mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 05:29:18 +02:00
3-axis rotation, and some corrections in editor mode
This commit is contained in:
100
editormode.cpp
100
editormode.cpp
@@ -246,16 +246,34 @@ editor_mode::on_cursor_pos( double const Horizontal, double const Vertical ) {
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m_editor.translate( m_node, mouseworldposition, mode_snap() );
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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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auto const quantization { (
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mode_snap() ?
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15.f : // TODO: put quantization value in a variable
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0.f ) };
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m_editor.rotate( m_node, rotation, quantization );
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}
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else if (mode_rotationY())
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{
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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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auto const rotation{glm::vec3{0, mousemove.x, 0} * 0.25f};
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auto const quantization{(mode_snap() ? 5.f : // TODO: put quantization value in a variable
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0.f)};
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m_editor.rotate(m_node, rotation, quantization);
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}
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else if (mode_rotationZ())
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{
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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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auto const rotation{glm::vec3{0, 0, mousemove.x} * 0.25f};
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auto const quantization{(mode_snap() ? 5.f : // TODO: put quantization value in a variable
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0.f)};
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m_editor.rotate(m_node, rotation, quantization);
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}
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else if (mode_rotationX())
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{
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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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auto const rotation{glm::vec3{mousemove.y, 0, 0} * 0.25f};
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auto const quantization{(mode_snap() ? 5.f : // TODO: put quantization value in a variable
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0.f)};
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m_editor.rotate(m_node, rotation, quantization);
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}
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}
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/*
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@@ -303,9 +321,8 @@ editor_mode::on_mouse_button( int const Button, int const Action, int const Mods
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m_node = nullptr;
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GfxRenderer->Pick_Node_Callback([this, mode](scene::basic_node *node)
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{
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editor_ui *ui = static_cast<editor_ui*>( m_userinterface.get() );
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GfxRenderer->Pick_Node_Callback([this, mode,Action,Button](scene::basic_node *node) {
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editor_ui *ui = static_cast<editor_ui *>(m_userinterface.get());
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if (mode == nodebank_panel::MODIFY) {
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if (!m_dragging)
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@@ -316,7 +333,7 @@ editor_mode::on_mouse_button( int const Button, int const Action, int const Mods
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Application.set_cursor( GLFW_CURSOR_DISABLED );
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else
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m_dragging = false;
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ui->set_node( m_node );
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ui->set_node(m_node);
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}
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else if (mode == nodebank_panel::COPY) {
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if (node && typeid(*node) == typeid(TAnimModel)) {
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@@ -360,6 +377,45 @@ editor_mode::on_mouse_button( int const Button, int const Action, int const Mods
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m_takesnapshot = true;
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}
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}
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if (Button == GLFW_MOUSE_BUTTON_RIGHT)
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{
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/*if (Action == GLFW_PRESS)
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{
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// left button press
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auto const mode = static_cast<editor_ui *>(m_userinterface.get())->mode();
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m_node = nullptr;
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GfxRenderer->Pick_Node_Callback([this, mode](scene::basic_node *node) {
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editor_ui *ui = static_cast<editor_ui *>(m_userinterface.get());
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if (mode == nodebank_panel::MODIFY)
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{
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if (!m_dragging)
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return;
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m_node = node;
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if (m_node)
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Application.set_cursor(GLFW_CURSOR_DISABLED);
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else
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m_dragging = false;
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ui->set_node(m_node);
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}
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});
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m_dragging = true;
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}
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else
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{
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// left button release
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if (m_node)
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Application.set_cursor(GLFW_CURSOR_NORMAL);
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m_dragging = false;
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// prime history stack for another snapshot
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m_takesnapshot = true;
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}*/
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}
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m_input.mouse.button( Button, Action );
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}
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@@ -388,14 +444,24 @@ editor_mode::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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editor_mode::mode_rotation() const {
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bool editor_mode::mode_rotationY() const
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{
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return ( true == Global.altState );
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return ((true == Global.altState) && (false == Global.ctrlState) && (false == Global.shiftState));
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}
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bool editor_mode::mode_rotationX() const
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{
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return ((true == Global.altState) && (true == Global.ctrlState) && (false == Global.shiftState));
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}
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bool editor_mode::mode_rotationZ() const
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{
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return ((true == Global.altState) && (true == Global.ctrlState) && (true == Global.shiftState));
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}
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bool
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editor_mode::mode_snap() const {
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return ( true == Global.ctrlState );
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return ((false == Global.altState) && (true == Global.ctrlState) && (false == Global.shiftState));
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}
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