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Files
maszyna/sceneeditor.cpp
2018-08-03 16:07:50 +02:00

118 lines
3.3 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 "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 *node { Node }; // placeholder for operations on multiple nodes
auto location { Location };
if( false == Snaptoground ) {
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( 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 { Offset * std::max( 1.0, distance * 0.01 ) };
auto *node { 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( scene::basic_node *Node, glm::vec3 const &Angle, float const Quantization ) {
auto *node { Node }; // placeholder for operations on multiple nodes
if( typeid( *node ) == typeid( TAnimModel ) ) {
rotate_instance( static_cast<TAnimModel *>( node ), Angle, Quantization );
}
}
void
basic_editor::rotate_instance( TAnimModel *Instance, glm::vec3 const &Angle, float const Quantization ) {
// adjust node data
glm::vec3 angle = glm::dvec3 { Instance->Angles() };
angle.y = clamp_circular( angle.y + Angle.y, 360.f );
if( Quantization > 0.f ) {
// TBD, TODO: adjustable quantization step
angle.y = quantize( angle.y, Quantization );
}
Instance->Angles( angle );
// update scene
}
} // scene
//---------------------------------------------------------------------------