Example #1
0
void
dxJointHinge2::getInfo1( dxJoint::Info1 *info )
{
    info->m = 4;
    info->nub = 4;

    // see if we're powered or at a joint limit for axis 1
    limot1.limit = 0;
    if (( limot1.lostop >= -M_PI || limot1.histop <= M_PI ) &&
            limot1.lostop <= limot1.histop )
    {
        dReal angle = measureAngle();
        limot1.testRotationalLimit( angle );
    }
    if ( limot1.limit || limot1.fmax > 0 ) info->m++;

    // see if we're powering axis 2 (we currently never limit this axis)
    limot2.limit = 0;
    if ( limot2.fmax > 0 ) info->m++;
}
Example #2
0
        bool UVRotateTool::doMouseDrag(const InputState& inputState) {
            assert(m_helper.valid());
            
            Model::BrushFace* face = m_helper.face();
            const Plane3& boundary = face->boundary();
            const Ray3& pickRay = inputState.pickRay();
            const FloatType curPointDistance = pickRay.intersectWithPlane(boundary.normal, boundary.anchor());
            const Vec3 curPoint = pickRay.pointAtDistance(curPointDistance);
            
            const Mat4x4 toFaceOld = face->toTexCoordSystemMatrix(Vec2f::Null, Vec2f::One, true);
            const Mat4x4 toWorld = face->fromTexCoordSystemMatrix(Vec2f::Null, Vec2f::One, true);

            const Vec2f curPointInFaceCoords(toFaceOld * curPoint);
            const float curAngle = measureAngle(curPointInFaceCoords);

            const float angle = curAngle - m_initalAngle;
            const float snappedAngle = Math::correct(snapAngle(angle), 4, 0.0f);

            const Vec2f oldCenterInFaceCoords = m_helper.originInFaceCoords();
            const Vec3 oldCenterInWorldCoords = toWorld * Vec3(oldCenterInFaceCoords);
            
            Model::ChangeBrushFaceAttributesRequest request;
            request.setRotation(snappedAngle);

            MapDocumentSPtr document = lock(m_document);
            document->setFaceAttributes(request);
            
            // Correct the offsets and the position of the rotation center.
            const Mat4x4 toFaceNew = face->toTexCoordSystemMatrix(Vec2f::Null, Vec2f::One, true);
            const Vec2f newCenterInFaceCoords(toFaceNew * oldCenterInWorldCoords);
            m_helper.setOrigin(newCenterInFaceCoords);

            const Vec2f delta = (oldCenterInFaceCoords - newCenterInFaceCoords) / face->scale();
            const Vec2f newOffset = (face->offset() + delta).corrected(4, 0.0f);
            
            request.clear();
            request.setOffset(newOffset);
            document->setFaceAttributes(request);
            
            return true;
        }
Example #3
0
        bool UVRotateTool::doStartMouseDrag(const InputState& inputState) {
            assert(m_helper.valid());
            
            if (!inputState.modifierKeysPressed(ModifierKeys::MKNone) ||
                !inputState.mouseButtonsPressed(MouseButtons::MBLeft))
                return false;

            const Model::PickResult& pickResult = inputState.pickResult();
            const Model::Hit& angleHandleHit = pickResult.query().type(AngleHandleHit).occluded().first();

            if (!angleHandleHit.isMatch())
                return false;

            const Model::BrushFace* face = m_helper.face();
            const Mat4x4 toFace = face->toTexCoordSystemMatrix(Vec2f::Null, Vec2f::One, true);

            const Vec2f hitPointInFaceCoords(toFace * angleHandleHit.hitPoint());
            m_initalAngle = measureAngle(hitPointInFaceCoords) - face->rotation();

            MapDocumentSPtr document = lock(m_document);
            document->beginTransaction("Rotate Texture");
            
            return true;
        }