void TransformManipulator::perform(const Ray * r) { if(isDetached()) return; const Vector3F worldP = worldSpace().getTranslation(); Matrix44F ps; parentSpace(ps); Plane pl(ps.transformAsNormal(hitPlaneNormal()), worldP); Vector3F hit, d; float t; if(pl.rayIntersect(*r, hit, t, 1)) { d = hit - worldP; if(d.length() > 10.f) return; if(m_mode == ToolContext::RotateTransform) { d = d.normal() * 8.f; hit = worldP + d; } d = hit - m_currentPoint; if(m_mode == ToolContext::MoveTransform) move(d); else spin(d); m_currentPoint = hit; } }
void TransformManipulator::spin(const Vector3F & d) { Matrix44F ps; parentSpace(ps); Matrix44F invps = ps; invps.inverse(); const Vector3F worldP = ps.transform(translation()); const Vector3F rotUp = ps.transformAsNormal(hitPlaneNormal()); Vector3F toa = m_currentPoint - worldP; Vector3F tob = toa + d; toa.normalize(); tob.normalize(); float ang = toa.angleBetween(tob, toa.cross(rotUp).reversed()); Vector3F angles; if(m_rotateAxis == AY) angles.set(0.f, ang, 0.f); else if(m_rotateAxis == AZ) angles.set(0.f, 0.f, ang); else angles.set(ang, 0.f, 0.f); m_subject->rotate(angles); setRotationAngles(m_subject->rotationAngles()); }
void TransformManipulator::move(const Vector3F & d) { Matrix44F ps; parentSpace(ps); Matrix44F invps = ps; invps.inverse(); Vector3F od = invps.transformAsNormal(d); m_subject->translate(od); setTranslation(m_subject->translation()); }
void TransformManipulator::start(const Ray * r) { const Vector3F worldP = worldSpace().getTranslation(); Matrix44F ps; parentSpace(ps); Plane pl(ps.transformAsNormal(hitPlaneNormal()), worldP); Vector3F hit, d; float t; if(pl.rayIntersect(*r, hit, t, 1)) { d = hit - worldP; if(d.length() > 10.f) return; if(m_mode == ToolContext::RotateTransform) { d = d.normal() * 8.f; hit = worldP + d; } m_startPoint = hit; m_currentPoint = m_startPoint; } m_started = 1; }