mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 04:19:19 +02:00
position and rotation adjustment value snap mode in scenery editor, position adjustment for memory cells in scenery editor
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@@ -18,13 +18,26 @@ 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 picking mode and/or freefly mode when editor is active?
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if( false == FreeFlyModeFlag ) { return false; }
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if( false == Global.ControlPicking ) { return false; }
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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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@@ -89,12 +102,17 @@ 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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// TBD, TODO: don't modify y coordinate if snap-to-ground mode is active?
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// location.y = node->location().y;
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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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@@ -110,6 +128,9 @@ basic_editor::translate( float const Offset ) {
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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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@@ -128,6 +149,22 @@ basic_editor::translate_instance( TAnimModel *Instance, float const 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( Memorycell );
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Memorycell->location( Location );
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simulation::Region->insert_memorycell( Memorycell, scene::scratch_data() );
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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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@@ -144,6 +181,10 @@ 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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auto const quantizationstep { 15.f };
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angle.y = quantizationstep * std::round( angle.y * ( 1.f / quantizationstep ) );
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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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@@ -151,7 +192,7 @@ basic_editor::rotate_instance( TAnimModel *Instance, glm::vec3 const &Angle ) {
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bool
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basic_editor::mode_translation() const {
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return ( false == Global.ctrlState );
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return ( false == Global.altState );
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}
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bool
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@@ -160,6 +201,12 @@ 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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