertex3f_to_vector3( vertices[2].vertex ), vertex3f_to_vector3( vertices[3].vertex ), clipped ); BestPoint( count, clipped, best, cull ); } } struct FlatShadedVertex { Vertex3f vertex; Colour4b colour; Normal3f normal; FlatShadedVertex(){ } }; typedef FlatShadedVertex* FlatShadedVertexIterator; void Triangles_BestPoint( const Matrix4& local2view, clipcull_t cull, FlatShadedVertexIterator first, FlatShadedVertexIterator last, SelectionIntersection& best ){ for ( FlatShadedVertexIterator x( first ), y( first + 1 ), z( first + 2 ); x != last; x += 3, y += 3, z += 3 ) { Vector4 clipped[9]; BestPoint( matrix4_clip_triangle( local2view, reinterpret_cast( ( *x ).vertex ), reinterpret_cast( ( *y ).vertex ), reinterpret_cast( ( *z ).vertex ), clipped ), clipped, best, cull ); } } typedef std::multimap SelectableSortedSet; class SelectionPool : public Selector { SelectableSortedSet m_pool; SelectionIntersection m_intersection; Selectable* m_selectable; public: void pushSelectable( Selectable& selectable ){ m_intersection = SelectionIntersection(); m_selectable = &selectable; } void popSelectable(){ addSelectable( m_intersection, m_selectable ); m_intersection = SelectionIntersection(); } void addIntersection( const SelectionIntersection& intersection ){ assign_if_closer( m_intersection, intersection ); } void addSelectable( const SelectionIntersection& intersection, Selectable* selectable ){ if ( intersection.valid() ) { m_pool.insert( SelectableSortedSet::value_type( intersection, selectable ) ); } } typedef SelectableSortedSet::iterator iterator; iterator begin(){ return m_pool.begin(); } iterator end(){ return m_pool.end(); } bool failed(){ return m_pool.empty(); } }; const Colour4b g_colour_sphere( 0, 0, 0, 255 ); const Colour4b g_colour_screen( 0, 255, 255, 255 ); const Colour4b g_colour_selected( 255, 255, 0, 255 ); inline const Colour4b& colourSelected( const Colour4b& colour, bool selected ){ return ( selected ) ? g_colour_selected : colour; } template inline void draw_semicircle( const std::size_t segments, const float radius, PointVertex* vertices, remap_policy remap ){ const double increment = c_pi / double(segments << 2); std::size_t count = 0; float x = radius; float y = 0; remap_policy::set( vertices[segments << 2].vertex, -radius, 0, 0 ); while ( count < segments ) { PointVertex* i = vertices + count; PointVertex* j = vertices + ( ( segments << 1 ) - ( count + 1 ) ); PointVertex* k = i + ( segments << 1 ); PointVertex* l = j + ( segments << 1 ); #if 0 PointVertex* m = i + ( segments << 2 ); PointVertex* n = j + ( segments << 2 ); PointVertex* o = k + ( segments << 2 ); PointVertex* p = l + ( segments << 2 ); #endif remap_policy::set( i->vertex, x,-y, 0 ); remap_policy::set( k->vertex,-y,-x, 0 ); #if 0 remap_policy::set( m->vertex,-x, y, 0 ); remap_policy::set( o->vertex, y, x, 0 ); #endif ++count; { const double theta = increment * count; x = static_cast( radius * cos( theta ) ); y = static_cast( radius * sin( theta ) ); } remap_policy::set( j->vertex, y,-x, 0 ); remap_policy::set( l->vertex,-x,-y, 0 ); #if 0 remap_policy::set( n->vertex,-y, x, 0 ); remap_policy::set( p->vertex, x, y, 0 ); #endif } } class Manipulator { public: virtual Manipulatable* GetManipulatable() = 0; virtual void testSelect( const View& view, const Matrix4& pivot2world ){ } virtual void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ){ } virtual void setSelected( bool select ) = 0; virtual bool isSelected() const = 0; }; inline Vector3 normalised_safe( const Vector3& self ){ if ( vector3_equal( self, g_vector3_identity ) ) { return g_vector3_identity; } return vector3_normalised( self ); } class RotateManipulator : public Manipulator { struct RenderableCircle : public OpenGLRenderable { Array m_vertices; RenderableCircle( std::size_t size ) : m_vertices( size ){ } void render( RenderStateFlags state ) const { glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_vertices.data()->colour ); glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_vertices.data()->vertex ); glDrawArrays( GL_LINE_LOOP, 0, GLsizei( m_vertices.size() ) ); } void setColour( const Colour4b& colour ){ for ( Array::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) { ( *i ).colour = colour; } } }; struct RenderableSemiCircle : public OpenGLRenderable { Array m_vertices; RenderableSemiCircle( std::size_t size ) : m_vertices( size ){ } void render( RenderStateFlags state ) const { glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_vertices.data()->colour ); glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_vertices.data()->vertex ); glDrawArrays( GL_LINE_STRIP, 0, GLsizei( m_vertices.size() ) ); } void setColour( const Colour4b& colour ){ for ( Array::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) { ( *i ).colour = colour; } } }; RotateFree m_free; RotateAxis m_axis; Vector3 m_axis_screen; RenderableSemiCircle m_circle_x; RenderableSemiCircle m_circle_y; RenderableSemiCircle m_circle_z; RenderableCircle m_circle_screen; RenderableCircle m_circle_sphere; SelectableBool m_selectable_x; SelectableBool m_selectable_y; SelectableBool m_selectable_z; SelectableBool m_selectable_screen; SelectableBool m_selectable_sphere; Pivot2World m_pivot; Matrix4 m_local2world_x; Matrix4 m_local2world_y; Matrix4 m_local2world_z; bool m_circle_x_visible; bool m_circle_y_visible; bool m_circle_z_visible; public: static Shader* m_state_outer; RotateManipulator( Rotatable& rotatable, std::size_t segments, float radius ) : m_free( rotatable ), m_axis( rotatable ), m_circle_x( ( segments << 2 ) + 1 ), m_circle_y( ( segments << 2 ) + 1 ), m_circle_z( ( segments << 2 ) + 1 ), m_circle_screen( segments << 3 ), m_circle_sphere( segments << 3 ){ draw_semicircle( segments, radius, m_circle_x.m_vertices.data(), RemapYZX() ); draw_semicircle( segments, radius, m_circle_y.m_vertices.data(), RemapZXY() ); draw_semicircle( segments, radius, m_circle_z.m_vertices.data(), RemapXYZ() ); draw_circle( segments, radius * 1.15f, m_circle_screen.m_vertices.data(), RemapXYZ() ); draw_circle( segments, radius, m_circle_sphere.m_vertices.data(), RemapXYZ() ); } void UpdateColours(){ m_circle_x.setColour( colourSelected( g_colour_x, m_selectable_x.isSelected() ) ); m_circle_y.setColour( colourSelected( g_colour_y, m_selectable_y.isSelected() ) ); m_circle_z.setColour( colourSelected( g_colour_z, m_selectable_z.isSelected() ) ); m_circle_screen.setColour( colourSelected( g_colour_screen, m_selectable_screen.isSelected() ) ); m_circle_sphere.setColour( colourSelected( g_colour_sphere, false ) ); } void updateCircleTransforms(){ Vector3 localViewpoint( matrix4_transformed_direction( matrix4_transposed( m_pivot.m_worldSpace ), vector4_to_vector3( m_pivot.m_viewpointSpace.z() ) ) ); m_circle_x_visible = !vector3_equal_epsilon( g_vector3_axis_x, localViewpoint, 1e-6f ); if ( m_circle_x_visible ) { m_local2world_x = g_matrix4_identity; vector4_to_vector3( m_local2world_x.y() ) = normalised_safe( vector3_cross( g_vector3_axis_x, localViewpoint ) ); vector4_to_vector3( m_local2world_x.z() ) = normalised_safe( vector3_cross( vector4_to_vector3( m_local2world_x.x() ), vector4_to_vector3( m_local2world_x.y() ) ) ); matrix4_premultiply_by_matrix4( m_local2world_x, m_pivot.m_worldSpace ); } m_circle_y_visible = !vector3_equal_epsilon( g_vector3_axis_y, localViewpoint, 1e-6f ); if ( m_circle_y_visible ) { m_local2world_y = g_matrix4_identity; vector4_to_vector3( m_local2world_y.z() ) = normalised_safe( vector3_cross( g_vector3_axis_y, localViewpoint ) ); vector4_to_vector3( m_local2world_y.x() ) = normalised_safe( vector3_cross( vector4_to_vector3( m_local2world_y.y() ), vector4_to_vector3( m_local2world_y.z() ) ) ); matrix4_premultiply_by_matrix4( m_local2world_y, m_pivot.m_worldSpace ); } m_circle_z_visible = !vector3_equal_epsilon( g_vector3_axis_z, localViewpoint, 1e-6f ); if ( m_circle_z_visible ) { m_local2world_z = g_matrix4_identity; vector4_to_vector3( m_local2world_z.x() ) = normalised_safe( vector3_cross( g_vector3_axis_z, localViewpoint ) ); vector4_to_vector3( m_local2world_z.y() ) = normalised_safe( vector3_cross( vector4_to_vector3( m_local2world_z.z() ), vector4_to_vector3( m_local2world_z.x() ) ) ); matrix4_premultiply_by_matrix4( m_local2world_z, m_pivot.m_worldSpace ); } } void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() ); updateCircleTransforms(); // temp hack UpdateColours(); renderer.SetState( m_state_outer, Renderer::eWireframeOnly ); renderer.SetState( m_state_outer, Renderer::eFullMaterials ); renderer.addRenderable( m_circle_screen, m_pivot.m_viewpointSpace ); renderer.addRenderable( m_circle_sphere, m_pivot.m_viewpointSpace ); if ( m_circle_x_visible ) { renderer.addRenderable( m_circle_x, m_local2world_x ); } if ( m_circle_y_visible ) { renderer.addRenderable( m_circle_y, m_local2world_y ); } if ( m_circle_z_visible ) { renderer.addRenderable( m_circle_z, m_local2world_z ); } } void testSelect( const View& view, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, view.GetModelview(), view.GetProjection(), view.GetViewport() ); updateCircleTransforms(); SelectionPool selector; { { Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_local2world_x ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif SelectionIntersection best; LineStrip_BestPoint( local2view, m_circle_x.m_vertices.data(), m_circle_x.m_vertices.size(), best ); selector.addSelectable( best, &m_selectable_x ); } { Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_local2world_y ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif SelectionIntersection best; LineStrip_BestPoint( local2view, m_circle_y.m_vertices.data(), m_circle_y.m_vertices.size(), best ); selector.addSelectable( best, &m_selectable_y ); } { Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_local2world_z ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif SelectionIntersection best; LineStrip_BestPoint( local2view, m_circle_z.m_vertices.data(), m_circle_z.m_vertices.size(), best ); selector.addSelectable( best, &m_selectable_z ); } } { Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot.m_viewpointSpace ) ); { SelectionIntersection best; LineLoop_BestPoint( local2view, m_circle_screen.m_vertices.data(), m_circle_screen.m_vertices.size(), best ); selector.addSelectable( best, &m_selectable_screen ); } { SelectionIntersection best; Circle_BestPoint( local2view, eClipCullCW, m_circle_sphere.m_vertices.data(), m_circle_sphere.m_vertices.size(), best ); selector.addSelectable( best, &m_selectable_sphere ); } } m_axis_screen = m_pivot.m_axis_screen; if ( !selector.failed() ) { ( *selector.begin() ).second->setSelected( true ); } } Manipulatable* GetManipulatable(){ if ( m_selectable_x.isSelected() ) { m_axis.SetAxis( g_vector3_axis_x ); return &m_axis; } else if ( m_selectable_y.isSelected() ) { m_axis.SetAxis( g_vector3_axis_y ); return &m_axis; } else if ( m_selectable_z.isSelected() ) { m_axis.SetAxis( g_vector3_axis_z ); return &m_axis; } else if ( m_selectable_screen.isSelected() ) { m_axis.SetAxis( m_axis_screen ); return &m_axis; } else{ return &m_free; } } void setSelected( bool select ){ m_selectable_x.setSelected( select ); m_selectable_y.setSelected( select ); m_selectable_z.setSelected( select ); m_selectable_screen.setSelected( select ); } bool isSelected() const { return m_selectable_x.isSelected() | m_selectable_y.isSelected() | m_selectable_z.isSelected() | m_selectable_screen.isSelected() | m_selectable_sphere.isSelected(); } }; Shader* RotateManipulator::m_state_outer; const float arrowhead_length = 16; const float arrowhead_radius = 4; inline void draw_arrowline( const float length, PointVertex* line, const std::size_t axis ){ ( *line++ ).vertex = vertex3f_identity; ( *line ).vertex = vertex3f_identity; vertex3f_to_array( ( *line ).vertex )[axis] = length - arrowhead_length; } template inline void draw_arrowhead( const std::size_t segments, const float length, FlatShadedVertex* vertices, VertexRemap, NormalRemap ){ std::size_t head_tris = ( segments << 3 ); const double head_segment = c_2pi / head_tris; for ( std::size_t i = 0; i < head_tris; ++i ) { { FlatShadedVertex& point = vertices[i * 6 + 0]; VertexRemap::x( point.vertex ) = length - arrowhead_length; VertexRemap::y( point.vertex ) = arrowhead_radius * static_cast( cos( i * head_segment ) ); VertexRemap::z( point.vertex ) = arrowhead_radius * static_cast( sin( i * head_segment ) ); NormalRemap::x( point.normal ) = arrowhead_radius / arrowhead_length; NormalRemap::y( point.normal ) = static_cast( cos( i * head_segment ) ); NormalRemap::z( point.normal ) = static_cast( sin( i * head_segment ) ); } { FlatShadedVertex& point = vertices[i * 6 + 1]; VertexRemap::x( point.vertex ) = length; VertexRemap::y( point.vertex ) = 0; VertexRemap::z( point.vertex ) = 0; NormalRemap::x( point.normal ) = arrowhead_radius / arrowhead_length; NormalRemap::y( point.normal ) = static_cast( cos( ( i + 0.5 ) * head_segment ) ); NormalRemap::z( point.normal ) = static_cast( sin( ( i + 0.5 ) * head_segment ) ); } { FlatShadedVertex& point = vertices[i * 6 + 2]; VertexRemap::x( point.vertex ) = length - arrowhead_length; VertexRemap::y( point.vertex ) = arrowhead_radius * static_cast( cos( ( i + 1 ) * head_segment ) ); VertexRemap::z( point.vertex ) = arrowhead_radius * static_cast( sin( ( i + 1 ) * head_segment ) ); NormalRemap::x( point.normal ) = arrowhead_radius / arrowhead_length; NormalRemap::y( point.normal ) = static_cast( cos( ( i + 1 ) * head_segment ) ); NormalRemap::z( point.normal ) = static_cast( sin( ( i + 1 ) * head_segment ) ); } { FlatShadedVertex& point = vertices[i * 6 + 3]; VertexRemap::x( point.vertex ) = length - arrowhead_length; VertexRemap::y( point.vertex ) = 0; VertexRemap::z( point.vertex ) = 0; NormalRemap::x( point.normal ) = -1; NormalRemap::y( point.normal ) = 0; NormalRemap::z( point.normal ) = 0; } { FlatShadedVertex& point = vertices[i * 6 + 4]; VertexRemap::x( point.vertex ) = length - arrowhead_length; VertexRemap::y( point.vertex ) = arrowhead_radius * static_cast( cos( i * head_segment ) ); VertexRemap::z( point.vertex ) = arrowhead_radius * static_cast( sin( i * head_segment ) ); NormalRemap::x( point.normal ) = -1; NormalRemap::y( point.normal ) = 0; NormalRemap::z( point.normal ) = 0; } { FlatShadedVertex& point = vertices[i * 6 + 5]; VertexRemap::x( point.vertex ) = length - arrowhead_length; VertexRemap::y( point.vertex ) = arrowhead_radius * static_cast( cos( ( i + 1 ) * head_segment ) ); VertexRemap::z( point.vertex ) = arrowhead_radius * static_cast( sin( ( i + 1 ) * head_segment ) ); NormalRemap::x( point.normal ) = -1; NormalRemap::y( point.normal ) = 0; NormalRemap::z( point.normal ) = 0; } } } template class TripleRemapXYZ { public: static float& x( Triple& triple ){ return triple.x(); } static float& y( Triple& triple ){ return triple.y(); } static float& z( Triple& triple ){ return triple.z(); } }; template class TripleRemapYZX { public: static float& x( Triple& triple ){ return triple.y(); } static float& y( Triple& triple ){ return triple.z(); } static float& z( Triple& triple ){ return triple.x(); } }; template class TripleRemapZXY { public: static float& x( Triple& triple ){ return triple.z(); } static float& y( Triple& triple ){ return triple.x(); } static float& z( Triple& triple ){ return triple.y(); } }; void vector3_print( const Vector3& v ){ globalOutputStream() << "( " << v.x() << " " << v.y() << " " << v.z() << " )"; } class TranslateManipulator : public Manipulator { struct RenderableArrowLine : public OpenGLRenderable { PointVertex m_line[2]; RenderableArrowLine(){ } void render( RenderStateFlags state ) const { glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_line[0].colour ); glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_line[0].vertex ); glDrawArrays( GL_LINES, 0, 2 ); } void setColour( const Colour4b& colour ){ m_line[0].colour = colour; m_line[1].colour = colour; } }; struct RenderableArrowHead : public OpenGLRenderable { Array m_vertices; RenderableArrowHead( std::size_t size ) : m_vertices( size ){ } void render( RenderStateFlags state ) const { glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( FlatShadedVertex ), &m_vertices.data()->colour ); glVertexPointer( 3, GL_FLOAT, sizeof( FlatShadedVertex ), &m_vertices.data()->vertex ); glNormalPointer( GL_FLOAT, sizeof( FlatShadedVertex ), &m_vertices.data()->normal ); glDrawArrays( GL_TRIANGLES, 0, GLsizei( m_vertices.size() ) ); } void setColour( const Colour4b& colour ){ for ( Array::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i ) { ( *i ).colour = colour; } } }; struct RenderableQuad : public OpenGLRenderable { PointVertex m_quad[4]; void render( RenderStateFlags state ) const { glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_quad[0].colour ); glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_quad[0].vertex ); glDrawArrays( GL_LINE_LOOP, 0, 4 ); } void setColour( const Colour4b& colour ){ m_quad[0].colour = colour; m_quad[1].colour = colour; m_quad[2].colour = colour; m_quad[3].colour = colour; } }; TranslateFree m_free; TranslateAxis m_axis; RenderableArrowLine m_arrow_x; RenderableArrowLine m_arrow_y; RenderableArrowLine m_arrow_z; RenderableArrowHead m_arrow_head_x; RenderableArrowHead m_arrow_head_y; RenderableArrowHead m_arrow_head_z; RenderableQuad m_quad_screen; SelectableBool m_selectable_x; SelectableBool m_selectable_y; SelectableBool m_selectable_z; SelectableBool m_selectable_screen; Pivot2World m_pivot; public: static Shader* m_state_wire; static Shader* m_state_fill; TranslateManipulator( Translatable& translatable, std::size_t segments, float length ) : m_free( translatable ), m_axis( translatable ), m_arrow_head_x( 3 * 2 * ( segments << 3 ) ), m_arrow_head_y( 3 * 2 * ( segments << 3 ) ), m_arrow_head_z( 3 * 2 * ( segments << 3 ) ){ draw_arrowline( length, m_arrow_x.m_line, 0 ); draw_arrowhead( segments, length, m_arrow_head_x.m_vertices.data(), TripleRemapXYZ(), TripleRemapXYZ() ); draw_arrowline( length, m_arrow_y.m_line, 1 ); draw_arrowhead( segments, length, m_arrow_head_y.m_vertices.data(), TripleRemapYZX(), TripleRemapYZX() ); draw_arrowline( length, m_arrow_z.m_line, 2 ); draw_arrowhead( segments, length, m_arrow_head_z.m_vertices.data(), TripleRemapZXY(), TripleRemapZXY() ); draw_quad( 16, m_quad_screen.m_quad ); } void UpdateColours(){ m_arrow_x.setColour( colourSelected( g_colour_x, m_selectable_x.isSelected() ) ); m_arrow_head_x.setColour( colourSelected( g_colour_x, m_selectable_x.isSelected() ) ); m_arrow_y.setColour( colourSelected( g_colour_y, m_selectable_y.isSelected() ) ); m_arrow_head_y.setColour( colourSelected( g_colour_y, m_selectable_y.isSelected() ) ); m_arrow_z.setColour( colourSelected( g_colour_z, m_selectable_z.isSelected() ) ); m_arrow_head_z.setColour( colourSelected( g_colour_z, m_selectable_z.isSelected() ) ); m_quad_screen.setColour( colourSelected( g_colour_screen, m_selectable_screen.isSelected() ) ); } bool manipulator_show_axis( const Pivot2World& pivot, const Vector3& axis ){ return fabs( vector3_dot( pivot.m_axis_screen, axis ) ) < 0.95; } void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() ); // temp hack UpdateColours(); Vector3 x = vector3_normalised( vector4_to_vector3( m_pivot.m_worldSpace.x() ) ); bool show_x = manipulator_show_axis( m_pivot, x ); Vector3 y = vector3_normalised( vector4_to_vector3( m_pivot.m_worldSpace.y() ) ); bool show_y = manipulator_show_axis( m_pivot, y ); Vector3 z = vector3_normalised( vector4_to_vector3( m_pivot.m_worldSpace.z() ) ); bool show_z = manipulator_show_axis( m_pivot, z ); renderer.SetState( m_state_wire, Renderer::eWireframeOnly ); renderer.SetState( m_state_wire, Renderer::eFullMaterials ); if ( show_x ) { renderer.addRenderable( m_arrow_x, m_pivot.m_worldSpace ); } if ( show_y ) { renderer.addRenderable( m_arrow_y, m_pivot.m_worldSpace ); } if ( show_z ) { renderer.addRenderable( m_arrow_z, m_pivot.m_worldSpace ); } renderer.addRenderable( m_quad_screen, m_pivot.m_viewplaneSpace ); renderer.SetState( m_state_fill, Renderer::eWireframeOnly ); renderer.SetState( m_state_fill, Renderer::eFullMaterials ); if ( show_x ) { renderer.addRenderable( m_arrow_head_x, m_pivot.m_worldSpace ); } if ( show_y ) { renderer.addRenderable( m_arrow_head_y, m_pivot.m_worldSpace ); } if ( show_z ) { renderer.addRenderable( m_arrow_head_z, m_pivot.m_worldSpace ); } } void testSelect( const View& view, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, view.GetModelview(), view.GetProjection(), view.GetViewport() ); SelectionPool selector; Vector3 x = vector3_normalised( vector4_to_vector3( m_pivot.m_worldSpace.x() ) ); bool show_x = manipulator_show_axis( m_pivot, x ); Vector3 y = vector3_normalised( vector4_to_vector3( m_pivot.m_worldSpace.y() ) ); bool show_y = manipulator_show_axis( m_pivot, y ); Vector3 z = vector3_normalised( vector4_to_vector3( m_pivot.m_worldSpace.z() ) ); bool show_z = manipulator_show_axis( m_pivot, z ); { Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot.m_viewpointSpace ) ); { SelectionIntersection