void RotateManipulator::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)); 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)); 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)); 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); } }
/* greebo: This is called by the ManipulateObserver class on the mouseDown event. It checks, if a manipulator * can be selected where the mouse is pointing to. */ bool RadiantSelectionSystem::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 // Unselect any currently selected manipulators to be sure _manipulator->setSelected(false); // Test, if the current manipulator can be selected if (!nothingSelected() || (ManipulatorMode() == eDrag && Mode() == eComponent)) { View scissored(view); ConstructSelectionTest(scissored, SelectionBoxForPoint(device_point, device_epsilon)); // The manipulator class checks on its own, if any of its components can be selected _manipulator->testSelect(scissored, GetPivot2World()); } // Save the pivot2world matrix startMove(); // This is true, if a manipulator could be selected _pivotMoving = _manipulator->isSelected(); // is a manipulator selected / the pivot moving? if (_pivotMoving) { Pivot2World pivot; pivot.update(GetPivot2World(), view.GetModelview(), view.GetProjection(), view.GetViewport()); _manip2pivotStart = matrix4_multiplied_by_matrix4(matrix4_full_inverse(_pivot2worldStart), pivot.m_worldSpace); Matrix4 device2manip; ConstructDevice2Manip(device2manip, _pivot2worldStart, view.GetModelview(), view.GetProjection(), view.GetViewport()); _manipulator->GetManipulatable()->Construct(device2manip, device_point[0], device_point[1]); _undoBegun = false; } SceneChangeNotify(); } return _pivotMoving; }
void ScaleManipulator::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)); { 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); } }
/* greebo: This "moves" the current selection. It calculates the device manipulation matrix * and passes it to the currently active Manipulator. */ void RadiantSelectionSystem::MoveSelected(const View& view, const Vector2& devicePoint) { // Check, if the active manipulator is selected in the first place if (_manipulator->isSelected()) { // Initalise the undo system, if not yet done if (!_undoBegun) { _undoBegun = true; GlobalUndoSystem().start(); } Matrix4 device2manip; ConstructDevice2Manip(device2manip, _pivot2worldStart, view.GetModelview(), view.GetProjection(), view.GetViewport()); Vector2 constrainedDevicePoint(devicePoint); // Constrain the movement to the axes, if the modifier is held if ((GlobalEventManager().getModifierState() & GDK_SHIFT_MASK) != 0) { // Get the movement delta relative to the start point Vector2 delta = devicePoint - _deviceStart; // Set the "minor" value of the movement to zero if (fabs(delta[0]) > fabs(delta[1])) { // X axis is major, reset the y-value to the start delta[1] = 0; } else { // Y axis is major, reset the x-value to the start delta[0] = 0; } // Add the modified delta to the start point, constrained to one axis constrainedDevicePoint = _deviceStart + delta; } // Get the manipulatable from the currently active manipulator (done by selection test) // and call the Transform method (can be anything) _manipulator->getActiveComponent()->Transform(_manip2pivotStart, device2manip, constrainedDevicePoint[0], constrainedDevicePoint[1]); _requestWorkZoneRecalculation = true; _requestSceneGraphChange = true; requestIdleCallback(); } }
/* greebo: This is called by the ManipulateObserver class on the mouseDown event. It checks, if a manipulator * can be selected where the mouse is pointing to. */ bool RadiantSelectionSystem::SelectManipulator(const View& view, const Vector2& device_point, const Vector2& device_epsilon) { if (!nothingSelected() || (ManipulatorMode() == eDrag && Mode() == eComponent)) { // Unselect any currently selected manipulators to be sure _manipulator->setSelected(false); // Test, if the current manipulator can be selected if (!nothingSelected() || (ManipulatorMode() == eDrag && Mode() == eComponent)) { View scissored(view); ConstructSelectionTest(scissored, Rectangle::ConstructFromPoint(device_point, device_epsilon)); // The manipulator class checks on its own, if any of its components can be selected _manipulator->testSelect(scissored, GetPivot2World()); } // Save the pivot2world matrix startMove(); // This is true, if a manipulator could be selected _pivotMoving = _manipulator->isSelected(); // is a manipulator selected / the pivot moving? if (_pivotMoving) { Pivot2World pivot; pivot.update(GetPivot2World(), view.GetModelview(), view.GetProjection(), view.GetViewport()); _manip2pivotStart = _pivot2worldStart.getFullInverse().getMultipliedBy(pivot._worldSpace); Matrix4 device2manip; ConstructDevice2Manip(device2manip, _pivot2worldStart, view.GetModelview(), view.GetProjection(), view.GetViewport()); _manipulator->getActiveComponent()->Construct(device2manip, device_point[0], device_point[1]); _deviceStart = Vector2(device_point[0], device_point[1]); _undoBegun = false; } SceneChangeNotify(); } return _pivotMoving; }
