Merge branch 'tmj-dev' into milek-dev

This commit is contained in:
milek7
2018-07-17 16:20:11 +02:00
77 changed files with 2959 additions and 2171 deletions

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sceneeditor.cpp Normal file
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/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "sceneeditor.h"
#include "Globals.h"
#include "application.h"
#include "simulation.h"
#include "renderer.h"
namespace scene {
basic_editor Editor;
bool
basic_editor::on_key( int const Key, int const Action ) {
if( false == EditorModeFlag ) { return false; }
if( ( Key == GLFW_KEY_LEFT_ALT )
|| ( Key == GLFW_KEY_RIGHT_ALT ) ) {
// intercept these while in editor mode
return true;
}
return false;
}
bool
basic_editor::on_mouse_button( int const Button, int const Action ) {
if( false == EditorModeFlag ) { return false; }
// TBD: automatically activate and enforce freefly mode when editor is active?
if( false == FreeFlyModeFlag ) { return false; }
if( Button == GLFW_MOUSE_BUTTON_LEFT ) {
if( Action == GLFW_PRESS ) {
m_node = GfxRenderer.Update_Pick_Node();
m_nodesnapshot = { m_node };
if( m_node ) {
Application.set_cursor( GLFW_CURSOR_DISABLED );
}
}
else {
// left button release
// TODO: record the current undo step on the undo stack
m_nodesnapshot = { m_node };
if( m_node ) {
Application.set_cursor( GLFW_CURSOR_NORMAL );
}
}
m_mouseleftbuttondown = ( Action == GLFW_PRESS );
return ( m_node != nullptr );
}
return false;
}
bool
basic_editor::on_mouse_move( double const Mousex, double const Mousey ) {
auto const mousemove { glm::dvec2{ Mousex, Mousey } - m_mouseposition };
m_mouseposition = { Mousex, Mousey };
if( false == EditorModeFlag ) { return false; }
if( false == m_mouseleftbuttondown ) { return false; }
if( m_node == nullptr ) { return false; }
if( mode_translation() ) {
// move selected node
if( mode_translation_vertical() ) {
auto const translation { mousemove.y * -0.01f };
translate( translation );
}
else {
auto const mouseworldposition{ Global.pCamera->Pos + GfxRenderer.Mouse_Position() };
translate( mouseworldposition );
}
}
else {
// rotate selected node
auto const rotation { glm::vec3 { mousemove.y, mousemove.x, 0 } * 0.25f };
rotate( rotation );
}
return true;
}
void
basic_editor::translate( glm::dvec3 const &Location ) {
auto *node { m_node }; // placeholder for operations on multiple nodes
auto location { Location };
if( false == mode_snap() ) {
location.y = node->location().y;
}
if( typeid( *node ) == typeid( TAnimModel ) ) {
translate_instance( static_cast<TAnimModel *>( node ), location );
}
else if( typeid( *node ) == typeid( TMemCell ) ) {
translate_memorycell( static_cast<TMemCell *>( node ), location );
}
}
void
basic_editor::translate( float const Offset ) {
// NOTE: offset scaling is calculated early so the same multiplier can be applied to potential whole group
auto location { m_node->location() };
auto const distance { glm::length( location - glm::dvec3{ Global.pCamera->Pos } ) };
auto const offset { Offset * std::max( 1.0, distance * 0.01 ) };
auto *node { m_node }; // placeholder for operations on multiple nodes
if( typeid( *node ) == typeid( TAnimModel ) ) {
translate_instance( static_cast<TAnimModel *>( node ), offset );
}
else if( typeid( *node ) == typeid( TMemCell ) ) {
translate_memorycell( static_cast<TMemCell *>( node ), offset );
}
}
void
basic_editor::translate_instance( TAnimModel *Instance, glm::dvec3 const &Location ) {
simulation::Region->erase( Instance );
Instance->location( Location );
simulation::Region->insert( Instance );
}
void
basic_editor::translate_instance( TAnimModel *Instance, float const Offset ) {
auto location { Instance->location() };
location.y += Offset;
Instance->location( location );
}
void
basic_editor::translate_memorycell( TMemCell *Memorycell, glm::dvec3 const &Location ) {
simulation::Region->erase( Memorycell );
Memorycell->location( Location );
simulation::Region->insert( Memorycell );
}
void
basic_editor::translate_memorycell( TMemCell *Memorycell, float const Offset ) {
auto location { Memorycell->location() };
location.y += Offset;
Memorycell->location( location );
}
void
basic_editor::rotate( glm::vec3 const &Angle ) {
auto *node { m_node }; // placeholder for operations on multiple nodes
if( typeid( *node ) == typeid( TAnimModel ) ) {
rotate_instance( static_cast<TAnimModel *>( node ), Angle );
}
}
void
basic_editor::rotate_instance( TAnimModel *Instance, glm::vec3 const &Angle ) {
// adjust node data
glm::vec3 angle = glm::dvec3 { Instance->Angles() };
angle.y = clamp_circular( angle.y + Angle.y, 360.f );
if( mode_snap() ) {
// TBD, TODO: adjustable quantization step
angle.y = quantize( angle.y, 15.f );
}
Instance->Angles( angle );
// update scene
}
bool
basic_editor::mode_translation() const {
return ( false == Global.altState );
}
bool
basic_editor::mode_translation_vertical() const {
return ( true == Global.shiftState );
}
bool
basic_editor::mode_snap() const {
return ( true == Global.ctrlState );
}
} // scene
//---------------------------------------------------------------------------