best; Quad_BestPoint( local2view, eClipCullCW, m_quad_screen.m_quad, best ); if ( best.valid() ) { best = SelectionIntersection( 0, 0 ); selector.addSelectable( best, &m_selectable_screen ); } } } { Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot.m_worldSpace ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif if ( show_x ) { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_x.m_line, best ); Triangles_BestPoint( local2view, eClipCullCW, m_arrow_head_x.m_vertices.begin(), m_arrow_head_x.m_vertices.end(), best ); selector.addSelectable( best, &m_selectable_x ); } if ( show_y ) { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_y.m_line, best ); Triangles_BestPoint( local2view, eClipCullCW, m_arrow_head_y.m_vertices.begin(), m_arrow_head_y.m_vertices.end(), best ); selector.addSelectable( best, &m_selectable_y ); } if ( show_z ) { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_z.m_line, best ); Triangles_BestPoint( local2view, eClipCullCW, m_arrow_head_z.m_vertices.begin(), m_arrow_head_z.m_vertices.end(), best ); selector.addSelectable( best, &m_selectable_z ); } } if ( !selector.failed() ) { ( *selector.begin() ).second->setSelected( true ); } } Manipulatable* GetManipulatable(){ if ( m_selectable_x.isSelected() ) { m_axis.SetAxis( g_vector3_axis_x ); return &m_axis; } else if ( m_selectable_y.isSelected() ) { m_axis.SetAxis( g_vector3_axis_y ); return &m_axis; } else if ( m_selectable_z.isSelected() ) { m_axis.SetAxis( g_vector3_axis_z ); return &m_axis; } else { return &m_free; } } void setSelected( bool select ){ m_selectable_x.setSelected( select ); m_selectable_y.setSelected( select ); m_selectable_z.setSelected( select ); m_selectable_screen.setSelected( select ); } bool isSelected() const { return m_selectable_x.isSelected() | m_selectable_y.isSelected() | m_selectable_z.isSelected() | m_selectable_screen.isSelected(); } }; Shader* TranslateManipulator::m_state_wire; Shader* TranslateManipulator::m_state_fill; class ScaleManipulator : public Manipulator { struct RenderableArrow : public OpenGLRenderable { PointVertex m_line[2]; void render( RenderStateFlags state ) const { glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_line[0].colour ); glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_line[0].vertex ); glDrawArrays( GL_LINES, 0, 2 ); } void setColour( const Colour4b& colour ){ m_line[0].colour = colour; m_line[1].colour = colour; } }; struct RenderableQuad : public OpenGLRenderable { PointVertex m_quad[4]; void render( RenderStateFlags state ) const { glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_quad[0].colour ); glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_quad[0].vertex ); glDrawArrays( GL_QUADS, 0, 4 ); } void setColour( const Colour4b& colour ){ m_quad[0].colour = colour; m_quad[1].colour = colour; m_quad[2].colour = colour; m_quad[3].colour = colour; } }; ScaleFree m_free; ScaleAxis m_axis; RenderableArrow m_arrow_x; RenderableArrow m_arrow_y; RenderableArrow m_arrow_z; RenderableQuad m_quad_screen; SelectableBool m_selectable_x; SelectableBool m_selectable_y; SelectableBool m_selectable_z; SelectableBool m_selectable_screen; Pivot2World m_pivot; public: ScaleManipulator( Scalable& scalable, std::size_t segments, float length ) : m_free( scalable ), m_axis( scalable ){ draw_arrowline( length, m_arrow_x.m_line, 0 ); draw_arrowline( length, m_arrow_y.m_line, 1 ); draw_arrowline( length, m_arrow_z.m_line, 2 ); draw_quad( 16, m_quad_screen.m_quad ); } Pivot2World& getPivot(){ return m_pivot; } void UpdateColours(){ m_arrow_x.setColour( colourSelected( g_colour_x, m_selectable_x.isSelected() ) ); m_arrow_y.setColour( colourSelected( g_colour_y, m_selectable_y.isSelected() ) ); m_arrow_z.setColour( colourSelected( g_colour_z, m_selectable_z.isSelected() ) ); m_quad_screen.setColour( colourSelected( g_colour_screen, m_selectable_screen.isSelected() ) ); } void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() ); // temp hack UpdateColours(); renderer.addRenderable( m_arrow_x, m_pivot.m_worldSpace ); renderer.addRenderable( m_arrow_y, m_pivot.m_worldSpace ); renderer.addRenderable( m_arrow_z, m_pivot.m_worldSpace ); renderer.addRenderable( m_quad_screen, m_pivot.m_viewpointSpace ); } void testSelect( const View& view, const Matrix4& pivot2world ){ m_pivot.update( pivot2world, view.GetModelview(), view.GetProjection(), view.GetViewport() ); SelectionPool selector; { Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot.m_worldSpace ) ); #if defined( DEBUG_SELECTION ) g_render_clipped.construct( view.GetViewMatrix() ); #endif { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_x.m_line, best ); selector.addSelectable( best, &m_selectable_x ); } { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_y.m_line, best ); selector.addSelectable( best, &m_selectable_y ); } { SelectionIntersection best; Line_BestPoint( local2view, m_arrow_z.m_line, best ); selector.addSelectable( best, &m_selectable_z ); } } { Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_pivot.m_viewpointSpace ) ); { SelectionIntersection best; Quad_BestPoint( local2view, eClipCullCW, m_quad_screen.m_quad, best ); selector.addSelectable( best, &m_selectable_screen ); } } if ( !selector.failed() ) { ( *selector.begin() ).second->setSelected( true ); } } Manipulatable* GetManipulatable(){ if ( m_selectable_x.isSelected() ) { m_axis.SetAxis( g_vector3_axis_x ); return &m_axis; } else if ( m_selectable_y.isSelected() ) { m_axis.SetAxis( g_vector3_axis_y ); return &m_axis; } else if ( m_selectable_z.isSelected() ) { m_axis.SetAxis( g_vector3_axis_z ); return &m_axis; } else{ return &m_free; } } void setSelected( bool select ){ m_selectable_x.setSelected( select ); m_selectable_y.setSelected( select ); m_selectable_z.setSelected( select ); m_selectable_screen.setSelected( select ); } bool isSelected() const { return m_selectable_x.isSelected() | m_selectable_y.isSelected() | m_selectable_z.isSelected() | m_selectable_screen.isSelected(); } }; inline PlaneSelectable* Instance_getPlaneSelectable( scene::Instance& instance ){ return InstanceTypeCast::cast( instance ); } class PlaneSelectableSelectPlanes : public scene::Graph::Walker { Selector& m_selector; SelectionTest& m_test; PlaneCallback m_selectedPlaneCallback; public: PlaneSelectableSelectPlanes( Selector& selector, SelectionTest& test, const PlaneCallback& selectedPlaneCallback ) : m_selector( selector ), m_test( test ), m_selectedPlaneCallback( selectedPlaneCallback ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { if ( path.top().get().visible() ) { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 && selectable->isSelected() ) { PlaneSelectable* planeSelectable = Instance_getPlaneSelectable( instance ); if ( planeSelectable != 0 ) { planeSelectable->selectPlanes( m_selector, m_test, m_selectedPlaneCallback ); } } } return true; } }; class PlaneSelectableSelectReversedPlanes : public scene::Graph::Walker { Selector& m_selector; const SelectedPlanes& m_selectedPlanes; public: PlaneSelectableSelectReversedPlanes( Selector& selector, const SelectedPlanes& selectedPlanes ) : m_selector( selector ), m_selectedPlanes( selectedPlanes ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { if ( path.top().get().visible() ) { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 && selectable->isSelected() ) { PlaneSelectable* planeSelectable = Instance_getPlaneSelectable( instance ); if ( planeSelectable != 0 ) { planeSelectable->selectReversedPlanes( m_selector, m_selectedPlanes ); } } } return true; } }; void Scene_forEachPlaneSelectable_selectPlanes( scene::Graph& graph, Selector& selector, SelectionTest& test, const PlaneCallback& selectedPlaneCallback ){ graph.traverse( PlaneSelectableSelectPlanes( selector, test, selectedPlaneCallback ) ); } void Scene_forEachPlaneSelectable_selectReversedPlanes( scene::Graph& graph, Selector& selector, const SelectedPlanes& selectedPlanes ){ graph.traverse( PlaneSelectableSelectReversedPlanes( selector, selectedPlanes ) ); } class PlaneLess { public: bool operator()( const Plane3& plane, const Plane3& other ) const { if ( plane.a < other.a ) { return true; } if ( other.a < plane.a ) { return false; } if ( plane.b < other.b ) { return true; } if ( other.b < plane.b ) { return false; } if ( plane.c < other.c ) { return true; } if ( other.c < plane.c ) { return false; } if ( plane.d < other.d ) { return true; } if ( other.d < plane.d ) { return false; } return false; } }; typedef std::set PlaneSet; inline void PlaneSet_insert( PlaneSet& self, const Plane3& plane ){ self.insert( plane ); } inline bool PlaneSet_contains( const PlaneSet& self, const Plane3& plane ){ return self.find( plane ) != self.end(); } class SelectedPlaneSet : public SelectedPlanes { PlaneSet m_selectedPlanes; public: bool empty() const { return m_selectedPlanes.empty(); } void insert( const Plane3& plane ){ PlaneSet_insert( m_selectedPlanes, plane ); } bool contains( const Plane3& plane ) const { return PlaneSet_contains( m_selectedPlanes, plane ); } typedef MemberCaller1 InsertCaller; }; bool Scene_forEachPlaneSelectable_selectPlanes( scene::Graph& graph, Selector& selector, SelectionTest& test ){ SelectedPlaneSet selectedPlanes; Scene_forEachPlaneSelectable_selectPlanes( graph, selector, test, SelectedPlaneSet::InsertCaller( selectedPlanes ) ); Scene_forEachPlaneSelectable_selectReversedPlanes( graph, selector, selectedPlanes ); return !selectedPlanes.empty(); } void Scene_Translate_Component_Selected( scene::Graph& graph, const Vector3& translation ); void Scene_Translate_Selected( scene::Graph& graph, const Vector3& translation ); void Scene_TestSelect_Primitive( Selector& selector, SelectionTest& test, const VolumeTest& volume ); void Scene_TestSelect_Component( Selector& selector, SelectionTest& test, const VolumeTest& volume, SelectionSystem::EComponentMode componentMode ); void Scene_TestSelect_Component_Selected( Selector& selector, SelectionTest& test, const VolumeTest& volume, SelectionSystem::EComponentMode componentMode ); void Scene_SelectAll_Component( bool select, SelectionSystem::EComponentMode componentMode ); class ResizeTranslatable : public Translatable { void translate( const Vector3& translation ){ Scene_Translate_Component_Selected( GlobalSceneGraph(), translation ); } }; class DragTranslatable : public Translatable { void translate( const Vector3& translation ){ if ( GlobalSelectionSystem().Mode() == SelectionSystem::eComponent ) { Scene_Translate_Component_Selected( GlobalSceneGraph(), translation ); } else { Scene_Translate_Selected( GlobalSceneGraph(), translation ); } } }; class SelectionVolume : public SelectionTest { Matrix4 m_local2view; const View& m_view; clipcull_t m_cull; Vector3 m_near; Vector3 m_far; public: SelectionVolume( const View& view ) : m_view( view ){ } const VolumeTest& getVolume() const { return m_view; } const Vector3& getNear() const { return m_near; } const Vector3& getFar() const { return m_far; } void BeginMesh( const Matrix4& localToWorld, bool twoSided ){ m_local2view = matrix4_multiplied_by_matrix4( m_view.GetViewMatrix(), localToWorld ); // Cull back-facing polygons based on winding being clockwise or counter-clockwise. // Don't cull if the view is wireframe and the polygons are two-sided. m_cull = twoSided && !m_view.fill() ? eClipCullNone : ( matrix4_handedness( localToWorld ) == MATRIX4_RIGHTHANDED ) ? eClipCullCW : eClipCullCCW; { Matrix4 screen2world( matrix4_full_inverse( m_local2view ) ); m_near = vector4_projected( matrix4_transformed_vector4( screen2world, Vector4( 0, 0, -1, 1 ) ) ); m_far = vector4_projected( matrix4_transformed_vector4( screen2world, Vector4( 0, 0, 1, 1 ) ) ); } #if defined( DEBUG_SELECTION ) g_render_clipped.construct( m_view.GetViewMatrix() ); #endif } void TestPoint( const Vector3& point, SelectionIntersection& best ){ Vector4 clipped; if ( matrix4_clip_point( m_local2view, point, clipped ) == c_CLIP_PASS ) { best = select_point_from_clipped( clipped ); } } void TestPolygon( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ){ Vector4 clipped[9]; for ( std::size_t i = 0; i + 2 < count; ++i ) { BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[0] ), reinterpret_cast( vertices[i + 1] ), reinterpret_cast( vertices[i + 2] ), clipped ), clipped, best, m_cull ); } } void TestLineLoop( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ){ if ( count == 0 ) { return; } Vector4 clipped[9]; for ( VertexPointer::iterator i = vertices.begin(), end = i + count, prev = i + ( count - 1 ); i != end; prev = i, ++i ) { BestPoint( matrix4_clip_line( m_local2view, reinterpret_cast( ( *prev ) ), reinterpret_cast( ( *i ) ), clipped ), clipped, best, m_cull ); } } void TestLineStrip( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ){ if ( count == 0 ) { return; } Vector4 clipped[9]; for ( VertexPointer::iterator i = vertices.begin(), end = i + count, next = i + 1; next != end; i = next, ++next ) { BestPoint( matrix4_clip_line( m_local2view, reinterpret_cast( ( *i ) ), reinterpret_cast( ( *next ) ), clipped ), clipped, best, m_cull ); } } void TestLines( const VertexPointer& vertices, std::size_t count, SelectionIntersection& best ){ if ( count == 0 ) { return; } Vector4 clipped[9]; for ( VertexPointer::iterator i = vertices.begin(), end = i + count; i != end; i += 2 ) { BestPoint( matrix4_clip_line( m_local2view, reinterpret_cast( ( *i ) ), reinterpret_cast( ( *( i + 1 ) ) ), clipped ), clipped, best, m_cull ); } } void TestTriangles( const VertexPointer& vertices, const IndexPointer& indices, SelectionIntersection& best ){ Vector4 clipped[9]; for ( IndexPointer::iterator i( indices.begin() ); i != indices.end(); i += 3 ) { BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[*i] ), reinterpret_cast( vertices[*( i + 1 )] ), reinterpret_cast( vertices[*( i + 2 )] ), clipped ), clipped, best, m_cull ); } } void TestQuads( const VertexPointer& vertices, const IndexPointer& indices, SelectionIntersection& best ){ Vector4 clipped[9]; for ( IndexPointer::iterator i( indices.begin() ); i != indices.end(); i += 4 ) { BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[*i] ), reinterpret_cast( vertices[*( i + 1 )] ), reinterpret_cast( vertices[*( i + 3 )] ), clipped ), clipped, best, m_cull ); BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[*( i + 1 )] ), reinterpret_cast( vertices[*( i + 2 )] ), reinterpret_cast( vertices[*( i + 3 )] ), clipped ), clipped, best, m_cull ); } } void TestQuadStrip( const VertexPointer& vertices, const IndexPointer& indices, SelectionIntersection& best ){ Vector4 clipped[9]; for ( IndexPointer::iterator i( indices.begin() ); i + 2 != indices.end(); i += 2 ) { BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[*i] ), reinterpret_cast( vertices[*( i + 1 )] ), reinterpret_cast( vertices[*( i + 2 )] ), clipped ), clipped, best, m_cull ); BestPoint( matrix4_clip_triangle( m_local2view, reinterpret_cast( vertices[*( i + 2 )] ), reinterpret_cast( vertices[*( i + 1 )] ), reinterpret_cast( vertices[*( i + 3 )] ), clipped ), clipped, best, m_cull ); } } }; class SelectionCounter { public: typedef const Selectable& first_argument_type; SelectionCounter( const SelectionChangeCallback& onchanged ) : m_count( 0 ), m_onchanged( onchanged ){ } void operator()( const Selectable& selectable ){ if ( selectable.isSelected() ) { ++m_count; } else { ASSERT_MESSAGE( m_count != 0, "selection counter underflow" ); --m_count; } m_onchanged( selectable ); } bool empty() const { return m_count == 0; } std::size_t size() const { return m_count; } private: std::size_t m_count; SelectionChangeCallback m_onchanged; }; inline void ConstructSelectionTest( View& view, const rect_t selection_box ){ view.EnableScissor( selection_box.min[0], selection_box.max[0], selection_box.min[1], selection_box.max[1] ); } inline const rect_t SelectionBoxForPoint( const float device_point[2], const float device_epsilon[2] ){ rect_t selection_box; selection_box.min[0] = device_point[0] - device_epsilon[0]; selection_box.min[1] = device_point[1] - device_epsilon[1]; selection_box.max[0] = device_point[0] + device_epsilon[0]; selection_box.max[1] = device_point[1] + device_epsilon[1]; return selection_box; } inline const rect_t SelectionBoxForArea( const float device_point[2], const float device_delta[2] ){ rect_t selection_box; selection_box.min[0] = ( device_delta[0] < 0 ) ? ( device_point[0] + device_delta[0] ) : ( device_point[0] ); selection_box.min[1] = ( device_delta[1] < 0 ) ? ( device_point[1] + device_delta[1] ) : ( device_point[1] ); selection_box.max[0] = ( device_delta[0] > 0 ) ? ( device_point[0] + device_delta[0] ) : ( device_point[0] ); selection_box.max[1] = ( device_delta[1] > 0 ) ? ( device_point[1] + device_delta[1] ) : ( device_point[1] ); return selection_box; } Quaternion construct_local_rotation( const Quaternion& world, const Quaternion& localToWorld ){ return quaternion_normalised( quaternion_multiplied_by_quaternion( quaternion_normalised( quaternion_multiplied_by_quaternion( quaternion_inverse( localToWorld ), world ) ), localToWorld ) ); } inline void matrix4_assign_rotation( Matrix4& matrix, const Matrix4& other ){ matrix[0] = other[0]; matrix[1] = other[1]; matrix[2] = other[2]; matrix[4] = other[4]; matrix[5] = other[5]; matrix[6] = other[6]; matrix[8] = other[8]; matrix[9] = other[9]; matrix[10] = other[10]; } void matrix4_assign_rotation_for_pivot( Matrix4& matrix, scene::Instance& instance ){ Editable* editable = Node_getEditable( instance.path().top() ); if ( editable != 0 ) { matrix4_assign_rotation( matrix, matrix4_multiplied_by_matrix4( instance.localToWorld(), editable->getLocalPivot() ) ); } else { matrix4_assign_rotation( matrix, instance.localToWorld() ); } } inline bool Instance_isSelectedComponents( scene::Instance& instance ){ ComponentSelectionTestable* componentSelectionTestable = Instance_getComponentSelectionTestable( instance ); return componentSelectionTestable != 0 && componentSelectionTestable->isSelectedComponents(); } class TranslateSelected : public SelectionSystem::Visitor { const Vector3& m_translate; public: TranslateSelected( const Vector3& translate ) : m_translate( translate ){ } void visit( scene::Instance& instance ) const { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->setType( TRANSFORM_PRIMITIVE ); transform->setTranslation( m_translate ); } } }; void Scene_Translate_Selected( scene::Graph& graph, const Vector3& translation ){ if ( GlobalSelectionSystem().countSelected() != 0 ) { GlobalSelectionSystem().foreachSelected( TranslateSelected( translation ) ); } } Vector3 get_local_pivot( const Vector3& world_pivot, const Matrix4& localToWorld ){ return Vector3( matrix4_transformed_point( matrix4_full_inverse( localToWorld ), world_pivot ) ); } void translation_for_pivoted_matrix_transform( Vector3& parent_translation, const Matrix4& local_transform, const Vector3& world_pivot, const Matrix4& localToWorld, const Matrix4& localToParent ){ // we need a translation inside the parent system to move the origin of this object to the right place // mathematically, it must fulfill: // // local_translation local_transform local_pivot = local_pivot // local_translation = local_pivot - local_transform local_pivot // // or maybe? // local_transform local_translation local_pivot = local_pivot // local_translation local_pivot = local_transform^-1 local_pivot // local_translation + local_pivot = local_transform^-1 local_pivot // local_translation = local_transform^-1 local_pivot - local_pivot Vector3 local_pivot( get_local_pivot( world_pivot, localToWorld ) ); Vector3 local_translation( vector3_subtracted( local_pivot, matrix4_transformed_point( local_transform, local_pivot ) /* matrix4_transformed_point( matrix4_full_inverse(local_transform), local_pivot ), local_pivot */ ) ); translation_local2object( parent_translation, local_translation, localToParent ); /* // verify it! globalOutputStream() << "World pivot is at " << world_pivot << "\n"; globalOutputStream() << "Local pivot is at " << local_pivot << "\n"; globalOutputStream() << "Transformation " << local_transform << " moves it to: " << matrix4_transformed_point(local_transform, local_pivot) << "\n"; globalOutputStream() << "Must move by " << local_translation << " in the local system" << "\n"; globalOutputStream() << "Must move by " << parent_translation << " in the parent system" << "\n"; */ } void translation_for_pivoted_rotation( Vector3& parent_translation, const Quaternion& local_rotation, const Vector3& world_pivot, const Matrix4& localToWorld, const Matrix4& localToParent ){ translation_for_pivoted_matrix_transform( parent_translation, matrix4_rotation_for_quaternion_quantised( local_rotation ), world_pivot, localToWorld, localToParent ); } void translation_for_pivoted_scale( Vector3& parent_translation, const Vector3& world_scale, const Vector3& world_pivot, const Matrix4& localToWorld, const Matrix4& localToParent ){ Matrix4 local_transform( matrix4_multiplied_by_matrix4( matrix4_full_inverse( localToWorld ), matrix4_multiplied_by_matrix4( matrix4_scale_for_vec3( world_scale ), localToWorld ) ) ); local_transform.tx() = local_transform.ty() = local_transform.tz() = 0; // cancel translation parts translation_for_pivoted_matrix_transform( parent_translation, local_transform, world_pivot, localToWorld, localToParent ); } class rotate_selected : public SelectionSystem::Visitor { const Quaternion& m_rotate; const Vector3& m_world_pivot; public: rotate_selected( const Quaternion& rotation, const Vector3& world_pivot ) : m_rotate( rotation ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { TransformNode* transformNode = Node_getTransformNode( instance.path().top() ); if ( transformNode != 0 ) { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->setType( TRANSFORM_PRIMITIVE ); transform->setScale( c_scale_identity ); transform->setTranslation( c_translation_identity ); transform->setType( TRANSFORM_PRIMITIVE ); transform->setRotation( m_rotate ); { Editable* editable = Node_getEditable( instance.path().top() ); const Matrix4& localPivot = editable != 0 ? editable->getLocalPivot() : g_matrix4_identity; Vector3 parent_translation; translation_for_pivoted_rotation( parent_translation, m_rotate, m_world_pivot, matrix4_multiplied_by_matrix4( instance.localToWorld(), localPivot ), matrix4_multiplied_by_matrix4( transformNode->localToParent(), localPivot ) ); transform->setTranslation( parent_translation ); } } } } }; void Scene_Rotate_Selected( scene::Graph& graph, const Quaternion& rotation, const Vector3& world_pivot ){ if ( GlobalSelectionSystem().countSelected() != 0 ) { GlobalSelectionSystem().foreachSelected( rotate_selected( rotation, world_pivot ) ); } } class scale_selected : public SelectionSystem::Visitor { const Vector3& m_scale; const Vector3& m_world_pivot; public: scale_selected( const Vector3& scaling, const Vector3& world_pivot ) : m_scale( scaling ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { TransformNode* transformNode = Node_getTransformNode( instance.path().top() ); if ( transformNode != 0 ) { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->setType( TRANSFORM_PRIMITIVE ); transform->setScale( c_scale_identity ); transform->setTranslation( c_translation_identity ); transform->setType( TRANSFORM_PRIMITIVE ); transform->setScale( m_scale ); { Editable* editable = Node_getEditable( instance.path().top() ); const Matrix4& localPivot = editable != 0 ? editable->getLocalPivot() : g_matrix4_identity; Vector3 parent_translation; translation_for_pivoted_scale( parent_translation, m_scale, m_world_pivot, matrix4_multiplied_by_matrix4( instance.localToWorld(), localPivot ), matrix4_multiplied_by_matrix4( transformNode->localToParent(), localPivot ) ); transform->setTranslation( parent_translation ); } } } } }; void Scene_Scale_Selected( scene::Graph& graph, const Vector3& scaling, const Vector3& world_pivot ){ if ( GlobalSelectionSystem().countSelected() != 0 ) { GlobalSelectionSystem().foreachSelected( scale_selected( scaling, world_pivot ) ); } } class translate_component_selected : public SelectionSystem::Visitor { const Vector3& m_translate; public: translate_component_selected( const Vector3& translate ) : m_translate( translate ){ } void visit( scene::Instance& instance ) const { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->setType( TRANSFORM_COMPONENT ); transform->setTranslation( m_translate ); } } }; void Scene_Translate_Component_Selected( scene::Graph& graph, const Vector3& translation ){ if ( GlobalSelectionSystem().countSelected() != 0 ) { GlobalSelectionSystem().foreachSelectedComponent( translate_component_selected( translation ) ); } } class rotate_component_selected : public SelectionSystem::Visitor { const Quaternion& m_rotate; const Vector3& m_world_pivot; public: rotate_component_selected( const Quaternion& rotation, const Vector3& world_pivot ) : m_rotate( rotation ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { Vector3 parent_translation; translation_for_pivoted_rotation( parent_translation, m_rotate, m_world_pivot, instance.localToWorld(), Node_getTransformNode( instance.path().top() )->localToParent() ); transform->setType( TRANSFORM_COMPONENT ); transform->setRotation( m_rotate ); transform->setTranslation( parent_translation ); } } }; void Scene_Rotate_Component_Selected( scene::Graph& graph, const Quaternion& rotation, const Vector3& world_pivot ){ if ( GlobalSelectionSystem().countSelectedComponents() != 0 ) { GlobalSelectionSystem().foreachSelectedComponent( rotate_component_selected( rotation, world_pivot ) ); } } class scale_component_selected : public SelectionSystem::Visitor { const Vector3& m_scale; const Vector3& m_world_pivot; public: scale_component_selected( const Vector3& scaling, const Vector3& world_pivot ) : m_scale( scaling ), m_world_pivot( world_pivot ){ } void visit( scene::Instance& instance ) const { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { Vector3 parent_translation; translation_for_pivoted_scale( parent_translation, m_scale, m_world_pivot, instance.localToWorld(), Node_getTransformNode( instance.path().top() )->localToParent() ); transform->setType( TRANSFORM_COMPONENT ); transform->setScale( m_scale ); transform->setTranslation( parent_translation ); } } }; void Scene_Scale_Component_Selected( scene::Graph& graph, const Vector3& scaling, const Vector3& world_pivot ){ if ( GlobalSelectionSystem().countSelectedComponents() != 0 ) { GlobalSelectionSystem().foreachSelectedComponent( scale_component_selected( scaling, world_pivot ) ); } } class BooleanSelector : public Selector { bool m_selected; SelectionIntersection m_intersection; Selectable* m_selectable; public: BooleanSelector() : m_selected( false ){ } void pushSelectable( Selectable& selectable ){ m_intersection = SelectionIntersection(); m_selectable = &selectable; } void popSelectable(){ if ( m_intersection.valid() ) { m_selected = true; } m_intersection = SelectionIntersection(); } void addIntersection( const SelectionIntersection& intersection ){ if ( m_selectable->isSelected() ) { assign_if_closer( m_intersection, intersection ); } } bool isSelected(){ return m_selected; } }; class BestSelector : public Selector { SelectionIntersection m_intersection; Selectable* m_selectable; SelectionIntersection m_bestIntersection; std::list m_bestSelectable; public: BestSelector() : m_bestIntersection( SelectionIntersection() ), m_bestSelectable( 0 ){ } void pushSelectable( Selectable& selectable ){ m_intersection = SelectionIntersection(); m_selectable = &selectable; } void popSelectable(){ if ( m_intersection.equalEpsilon( m_bestIntersection, 0.25f, 0.001f ) ) { m_bestSelectable.push_back( m_selectable ); m_bestIntersection = m_intersection; } else if ( m_intersection < m_bestIntersection ) { m_bestSelectable.clear(); m_bestSelectable.push_back( m_selectable ); m_bestIntersection = m_intersection; } m_intersection = SelectionIntersection(); } void addIntersection( const SelectionIntersection& intersection ){ assign_if_closer( m_intersection, intersection ); } std::list& best(){ return m_bestSelectable; } }; class DragManipulator : public Manipulator { TranslateFree m_freeResize; TranslateFree m_freeDrag; ResizeTranslatable m_resize; DragTranslatable m_drag; SelectableBool m_dragSelectable; public: bool m_selected; DragManipulator() : m_freeResize( m_resize ), m_freeDrag( m_drag ), m_selected( false ){ } Manipulatable* GetManipulatable(){ return m_dragSelectable.isSelected() ? &m_freeDrag : &m_freeResize; } void testSelect( const View& view, const Matrix4& pivot2world ){ SelectionPool selector; SelectionVolume test( view ); if ( GlobalSelectionSystem().Mode() == SelectionSystem::ePrimitive ) { BooleanSelector booleanSelector; Scene_TestSelect_Primitive( booleanSelector, test, view ); if ( booleanSelector.isSelected() ) { selector.addSelectable( SelectionIntersection( 0, 0 ), &m_dragSelectable ); m_selected = false; } else { m_selected = Scene_forEachPlaneSelectable_selectPlanes( GlobalSceneGraph(), selector, test ); } } else { BestSelector bestSelector; Scene_TestSelect_Component_Selected( bestSelector, test, view, GlobalSelectionSystem().ComponentMode() ); for ( std::list::iterator i = bestSelector.best().begin(); i != bestSelector.best().end(); ++i ) { if ( !( *i )->isSelected() ) { GlobalSelectionSystem().setSelectedAllComponents( false ); } m_selected = false; selector.addSelectable( SelectionIntersection( 0, 0 ), ( *i ) ); m_dragSelectable.setSelected( true ); } } for ( SelectionPool::iterator i = selector.begin(); i != selector.end(); ++i ) { ( *i ).second->setSelected( true ); } } void setSelected( bool select ){ m_selected = select; m_dragSelectable.setSelected( select ); } bool isSelected() const { return m_selected || m_dragSelectable.isSelected(); } }; class ClipManipulator : public Manipulator { public: Manipulatable* GetManipulatable(){ ERROR_MESSAGE( "clipper is not manipulatable" ); return 0; } void setSelected( bool select ){ } bool isSelected() const { return false; } }; class select_all : public scene::Graph::Walker { bool m_select; public: select_all( bool select ) : m_select( select ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 ) { selectable->setSelected( m_select ); } return true; } }; class select_all_component : public scene::Graph::Walker { bool m_select; SelectionSystem::EComponentMode m_mode; public: select_all_component( bool select, SelectionSystem::EComponentMode mode ) : m_select( select ), m_mode( mode ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { ComponentSelectionTestable* componentSelectionTestable = Instance_getComponentSelectionTestable( instance ); if ( componentSelectionTestable ) { componentSelectionTestable->setSelectedComponents( m_select, m_mode ); } return true; } }; void Scene_SelectAll_Component( bool select, SelectionSystem::EComponentMode componentMode ){ GlobalSceneGraph().traverse( select_all_component( select, componentMode ) ); } // RadiantSelectionSystem class RadiantSelectionSystem : public SelectionSystem, public Translatable, public Rotatable, public Scalable, public Renderable { mutable Matrix4 m_pivot2world; Matrix4 m_pivot2world_start; Matrix4 m_manip2pivot_start; Translation m_translation; Rotation m_rotation; Scale m_scale; public: static Shader* m_state; private: EManipulatorMode m_manipulator_mode; Manipulator* m_manipulator; // state bool m_undo_begun; EMode m_mode; EComponentMode m_componentmode; SelectionCounter m_count_primitive; SelectionCounter m_count_component; TranslateManipulator m_translate_manipulator; RotateManipulator