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Merge branch 'tmj-dev' into milek-dev
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213
sceneeditor.cpp
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213
sceneeditor.cpp
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "sceneeditor.h"
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#include "Globals.h"
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#include "application.h"
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#include "simulation.h"
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#include "renderer.h"
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namespace scene {
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basic_editor Editor;
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bool
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basic_editor::on_key( int const Key, int const Action ) {
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if( false == EditorModeFlag ) { return false; }
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if( ( Key == GLFW_KEY_LEFT_ALT )
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|| ( Key == GLFW_KEY_RIGHT_ALT ) ) {
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// intercept these while in editor mode
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return true;
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}
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return false;
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}
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bool
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basic_editor::on_mouse_button( int const Button, int const Action ) {
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if( false == EditorModeFlag ) { return false; }
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// TBD: automatically activate and enforce freefly mode when editor is active?
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if( false == FreeFlyModeFlag ) { return false; }
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if( Button == GLFW_MOUSE_BUTTON_LEFT ) {
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if( Action == GLFW_PRESS ) {
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m_node = GfxRenderer.Update_Pick_Node();
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m_nodesnapshot = { m_node };
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if( m_node ) {
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Application.set_cursor( GLFW_CURSOR_DISABLED );
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}
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}
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else {
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// left button release
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// TODO: record the current undo step on the undo stack
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m_nodesnapshot = { m_node };
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if( m_node ) {
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Application.set_cursor( GLFW_CURSOR_NORMAL );
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}
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}
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m_mouseleftbuttondown = ( Action == GLFW_PRESS );
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return ( m_node != nullptr );
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}
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return false;
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}
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bool
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basic_editor::on_mouse_move( double const Mousex, double const Mousey ) {
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auto const mousemove { glm::dvec2{ Mousex, Mousey } - m_mouseposition };
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m_mouseposition = { Mousex, Mousey };
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if( false == EditorModeFlag ) { return false; }
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if( false == m_mouseleftbuttondown ) { return false; }
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if( m_node == nullptr ) { return false; }
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if( mode_translation() ) {
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// move selected node
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if( mode_translation_vertical() ) {
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auto const translation { mousemove.y * -0.01f };
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translate( translation );
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}
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else {
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auto const mouseworldposition{ Global.pCamera->Pos + GfxRenderer.Mouse_Position() };
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translate( mouseworldposition );
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}
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}
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else {
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// rotate selected node
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auto const rotation { glm::vec3 { mousemove.y, mousemove.x, 0 } * 0.25f };
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rotate( rotation );
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}
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return true;
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}
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void
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basic_editor::translate( glm::dvec3 const &Location ) {
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auto *node { m_node }; // placeholder for operations on multiple nodes
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auto location { Location };
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if( false == mode_snap() ) {
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location.y = node->location().y;
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}
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if( typeid( *node ) == typeid( TAnimModel ) ) {
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translate_instance( static_cast<TAnimModel *>( node ), location );
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}
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else if( typeid( *node ) == typeid( TMemCell ) ) {
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translate_memorycell( static_cast<TMemCell *>( node ), location );
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}
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}
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void
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basic_editor::translate( float const Offset ) {
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// NOTE: offset scaling is calculated early so the same multiplier can be applied to potential whole group
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auto location { m_node->location() };
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auto const distance { glm::length( location - glm::dvec3{ Global.pCamera->Pos } ) };
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auto const offset { Offset * std::max( 1.0, distance * 0.01 ) };
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auto *node { m_node }; // placeholder for operations on multiple nodes
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if( typeid( *node ) == typeid( TAnimModel ) ) {
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translate_instance( static_cast<TAnimModel *>( node ), offset );
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}
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else if( typeid( *node ) == typeid( TMemCell ) ) {
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translate_memorycell( static_cast<TMemCell *>( node ), offset );
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}
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}
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void
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basic_editor::translate_instance( TAnimModel *Instance, glm::dvec3 const &Location ) {
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simulation::Region->erase( Instance );
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Instance->location( Location );
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simulation::Region->insert( Instance );
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}
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void
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basic_editor::translate_instance( TAnimModel *Instance, float const Offset ) {
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auto location { Instance->location() };
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location.y += Offset;
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Instance->location( location );
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}
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void
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basic_editor::translate_memorycell( TMemCell *Memorycell, glm::dvec3 const &Location ) {
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simulation::Region->erase( Memorycell );
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Memorycell->location( Location );
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simulation::Region->insert( Memorycell );
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}
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void
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basic_editor::translate_memorycell( TMemCell *Memorycell, float const Offset ) {
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auto location { Memorycell->location() };
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location.y += Offset;
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Memorycell->location( location );
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}
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void
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basic_editor::rotate( glm::vec3 const &Angle ) {
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auto *node { m_node }; // placeholder for operations on multiple nodes
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if( typeid( *node ) == typeid( TAnimModel ) ) {
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rotate_instance( static_cast<TAnimModel *>( node ), Angle );
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}
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}
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void
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basic_editor::rotate_instance( TAnimModel *Instance, glm::vec3 const &Angle ) {
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// adjust node data
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glm::vec3 angle = glm::dvec3 { Instance->Angles() };
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angle.y = clamp_circular( angle.y + Angle.y, 360.f );
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if( mode_snap() ) {
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// TBD, TODO: adjustable quantization step
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angle.y = quantize( angle.y, 15.f );
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}
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Instance->Angles( angle );
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// update scene
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}
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bool
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basic_editor::mode_translation() const {
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return ( false == Global.altState );
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}
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bool
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basic_editor::mode_translation_vertical() const {
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return ( true == Global.shiftState );
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}
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bool
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basic_editor::mode_snap() const {
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return ( true == Global.ctrlState );
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}
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} // scene
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//---------------------------------------------------------------------------
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