Files
maszyna/sceneeditor.cpp

191 lines
6.0 KiB
C++

/*
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 "scenenodegroups.h"
#include "globals.h"
#include "application.h"
#include "simulation.h"
#include "camera.h"
#include "animmodel.h"
#include "renderer.h"
namespace scene {
void
basic_editor::translate( scene::basic_node *Node, glm::dvec3 const &Location, bool const Snaptoground ) {
auto const initiallocation { Node->location() };
auto targetlocation { Location };
if( false == Snaptoground ) {
targetlocation.y = initiallocation.y;
}
// NOTE: bit of a waste for single nodes, for the sake of less varied code down the road
auto const translation { targetlocation - initiallocation };
if( Node->group() == null_handle ) {
translate_node( Node, Node->location() + translation );
}
else {
// translate entire group
// TODO: contextual switch between group and item translation
// TODO: translation of affected/relevant events
auto &nodegroup { scene::Groups.group( Node->group() ).nodes };
std::for_each(
std::begin( nodegroup ), std::end( nodegroup ),
[&]( auto *node ) {
translate_node( node, node->location() + translation ); } );
}
}
void
basic_editor::translate( scene::basic_node *Node, float const Offset ) {
// NOTE: offset scaling is calculated early so the same multiplier can be applied to potential whole group
auto location { Node->location() };
auto const distance { glm::length( location - glm::dvec3{ Global.pCamera.Pos } ) };
auto const offset { static_cast<float>( Offset * std::max( 1.0, distance * 0.01 ) ) };
if( Node->group() == null_handle ) {
translate_node( Node, offset );
}
else {
// translate entire group
// TODO: contextual switch between group and item translation
// TODO: translation of affected/relevant events
auto &nodegroup { scene::Groups.group( Node->group() ).nodes };
std::for_each(
std::begin( nodegroup ), std::end( nodegroup ),
[&]( auto *node ) {
translate_node( node, offset ); } );
}
}
void
basic_editor::translate_node( scene::basic_node *Node, glm::dvec3 const &Location ) {
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_node( scene::basic_node *Node, float const Offset ) {
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( scene::basic_node *Node, glm::vec3 const &Angle, float const Quantization ) {
glm::vec3 rotation { 0, Angle.y, 0 };
// quantize resulting angle if requested and type of the node allows it
// TBD, TODO: angle quantization for types other than instanced models
if( ( Quantization > 0.f )
&& ( typeid( *Node ) == typeid( TAnimModel ) ) ) {
auto const initialangle { static_cast<TAnimModel *>( Node )->Angles() };
rotation += initialangle;
// TBD, TODO: adjustable quantization step
rotation.y = quantize( rotation.y, Quantization );
rotation -= initialangle;
}
if( Node->group() == null_handle ) {
rotate_node( Node, rotation );
}
else {
// rotate entire group
// TODO: contextual switch between group and item rotation
// TODO: translation of affected/relevant events
auto const rotationcenter { Node->location() };
auto &nodegroup { scene::Groups.group( Node->group() ).nodes };
std::for_each(
std::begin( nodegroup ), std::end( nodegroup ),
[&]( auto *node ) {
rotate_node( node, rotation );
if( node != Node ) {
translate_node(
node,
rotationcenter
+ glm::rotateY(
node->location() - rotationcenter,
glm::radians<double>( rotation.y ) ) ); } } );
}
}
void
basic_editor::rotate_node( scene::basic_node *Node, glm::vec3 const &Angle ) {
if( typeid( *Node ) == typeid( TAnimModel ) ) {
rotate_instance( static_cast<TAnimModel *>( Node ), Angle );
}
}
void
basic_editor::rotate_instance( TAnimModel *Instance, glm::vec3 const &Angle ) {
auto targetangle { Instance->Angles() + Angle };
targetangle.x = clamp_circular( targetangle.x, 360.f );
targetangle.y = clamp_circular( targetangle.y, 360.f );
targetangle.z = clamp_circular( targetangle.z, 360.f );
Instance->Angles( targetangle );
}
} // scene
//---------------------------------------------------------------------------