m_rotate_manipulator; ScaleManipulator m_scale_manipulator; DragManipulator m_drag_manipulator; ClipManipulator m_clip_manipulator; typedef SelectionList selection_t; selection_t m_selection; selection_t m_component_selection; Signal1 m_selectionChanged_callbacks; void ConstructPivot() const; mutable bool m_pivotChanged; bool m_pivot_moving; void Scene_TestSelect( Selector& selector, SelectionTest& test, const View& view, SelectionSystem::EMode mode, SelectionSystem::EComponentMode componentMode ); bool nothingSelected() const { return ( Mode() == eComponent && m_count_component.empty() ) || ( Mode() == ePrimitive && m_count_primitive.empty() ); } public: enum EModifier { eManipulator, eToggle, eReplace, eCycle, }; RadiantSelectionSystem() : m_undo_begun( false ), m_mode( ePrimitive ), m_componentmode( eDefault ), m_count_primitive( SelectionChangedCaller( *this ) ), m_count_component( SelectionChangedCaller( *this ) ), m_translate_manipulator( *this, 2, 64 ), m_rotate_manipulator( *this, 8, 64 ), m_scale_manipulator( *this, 0, 64 ), m_pivotChanged( false ), m_pivot_moving( false ){ SetManipulatorMode( eTranslate ); pivotChanged(); addSelectionChangeCallback( PivotChangedSelectionCaller( *this ) ); AddGridChangeCallback( PivotChangedCaller( *this ) ); } void pivotChanged() const { m_pivotChanged = true; SceneChangeNotify(); } typedef ConstMemberCaller PivotChangedCaller; void pivotChangedSelection( const Selectable& selectable ){ pivotChanged(); } typedef MemberCaller1 PivotChangedSelectionCaller; void SetMode( EMode mode ){ if ( m_mode != mode ) { m_mode = mode; pivotChanged(); } } EMode Mode() const { return m_mode; } void SetComponentMode( EComponentMode mode ){ m_componentmode = mode; } EComponentMode ComponentMode() const { return m_componentmode; } void SetManipulatorMode( EManipulatorMode mode ){ m_manipulator_mode = mode; switch ( m_manipulator_mode ) { case eTranslate: m_manipulator = &m_translate_manipulator; break; case eRotate: m_manipulator = &m_rotate_manipulator; break; case eScale: m_manipulator = &m_scale_manipulator; break; case eDrag: m_manipulator = &m_drag_manipulator; break; case eClip: m_manipulator = &m_clip_manipulator; break; } pivotChanged(); } EManipulatorMode ManipulatorMode() const { return m_manipulator_mode; } SelectionChangeCallback getObserver( EMode mode ){ if ( mode == ePrimitive ) { return makeCallback1( m_count_primitive ); } else { return makeCallback1( m_count_component ); } } std::size_t countSelected() const { return m_count_primitive.size(); } std::size_t countSelectedComponents() const { return m_count_component.size(); } void onSelectedChanged( scene::Instance& instance, const Selectable& selectable ){ if ( selectable.isSelected() ) { m_selection.append( instance ); } else { m_selection.erase( instance ); } ASSERT_MESSAGE( m_selection.size() == m_count_primitive.size(), "selection-tracking error" ); } void onComponentSelection( scene::Instance& instance, const Selectable& selectable ){ if ( selectable.isSelected() ) { m_component_selection.append( instance ); } else { m_component_selection.erase( instance ); } ASSERT_MESSAGE( m_component_selection.size() == m_count_component.size(), "selection-tracking error" ); } scene::Instance& ultimateSelected() const { ASSERT_MESSAGE( m_selection.size() > 0, "no instance selected" ); return m_selection.back(); } scene::Instance& penultimateSelected() const { ASSERT_MESSAGE( m_selection.size() > 1, "only one instance selected" ); return *( *( --( --m_selection.end() ) ) ); } void setSelectedAll( bool selected ){ GlobalSceneGraph().traverse( select_all( selected ) ); m_manipulator->setSelected( selected ); } void setSelectedAllComponents( bool selected ){ Scene_SelectAll_Component( selected, SelectionSystem::eVertex ); Scene_SelectAll_Component( selected, SelectionSystem::eEdge ); Scene_SelectAll_Component( selected, SelectionSystem::eFace ); m_manipulator->setSelected( selected ); } void foreachSelected( const Visitor& visitor ) const { selection_t::const_iterator i = m_selection.begin(); while ( i != m_selection.end() ) { visitor.visit( *( *( i++ ) ) ); } } void foreachSelectedComponent( const Visitor& visitor ) const { selection_t::const_iterator i = m_component_selection.begin(); while ( i != m_component_selection.end() ) { visitor.visit( *( *( i++ ) ) ); } } void addSelectionChangeCallback( const SelectionChangeHandler& handler ){ m_selectionChanged_callbacks.connectLast( handler ); } void selectionChanged( const Selectable& selectable ){ m_selectionChanged_callbacks( selectable ); } typedef MemberCaller1 SelectionChangedCaller; void startMove(){ m_pivot2world_start = GetPivot2World(); } bool SelectManipulator( const View& view, const float device_point[2], const float device_epsilon[2] ){ if ( !nothingSelected() || ( ManipulatorMode() == eDrag && Mode() == eComponent ) ) { #if defined ( DEBUG_SELECTION ) g_render_clipped.destroy(); #endif m_manipulator->setSelected( false ); if ( !nothingSelected() || ( ManipulatorMode() == eDrag && Mode() == eComponent ) ) { View scissored( view ); ConstructSelectionTest( scissored, SelectionBoxForPoint( device_point, device_epsilon ) ); m_manipulator->testSelect( scissored, GetPivot2World() ); } startMove(); m_pivot_moving = m_manipulator->isSelected(); if ( m_pivot_moving ) { Pivot2World pivot; pivot.update( GetPivot2World(), view.GetModelview(), view.GetProjection(), view.GetViewport() ); m_manip2pivot_start = matrix4_multiplied_by_matrix4( matrix4_full_inverse( m_pivot2world_start ), pivot.m_worldSpace ); Matrix4 device2manip; ConstructDevice2Manip( device2manip, m_pivot2world_start, view.GetModelview(), view.GetProjection(), view.GetViewport() ); m_manipulator->GetManipulatable()->Construct( device2manip, device_point[0], device_point[1] ); m_undo_begun = false; } SceneChangeNotify(); } return m_pivot_moving; } void deselectAll(){ if ( Mode() == eComponent ) { setSelectedAllComponents( false ); } else { setSelectedAll( false ); } } void SelectPoint( const View& view, const float device_point[2], const float device_epsilon[2], RadiantSelectionSystem::EModifier modifier, bool face ){ ASSERT_MESSAGE( fabs( device_point[0] ) <= 1.0f && fabs( device_point[1] ) <= 1.0f, "point-selection error" ); if ( modifier == eReplace ) { if ( face ) { setSelectedAllComponents( false ); } else { deselectAll(); } } #if defined ( DEBUG_SELECTION ) g_render_clipped.destroy(); #endif { View scissored( view ); ConstructSelectionTest( scissored, SelectionBoxForPoint( device_point, device_epsilon ) ); SelectionVolume volume( scissored ); SelectionPool selector; if ( face ) { Scene_TestSelect_Component( selector, volume, scissored, eFace ); } else { Scene_TestSelect( selector, volume, scissored, Mode(), ComponentMode() ); } if ( !selector.failed() ) { switch ( modifier ) { case RadiantSelectionSystem::eToggle: { SelectableSortedSet::iterator best = selector.begin(); // toggle selection of the object with least depth if ( ( *best ).second->isSelected() ) { ( *best ).second->setSelected( false ); } else{ ( *best ).second->setSelected( true ); } } break; // if cycle mode not enabled, enable it case RadiantSelectionSystem::eReplace: { // select closest ( *selector.begin() ).second->setSelected( true ); } break; // select the next object in the list from the one already selected case RadiantSelectionSystem::eCycle: { SelectionPool::iterator i = selector.begin(); while ( i != selector.end() ) { if ( ( *i ).second->isSelected() ) { ( *i ).second->setSelected( false ); ++i; if ( i != selector.end() ) { i->second->setSelected( true ); } else { selector.begin()->second->setSelected( true ); } break; } ++i; } } break; default: break; } } } } void SelectArea( const View& view, const float device_point[2], const float device_delta[2], RadiantSelectionSystem::EModifier modifier, bool face ){ if ( modifier == eReplace ) { if ( face ) { setSelectedAllComponents( false ); } else { deselectAll(); } } #if defined ( DEBUG_SELECTION ) g_render_clipped.destroy(); #endif { View scissored( view ); ConstructSelectionTest( scissored, SelectionBoxForArea( device_point, device_delta ) ); SelectionVolume volume( scissored ); SelectionPool pool; if ( face ) { Scene_TestSelect_Component( pool, volume, scissored, eFace ); } else { Scene_TestSelect( pool, volume, scissored, Mode(), ComponentMode() ); } for ( SelectionPool::iterator i = pool.begin(); i != pool.end(); ++i ) { ( *i ).second->setSelected( !( modifier == RadiantSelectionSystem::eToggle && ( *i ).second->isSelected() ) ); } } } void translate( const Vector3& translation ){ if ( !nothingSelected() ) { //ASSERT_MESSAGE(!m_pivotChanged, "pivot is invalid"); m_translation = translation; m_pivot2world = m_pivot2world_start; matrix4_translate_by_vec3( m_pivot2world, translation ); if ( Mode() == eComponent ) { Scene_Translate_Component_Selected( GlobalSceneGraph(), m_translation ); } else { Scene_Translate_Selected( GlobalSceneGraph(), m_translation ); } SceneChangeNotify(); } } void outputTranslation( TextOutputStream& ostream ){ ostream << " -xyz " << m_translation.x() << " " << m_translation.y() << " " << m_translation.z(); } void rotate( const Quaternion& rotation ){ if ( !nothingSelected() ) { //ASSERT_MESSAGE(!m_pivotChanged, "pivot is invalid"); m_rotation = rotation; if ( Mode() == eComponent ) { Scene_Rotate_Component_Selected( GlobalSceneGraph(), m_rotation, vector4_to_vector3( m_pivot2world.t() ) ); matrix4_assign_rotation_for_pivot( m_pivot2world, m_component_selection.back() ); } else { Scene_Rotate_Selected( GlobalSceneGraph(), m_rotation, vector4_to_vector3( m_pivot2world.t() ) ); matrix4_assign_rotation_for_pivot( m_pivot2world, m_selection.back() ); } SceneChangeNotify(); } } void outputRotation( TextOutputStream& ostream ){ ostream << " -eulerXYZ " << m_rotation.x() << " " << m_rotation.y() << " " << m_rotation.z(); } void scale( const Vector3& scaling ){ if ( !nothingSelected() ) { m_scale = scaling; if ( Mode() == eComponent ) { Scene_Scale_Component_Selected( GlobalSceneGraph(), m_scale, vector4_to_vector3( m_pivot2world.t() ) ); } else { Scene_Scale_Selected( GlobalSceneGraph(), m_scale, vector4_to_vector3( m_pivot2world.t() ) ); } SceneChangeNotify(); } } void outputScale( TextOutputStream& ostream ){ ostream << " -scale " << m_scale.x() << " " << m_scale.y() << " " << m_scale.z(); } void rotateSelected( const Quaternion& rotation ){ startMove(); rotate( rotation ); freezeTransforms(); } void translateSelected( const Vector3& translation ){ startMove(); translate( translation ); freezeTransforms(); } void scaleSelected( const Vector3& scaling ){ startMove(); scale( scaling ); freezeTransforms(); } void MoveSelected( const View& view, const float device_point[2] ){ if ( m_manipulator->isSelected() ) { if ( !m_undo_begun ) { m_undo_begun = true; GlobalUndoSystem().start(); } Matrix4 device2manip; ConstructDevice2Manip( device2manip, m_pivot2world_start, view.GetModelview(), view.GetProjection(), view.GetViewport() ); m_manipulator->GetManipulatable()->Transform( m_manip2pivot_start, device2manip, device_point[0], device_point[1] ); } } /// \todo Support view-dependent nudge. void NudgeManipulator( const Vector3& nudge, const Vector3& view ){ if ( ManipulatorMode() == eTranslate || ManipulatorMode() == eDrag ) { translateSelected( nudge ); } } void endMove(); void freezeTransforms(); void renderSolid( Renderer& renderer, const VolumeTest& volume ) const; void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const { renderSolid( renderer, volume ); } const Matrix4& GetPivot2World() const { ConstructPivot(); return m_pivot2world; } static void constructStatic(){ m_state = GlobalShaderCache().capture( "$POINT" ); #if defined( DEBUG_SELECTION ) g_state_clipped = GlobalShaderCache().capture( "$DEBUG_CLIPPED" ); #endif TranslateManipulator::m_state_wire = GlobalShaderCache().capture( "$WIRE_OVERLAY" ); TranslateManipulator::m_state_fill = GlobalShaderCache().capture( "$FLATSHADE_OVERLAY" ); RotateManipulator::m_state_outer = GlobalShaderCache().capture( "$WIRE_OVERLAY" ); } static void destroyStatic(){ #if defined( DEBUG_SELECTION ) GlobalShaderCache().release( "$DEBUG_CLIPPED" ); #endif GlobalShaderCache().release( "$WIRE_OVERLAY" ); GlobalShaderCache().release( "$FLATSHADE_OVERLAY" ); GlobalShaderCache().release( "$WIRE_OVERLAY" ); GlobalShaderCache().release( "$POINT" ); } }; Shader* RadiantSelectionSystem::m_state = 0; namespace { RadiantSelectionSystem* g_RadiantSelectionSystem; inline RadiantSelectionSystem& getSelectionSystem(){ return *g_RadiantSelectionSystem; } } class testselect_entity_visible : public scene::Graph::Walker { Selector& m_selector; SelectionTest& m_test; public: testselect_entity_visible( Selector& selector, SelectionTest& test ) : m_selector( selector ), m_test( test ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 && Node_isEntity( path.top() ) ) { m_selector.pushSelectable( *selectable ); } SelectionTestable* selectionTestable = Instance_getSelectionTestable( instance ); if ( selectionTestable ) { selectionTestable->testSelect( m_selector, m_test ); } return true; } void post( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 && Node_isEntity( path.top() ) ) { m_selector.popSelectable(); } } }; class testselect_primitive_visible : public scene::Graph::Walker { Selector& m_selector; SelectionTest& m_test; public: testselect_primitive_visible( Selector& selector, SelectionTest& test ) : m_selector( selector ), m_test( test ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 ) { m_selector.pushSelectable( *selectable ); } SelectionTestable* selectionTestable = Instance_getSelectionTestable( instance ); if ( selectionTestable ) { selectionTestable->testSelect( m_selector, m_test ); } return true; } void post( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 ) { m_selector.popSelectable(); } } }; class testselect_component_visible : public scene::Graph::Walker { Selector& m_selector; SelectionTest& m_test; SelectionSystem::EComponentMode m_mode; public: testselect_component_visible( Selector& selector, SelectionTest& test, SelectionSystem::EComponentMode mode ) : m_selector( selector ), m_test( test ), m_mode( mode ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { ComponentSelectionTestable* componentSelectionTestable = Instance_getComponentSelectionTestable( instance ); if ( componentSelectionTestable ) { componentSelectionTestable->testSelectComponents( m_selector, m_test, m_mode ); } return true; } }; class testselect_component_visible_selected : public scene::Graph::Walker { Selector& m_selector; SelectionTest& m_test; SelectionSystem::EComponentMode m_mode; public: testselect_component_visible_selected( Selector& selector, SelectionTest& test, SelectionSystem::EComponentMode mode ) : m_selector( selector ), m_test( test ), m_mode( mode ){ } bool pre( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 && selectable->isSelected() ) { ComponentSelectionTestable* componentSelectionTestable = Instance_getComponentSelectionTestable( instance ); if ( componentSelectionTestable ) { componentSelectionTestable->testSelectComponents( m_selector, m_test, m_mode ); } } return true; } }; void Scene_TestSelect_Primitive( Selector& selector, SelectionTest& test, const VolumeTest& volume ){ Scene_forEachVisible( GlobalSceneGraph(), volume, testselect_primitive_visible( selector, test ) ); } void Scene_TestSelect_Component_Selected( Selector& selector, SelectionTest& test, const VolumeTest& volume, SelectionSystem::EComponentMode componentMode ){ Scene_forEachVisible( GlobalSceneGraph(), volume, testselect_component_visible_selected( selector, test, componentMode ) ); } void Scene_TestSelect_Component( Selector& selector, SelectionTest& test, const VolumeTest& volume, SelectionSystem::EComponentMode componentMode ){ Scene_forEachVisible( GlobalSceneGraph(), volume, testselect_component_visible( selector, test, componentMode ) ); } void RadiantSelectionSystem::Scene_TestSelect( Selector& selector, SelectionTest& test, const View& view, SelectionSystem::EMode mode, SelectionSystem::EComponentMode componentMode ){ switch ( mode ) { case eEntity: { Scene_forEachVisible( GlobalSceneGraph(), view, testselect_entity_visible( selector, test ) ); } break; case ePrimitive: Scene_TestSelect_Primitive( selector, test, view ); break; case eComponent: Scene_TestSelect_Component_Selected( selector, test, view, componentMode ); break; } } class FreezeTransforms : public scene::Graph::Walker { public: bool pre( const scene::Path& path, scene::Instance& instance ) const { TransformNode* transformNode = Node_getTransformNode( path.top() ); if ( transformNode != 0 ) { Transformable* transform = Instance_getTransformable( instance ); if ( transform != 0 ) { transform->freezeTransform(); } } return true; } }; void RadiantSelectionSystem::freezeTransforms(){ GlobalSceneGraph().traverse( FreezeTransforms() ); } void RadiantSelectionSystem::endMove(){ freezeTransforms(); if ( Mode() == ePrimitive ) { if ( ManipulatorMode() == eDrag ) { Scene_SelectAll_Component( false, SelectionSystem::eFace ); } } m_pivot_moving = false; pivotChanged(); SceneChangeNotify(); if ( m_undo_begun ) { StringOutputStream command; if ( ManipulatorMode() == eTranslate ) { command << "translateTool"; outputTranslation( command ); } else if ( ManipulatorMode() == eRotate ) { command << "rotateTool"; outputRotation( command ); } else if ( ManipulatorMode() == eScale ) { command << "scaleTool"; outputScale( command ); } else if ( ManipulatorMode() == eDrag ) { command << "dragTool"; } GlobalUndoSystem().finish( command.c_str() ); } } inline AABB Instance_getPivotBounds( scene::Instance& instance ){ Entity* entity = Node_getEntity( instance.path().top() ); if ( entity != 0 && ( entity->getEntityClass().fixedsize || !node_is_group( instance.path().top() ) ) ) { Editable* editable = Node_getEditable( instance.path().top() ); if ( editable != 0 ) { return AABB( vector4_to_vector3( matrix4_multiplied_by_matrix4( instance.localToWorld(), editable->getLocalPivot() ).t() ), Vector3( 0, 0, 0 ) ); } else { return AABB( vector4_to_vector3( instance.localToWorld().t() ), Vector3( 0, 0, 0 ) ); } } return instance.worldAABB(); } class bounds_selected : public scene::Graph::Walker { AABB& m_bounds; public: bounds_selected( AABB& bounds ) : m_bounds( bounds ){ m_bounds = AABB(); } bool pre( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 && selectable->isSelected() ) { aabb_extend_by_aabb_safe( m_bounds, Instance_getPivotBounds( instance ) ); } return true; } }; class bounds_selected_component : public scene::Graph::Walker { AABB& m_bounds; public: bounds_selected_component( AABB& bounds ) : m_bounds( bounds ){ m_bounds = AABB(); } bool pre( const scene::Path& path, scene::Instance& instance ) const { Selectable* selectable = Instance_getSelectable( instance ); if ( selectable != 0 && selectable->isSelected() ) { ComponentEditable* componentEditable = Instance_getComponentEditable( instance ); if ( componentEditable ) { aabb_extend_by_aabb_safe( m_bounds, aabb_for_oriented_aabb_safe( componentEditable->getSelectedComponentsBounds(), instance.localToWorld() ) ); } } return true; } }; void Scene_BoundsSelected( scene::Graph& graph, AABB& bounds ){ graph.traverse( bounds_selected( bounds ) ); } void Scene_BoundsSelectedComponent( scene::Graph& graph, AABB& bounds ){ graph.traverse( bounds_selected_component( bounds ) ); } #if 0 inline void pivot_for_node( Matrix4& pivot, scene::Node& node, scene::Instance& instance ){ ComponentEditable* componentEditable = Instance_getComponentEditable( instance ); if ( GlobalSelectionSystem().Mode() == SelectionSystem::eComponent && componentEditable != 0 ) { pivot = matrix4_translation_for_vec3( componentEditable->getSelectedComponentsBounds().origin ); } else { Bounded* bounded = Instance_getBounded( instance ); if ( bounded != 0 ) { pivot = matrix4_translation_for_vec3( bounded->localAABB().origin ); } else { pivot = g_matrix4_identity; } } } #endif void RadiantSelectionSystem::ConstructPivot() const { if ( !m_pivotChanged || m_pivot_moving ) { return; } m_pivotChanged = false; Vector3 m_object_pivot; if ( !nothingSelected() ) { { AABB bounds; if ( Mode() == eComponent ) { Scene_BoundsSelectedComponent( GlobalSceneGraph(), bounds ); } else { Scene_BoundsSelected( GlobalSceneGraph(), bounds ); } m_object_pivot = bounds.origin; } vector3_snap( m_object_pivot, GetSnapGridSize() ); m_pivot2world = matrix4_translation_for_vec3( m_object_pivot ); switch ( m_manipulator_mode ) { case eTranslate: break; case eRotate: if ( Mode() == eComponent ) { matrix4_assign_rotation_for_pivot( m_pivot2world, m_component_selection.back() ); } else { matrix4_assign_rotation_for_pivot( m_pivot2world, m_selection.back() ); } break; case eScale: if ( Mode() == eComponent ) { matrix4_assign_rotation_for_pivot( m_pivot2world, m_component_selection.back() ); } else { matrix4_assign_rotation_for_pivot( m_pivot2world, m_selection.back() ); } break; default: break; } } } void