Files
XCEngine/editor/src/Viewport/SceneViewportRotateGizmo.cpp

708 lines
27 KiB
C++

#include "SceneViewportRotateGizmo.h"
#include "Core/IUndoManager.h"
#include "SceneViewportMath.h"
#include "SceneViewportPicker.h"
#include <XCEngine/Components/GameObject.h>
#include <algorithm>
#include <cmath>
namespace XCEngine {
namespace Editor {
namespace {
constexpr float kRotateGizmoAxisRadiusPixels = 96.0f;
constexpr float kRotateGizmoViewRadiusPixels = 106.0f;
constexpr float kRotateGizmoHoverThresholdPixels = 9.0f;
constexpr float kRotateGizmoAngleFillMinRadians = 0.01f;
Math::Vector3 GetBaseRotateAxisVector(SceneViewportRotateGizmoAxis axis) {
switch (axis) {
case SceneViewportRotateGizmoAxis::X:
return Math::Vector3::Right();
case SceneViewportRotateGizmoAxis::Y:
return Math::Vector3::Up();
case SceneViewportRotateGizmoAxis::Z:
return Math::Vector3::Forward();
case SceneViewportRotateGizmoAxis::View:
case SceneViewportRotateGizmoAxis::None:
default:
return Math::Vector3::Zero();
}
}
Math::Vector3 NormalizeVector3(const Math::Vector3& value, const Math::Vector3& fallback) {
return value.SqrMagnitude() <= Math::EPSILON ? fallback : value.Normalized();
}
bool IsMouseInsideViewport(const SceneViewportRotateGizmoContext& context) {
return context.mousePosition.x >= 0.0f &&
context.mousePosition.y >= 0.0f &&
context.mousePosition.x <= context.viewportSize.x &&
context.mousePosition.y <= context.viewportSize.y;
}
Math::Quaternion ComputeStableWorldRotation(const Components::GameObject* gameObject) {
if (gameObject == nullptr || gameObject->GetTransform() == nullptr) {
return Math::Quaternion::Identity();
}
const Components::TransformComponent* transform = gameObject->GetTransform();
Math::Quaternion worldRotation = transform->GetLocalRotation();
for (const Components::TransformComponent* parent = transform->GetParent();
parent != nullptr;
parent = parent->GetParent()) {
worldRotation = parent->GetLocalRotation() * worldRotation;
}
return worldRotation.Normalized();
}
Math::Color GetRotateAxisBaseColor(SceneViewportRotateGizmoAxis axis) {
switch (axis) {
case SceneViewportRotateGizmoAxis::X:
return Math::Color(0.91f, 0.09f, 0.05f, 1.0f);
case SceneViewportRotateGizmoAxis::Y:
return Math::Color(0.45f, 1.0f, 0.12f, 1.0f);
case SceneViewportRotateGizmoAxis::Z:
return Math::Color(0.11f, 0.29f, 1.0f, 1.0f);
case SceneViewportRotateGizmoAxis::View:
return Math::Color(0.78f, 0.78f, 0.78f, 0.9f);
case SceneViewportRotateGizmoAxis::None:
default:
return Math::Color::White();
}
}
Math::Vector3 GetRotateAxisVector(
SceneViewportRotateGizmoAxis axis,
const SceneViewportOverlayData& overlay,
const Math::Quaternion& axisOrientation) {
switch (axis) {
case SceneViewportRotateGizmoAxis::X:
case SceneViewportRotateGizmoAxis::Y:
case SceneViewportRotateGizmoAxis::Z:
return NormalizeVector3(axisOrientation * GetBaseRotateAxisVector(axis), GetBaseRotateAxisVector(axis));
case SceneViewportRotateGizmoAxis::View:
return NormalizeVector3(overlay.cameraForward, Math::Vector3::Forward());
case SceneViewportRotateGizmoAxis::None:
default:
return Math::Vector3::Zero();
}
}
bool GetRotateRingBasis(
SceneViewportRotateGizmoAxis axis,
const SceneViewportOverlayData& overlay,
const Math::Quaternion& axisOrientation,
Math::Vector3& outBasisA,
Math::Vector3& outBasisB) {
switch (axis) {
case SceneViewportRotateGizmoAxis::X:
outBasisA = NormalizeVector3(axisOrientation * Math::Vector3::Up(), Math::Vector3::Up());
outBasisB = NormalizeVector3(axisOrientation * Math::Vector3::Forward(), Math::Vector3::Forward());
return true;
case SceneViewportRotateGizmoAxis::Y:
outBasisA = NormalizeVector3(axisOrientation * Math::Vector3::Forward(), Math::Vector3::Forward());