/* greebo: This "moves" the current selection. It calculates the device manipulation matrix * and passes it to the currently active Manipulator. */ void RadiantSelectionSystem::MoveSelected(const View& view, const float device_point[2]) { // Check, if the active manipulator is selected in the first place if (_manipulator->isSelected()) { // Initalise the undo system if (!_undoBegun) { _undoBegun = true; GlobalUndoSystem().start(); } Matrix4 device2manip; ConstructDevice2Manip(device2manip, _pivot2worldStart, view.GetModelview(), view.GetProjection(), view.GetViewport()); // Get the manipulatable from the currently active manipulator (done by selection test) // and call the Transform method (can be anything) _manipulator->GetManipulatable()->Transform(_manip2pivotStart, device2manip, device_point[0], device_point[1]); _requestWorkZoneRecalculation = true; requestIdleCallback(); } }
void TranslateManipulator::testSelect (const View& view, const Matrix4& pivot2world) { m_pivot.update(pivot2world, view.GetModelview(), view.GetProjection(), view.GetViewport()); SelectionPool selector; Vector3 x = m_pivot.m_worldSpace.x().getVector3().getNormalised(); bool show_x = manipulator_show_axis(m_pivot, x); Vector3 y = m_pivot.m_worldSpace.y().getVector3().getNormalised(); bool show_y = manipulator_show_axis(m_pivot, y); Vector3 z = m_pivot.m_worldSpace.z().getVector3().getNormalised(); 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); } }
void TranslateManipulator::testSelect(const View& view, const Matrix4& pivot2world) { _pivot.update(pivot2world, view.GetModelview(), view.GetProjection(), view.GetViewport()); SelectionPool selector; Vector3 x = _pivot._worldSpace.x().getVector3().getNormalised(); bool show_x = manipulator_show_axis(_pivot, x); Vector3 y = _pivot._worldSpace.y().getVector3().getNormalised(); bool show_y = manipulator_show_axis(_pivot, y); Vector3 z = _pivot._worldSpace.z().getVector3().getNormalised(); bool show_z = manipulator_show_axis(_pivot, z); { Matrix4 local2view(view.GetViewMatrix().getMultipliedBy(_pivot._viewpointSpace)); { SelectionIntersection best; Quad_BestPoint(local2view, eClipCullCW, &_quadScreen.front(), best); if(best.valid()) { best = SelectionIntersection(0, 0); selector.addSelectable(best, &_selectableScreen); } } } { Matrix4 local2view(view.GetViewMatrix().getMultipliedBy(_pivot._worldSpace)); if(show_x) { SelectionIntersection best; Line_BestPoint(local2view, &_arrowX.front(), best); Triangles_BestPoint(local2view, eClipCullCW, &_arrowHeadX._vertices.front(), &*(_arrowHeadX._vertices.end()-1)+1, best); selector.addSelectable(best, &_selectableX); } if(show_y) { SelectionIntersection best; Line_BestPoint(local2view, &_arrowY.front(), best); Triangles_BestPoint(local2view, eClipCullCW, &_arrowHeadY._vertices.front(), &*(_arrowHeadY._vertices.end()-1)+1, best); selector.addSelectable(best, &_selectableY); } if(show_z) { SelectionIntersection best; Line_BestPoint(local2view, &_arrowZ.front(), best); Triangles_BestPoint(local2view, eClipCullCW, &_arrowHeadZ._vertices.front(), &*(_arrowHeadZ._vertices.end()-1)+1, best); selector.addSelectable(best, &_selectableZ); } } // greebo: If any of the above arrows could be selected, select the first in the SelectionPool if(!selector.failed()) { (*selector.begin()).second->setSelected(true); } else { Selectable* selectable = NULL; if (registry::getValue<bool>(RKEY_TRANSLATE_CONSTRAINED)) { // None of the shown arrows (or quad) has been selected, select an axis based on the precedence Matrix4 local2view(view.GetViewMatrix().getMultipliedBy(_pivot._worldSpace)); // Get the (relative?) distance from the mouse pointer to the manipulator Vector3 delta = local2view.t().getProjected(); // Get the precedence (which axis has the absolute largest value in it) bool xGreaterY = (fabs(delta.x()) > fabs(delta.y())); // The precedence has to be interpreted according to which axes are visible if (show_z) { // Either XZ or YZ if (show_y) { // YZ selectable = (xGreaterY) ? &_selectableY : &_selectableZ; } else { // XZ selectable = (xGreaterY) ? &_selectableX : &_selectableZ; } } else { // XY selectable = (xGreaterY) ? &_selectableX : &_selectableY; } } else { // Don't constrain to axis, choose the freemove translator selectable = &_selectableScreen; } // If everything went ok, there is a selectable available, add it if (selectable != NULL) { selector.addSelectable(SelectionIntersection(0,0), selectable); selectable->setSelected(true); } } }