RadiantSelectionSystem::renderSolid( Renderer& renderer, const VolumeTest& volume ) const { //if(view->TestPoint(m_object_pivot)) if ( !nothingSelected() ) { renderer.Highlight( Renderer::ePrimitive, false ); renderer.Highlight( Renderer::eFace, false ); renderer.SetState( m_state, Renderer::eWireframeOnly ); renderer.SetState( m_state, Renderer::eFullMaterials ); m_manipulator->render( renderer, volume, GetPivot2World() ); } #if defined( DEBUG_SELECTION ) renderer.SetState( g_state_clipped, Renderer::eWireframeOnly ); renderer.SetState( g_state_clipped, Renderer::eFullMaterials ); renderer.addRenderable( g_render_clipped, g_render_clipped.m_world ); #endif } void SelectionSystem_OnBoundsChanged(){ getSelectionSystem().pivotChanged(); } SignalHandlerId SelectionSystem_boundsChanged; void SelectionSystem_Construct(){ RadiantSelectionSystem::constructStatic(); g_RadiantSelectionSystem = new RadiantSelectionSystem; SelectionSystem_boundsChanged = GlobalSceneGraph().addBoundsChangedCallback( FreeCaller() ); GlobalShaderCache().attachRenderable( getSelectionSystem() ); } void SelectionSystem_Destroy(){ GlobalShaderCache().detachRenderable( getSelectionSystem() ); GlobalSceneGraph().removeBoundsChangedCallback( SelectionSystem_boundsChanged ); delete g_RadiantSelectionSystem; RadiantSelectionSystem::destroyStatic(); } inline float screen_normalised( float pos, std::size_t size ){ return ( ( 2.0f * pos ) / size ) - 1.0f; } typedef Vector2 DeviceVector; inline DeviceVector window_to_normalised_device( WindowVector window, std::size_t width, std::size_t height ){ return DeviceVector( screen_normalised( window.x(), width ), screen_normalised( height - 1 - window.y(), height ) ); } inline float device_constrained( float pos ){ return std::min( 1.0f, std::max( -1.0f, pos ) ); } inline DeviceVector device_constrained( DeviceVector device ){ return DeviceVector( device_constrained( device.x() ), device_constrained( device.y() ) ); } inline float window_constrained( float pos, std::size_t origin, std::size_t size ){ return std::min( static_cast( origin + size ), std::max( static_cast( origin ), pos ) ); } inline WindowVector window_constrained( WindowVector window, std::size_t x, std::size_t y, std::size_t width, std::size_t height ){ return WindowVector( window_constrained( window.x(), x, width ), window_constrained( window.y(), y, height ) ); } typedef Callback1 MouseEventCallback; Single g_mouseMovedCallback; Single g_mouseUpCallback; #if 1 const ButtonIdentifier c_button_select = c_buttonLeft; const ModifierFlags c_modifier_manipulator = c_modifierNone; const ModifierFlags c_modifier_toggle = c_modifierShift; const ModifierFlags c_modifier_replace = c_modifierShift | c_modifierAlt; const ModifierFlags c_modifier_face = c_modifierControl; #else const ButtonIdentifier c_button_select = c_buttonLeft; const ModifierFlags c_modifier_manipulator = c_modifierNone; const ModifierFlags c_modifier_toggle = c_modifierControl; const ModifierFlags c_modifier_replace = c_modifierNone; const ModifierFlags c_modifier_face = c_modifierShift; #endif const ModifierFlags c_modifier_toggle_face = c_modifier_toggle | c_modifier_face; const ModifierFlags c_modifier_replace_face = c_modifier_replace | c_modifier_face; const ButtonIdentifier c_button_texture = c_buttonMiddle; const ModifierFlags c_modifier_apply_texture1 = c_modifierControl | c_modifierShift; const ModifierFlags c_modifier_apply_texture2 = c_modifierControl; const ModifierFlags c_modifier_apply_texture3 = c_modifierShift; const ModifierFlags c_modifier_copy_texture = c_modifierNone; class Selector_ { RadiantSelectionSystem::EModifier modifier_for_state( ModifierFlags state ){ if ( state == c_modifier_toggle || state == c_modifier_toggle_face ) { return RadiantSelectionSystem::eToggle; } if ( state == c_modifier_replace || state == c_modifier_replace_face ) { return RadiantSelectionSystem::eReplace; } return RadiantSelectionSystem::eManipulator; } rect_t getDeviceArea() const { DeviceVector delta( m_current - m_start ); if ( selecting() && fabs( delta.x() ) > m_epsilon.x() && fabs( delta.y() ) > m_epsilon.y() ) { return SelectionBoxForArea( &m_start[0], &delta[0] ); } else { rect_t default_area = { { 0, 0, }, { 0, 0, }, }; return default_area; } } public: DeviceVector m_start; DeviceVector m_current; DeviceVector m_epsilon; std::size_t m_unmoved_replaces; ModifierFlags m_state; const View* m_view; RectangleCallback m_window_update; Selector_() : m_start( 0.0f, 0.0f ), m_current( 0.0f, 0.0f ), m_unmoved_replaces( 0 ), m_state( c_modifierNone ){ } void draw_area(){ m_window_update( getDeviceArea() ); } void testSelect( DeviceVector position ){ RadiantSelectionSystem::EModifier modifier = modifier_for_state( m_state ); if ( modifier != RadiantSelectionSystem::eManipulator ) { DeviceVector delta( position - m_start ); if ( fabs( delta.x() ) > m_epsilon.x() && fabs( delta.y() ) > m_epsilon.y() ) { DeviceVector delta( position - m_start ); getSelectionSystem().SelectArea( *m_view, &m_start[0], &delta[0], modifier, ( m_state & c_modifier_face ) != c_modifierNone ); } else { if ( modifier == RadiantSelectionSystem::eReplace && m_unmoved_replaces++ > 0 ) { modifier = RadiantSelectionSystem::eCycle; } getSelectionSystem().SelectPoint( *m_view, &position[0], &m_epsilon[0], modifier, ( m_state & c_modifier_face ) != c_modifierNone ); } } m_start = m_current = DeviceVector( 0.0f, 0.0f ); draw_area(); } bool selecting() const { return m_state != c_modifier_manipulator; } void setState( ModifierFlags state ){ bool was_selecting = selecting(); m_state = state; if ( was_selecting ^ selecting() ) { draw_area(); } } ModifierFlags getState() const { return m_state; } void modifierEnable( ModifierFlags type ){ setState( bitfield_enable( getState(), type ) ); } void modifierDisable( ModifierFlags type ){ setState( bitfield_disable( getState(), type ) ); } void mouseDown( DeviceVector position ){ m_start = m_current = device_constrained( position ); } void mouseMoved( DeviceVector position ){ m_current = device_constrained( position ); draw_area(); } typedef MemberCaller1 MouseMovedCaller; void mouseUp( DeviceVector position ){ testSelect( device_constrained( position ) ); g_mouseMovedCallback.clear(); g_mouseUpCallback.clear(); } typedef MemberCaller1 MouseUpCaller; }; class Manipulator_ { public: DeviceVector m_epsilon; const View* m_view; bool mouseDown( DeviceVector position ){ return getSelectionSystem().SelectManipulator( *m_view, &position[0], &m_epsilon[0] ); } void mouseMoved( DeviceVector position ){ getSelectionSystem().MoveSelected( *m_view, &position[0] ); } typedef MemberCaller1 MouseMovedCaller; void mouseUp( DeviceVector position ){ getSelectionSystem().endMove(); g_mouseMovedCallback.clear(); g_mouseUpCallback.clear(); } typedef MemberCaller1 MouseUpCaller; }; void Scene_copyClosestTexture( SelectionTest& test ); void Scene_applyClosestTexture( SelectionTest& test ); class RadiantWindowObserver : public SelectionSystemWindowObserver { enum { SELECT_EPSILON = 8, }; int m_width; int m_height; bool m_mouse_down; public: Selector_ m_selector; Manipulator_ m_manipulator; RadiantWindowObserver() : m_mouse_down( false ){ } void release(){ delete this; } void setView( const View& view ){ m_selector.m_view = &view; m_manipulator.m_view = &view; } void setRectangleDrawCallback( const RectangleCallback& callback ){ m_selector.m_window_update = callback; } void onSizeChanged( int width, int height ){ m_width = width; m_height = height; DeviceVector epsilon( SELECT_EPSILON / static_cast( m_width ), SELECT_EPSILON / static_cast( m_height ) ); m_selector.m_epsilon = m_manipulator.m_epsilon = epsilon; } void onMouseDown( const WindowVector& position, ButtonIdentifier button, ModifierFlags modifiers ){ if ( button == c_button_select ) { m_mouse_down = true; DeviceVector devicePosition( window_to_normalised_device( position, m_width, m_height ) ); if ( modifiers == c_modifier_manipulator && m_manipulator.mouseDown( devicePosition ) ) { g_mouseMovedCallback.insert( MouseEventCallback( Manipulator_::MouseMovedCaller( m_manipulator ) ) ); g_mouseUpCallback.insert( MouseEventCallback( Manipulator_::MouseUpCaller( m_manipulator ) ) ); } else { m_selector.mouseDown( devicePosition ); g_mouseMovedCallback.insert( MouseEventCallback( Selector_::MouseMovedCaller( m_selector ) ) ); g_mouseUpCallback.insert( MouseEventCallback( Selector_::MouseUpCaller( m_selector ) ) ); } } else if ( button == c_button_texture ) { DeviceVector devicePosition( device_constrained( window_to_normalised_device( position, m_width, m_height ) ) ); View scissored( *m_selector.m_view ); ConstructSelectionTest( scissored, SelectionBoxForPoint( &devicePosition[0], &m_selector.m_epsilon[0] ) ); SelectionVolume volume( scissored ); if ( modifiers == c_modifier_apply_texture1 || modifiers == c_modifier_apply_texture2 || modifiers == c_modifier_apply_texture3 ) { Scene_applyClosestTexture( volume ); } else if ( modifiers == c_modifier_copy_texture ) { Scene_copyClosestTexture( volume ); } } } void onMouseMotion( const WindowVector& position, ModifierFlags modifiers ){ m_selector.m_unmoved_replaces = 0; if ( m_mouse_down && !g_mouseMovedCallback.empty() ) { g_mouseMovedCallback.get() ( window_to_normalised_device( position, m_width, m_height ) ); } } void onMouseUp( const WindowVector& position, ButtonIdentifier button, ModifierFlags modifiers ){ if ( button == c_button_select && !g_mouseUpCallback.empty() ) { m_mouse_down = false; g_mouseUpCallback.get() ( window_to_normalised_device( position, m_width, m_height ) ); } } void onModifierDown( ModifierFlags type ){ m_selector.modifierEnable( type ); } void onModifierUp( ModifierFlags type ){ m_selector.modifierDisable( type ); } }; SelectionSystemWindowObserver* NewWindowObserver(){ return new RadiantWindowObserver; } #include "modulesystem/singletonmodule.h" #include "modulesystem/moduleregistry.h" class SelectionDependencies : public GlobalSceneGraphModuleRef, public GlobalShaderCacheModuleRef, public GlobalOpenGLModuleRef { }; class SelectionAPI : public TypeSystemRef { SelectionSystem* m_selection; public: typedef SelectionSystem Type; STRING_CONSTANT( Name, "*" ); SelectionAPI(){ SelectionSystem_Construct(); m_selection = &getSelectionSystem(); } ~SelectionAPI(){ SelectionSystem_Destroy(); } SelectionSystem* getTable(){ return m_selection; } }; typedef SingletonModule SelectionModule; typedef Static StaticSelectionModule; StaticRegisterModule staticRegisterSelection( StaticSelectionModule::instance() );