outBasisB = NormalizeVector3(axisOrientation * Math::Vector3::Right(), Math::Vector3::Right());
return true;
case SceneViewportRotateGizmoAxis::Z:
outBasisA = NormalizeVector3(axisOrientation * Math::Vector3::Right(), Math::Vector3::Right());
outBasisB = NormalizeVector3(axisOrientation * Math::Vector3::Up(), Math::Vector3::Up());
return true;
case SceneViewportRotateGizmoAxis::View:
outBasisA = NormalizeVector3(overlay.cameraRight, Math::Vector3::Right());
outBasisB = NormalizeVector3(overlay.cameraUp, Math::Vector3::Up());
return outBasisA.SqrMagnitude() > Math::EPSILON && outBasisB.SqrMagnitude() > Math::EPSILON;
case SceneViewportRotateGizmoAxis::None:
default:
outBasisA = Math::Vector3::Zero();
outBasisB = Math::Vector3::Zero();
return false;
}
}
float GetRotateRingRadiusPixels(SceneViewportRotateGizmoAxis axis) {
return axis == SceneViewportRotateGizmoAxis::View
? kRotateGizmoViewRadiusPixels
: kRotateGizmoAxisRadiusPixels;
}
float ComputeWorldUnitsPerPixel(
const SceneViewportOverlayData& overlay,
const Math::Vector3& worldPoint,
float viewportHeight) {
if (!overlay.valid || viewportHeight <= 1.0f) {
return 0.0f;
}
const Math::Vector3 cameraForward = NormalizeVector3(overlay.cameraForward, Math::Vector3::Forward());
const float depth = Math::Vector3::Dot(worldPoint - overlay.cameraPosition, cameraForward);
if (depth <= Math::EPSILON) {
return 0.0f;
}
return 2.0f * depth * std::tan(overlay.verticalFovDegrees * Math::DEG_TO_RAD * 0.5f) / viewportHeight;
}
float NormalizeSignedAngleRadians(float radians) {
while (radians > Math::PI) {
radians -= Math::PI * 2.0f;
}
while (radians < -Math::PI) {
radians += Math::PI * 2.0f;
}
return radians;
}
SceneViewportRotateGizmoAxis GetRotateAxisForIndex(size_t index) {
switch (index) {
case 0:
return SceneViewportRotateGizmoAxis::X;
case 1:
return SceneViewportRotateGizmoAxis::Y;
case 2:
return SceneViewportRotateGizmoAxis::Z;
case 3:
return SceneViewportRotateGizmoAxis::View;
default:
return SceneViewportRotateGizmoAxis::None;
}
}
bool TryComputeRingAngleFromWorldDirection(
SceneViewportRotateGizmoAxis axis,
const SceneViewportOverlayData& overlay,
const Math::Quaternion& axisOrientation,
const Math::Vector3& directionWorld,
float& outAngle) {
Math::Vector3 basisA = Math::Vector3::Zero();
Math::Vector3 basisB = Math::Vector3::Zero();
if (!GetRotateRingBasis(axis, overlay, axisOrientation, basisA, basisB)) {
return false;
}
const Math::Vector3 direction = directionWorld.Normalized();
const float projectedX = Math::Vector3::Dot(direction, basisA);
const float projectedY = Math::Vector3::Dot(direction, basisB);
if (projectedX * projectedX + projectedY * projectedY <= Math::EPSILON) {
return false;
}
outAngle = std::atan2(projectedY, projectedX);
return true;
}
} // namespace
void SceneViewportRotateGizmo::Update(const SceneViewportRotateGizmoContext& context) {
BuildDrawData(context);
if (m_activeAxis == SceneViewportRotateGizmoAxis::None && IsMouseInsideViewport(context)) {
m_hoveredAxis = EvaluateHit(context.mousePosition).axis;
} else if (m_activeAxis == SceneViewportRotateGizmoAxis::None) {
m_hoveredAxis = SceneViewportRotateGizmoAxis::None;
} else {
m_hoveredAxis = m_activeAxis;
}
RefreshHandleState();
}
bool SceneViewportRotateGizmo::TryBeginDrag(const SceneViewportRotateGizmoContext& context, IUndoManager& undoManager) {
if (m_activeAxis != SceneViewportRotateGizmoAxis::None ||
m_hoveredAxis == SceneViewportRotateGizmoAxis::None ||
context.selectedObject == nullptr ||
!m_drawData.visible ||
undoManager.HasPendingInteractiveChange()) {
return false;
}
const Math::Vector3 pivotWorldPosition = context.pivotWorldPosition;
const Math::Vector3 worldAxis = GetRotateAxisVector(m_hoveredAxis, context.overlay, context.axisOrientation);
if (worldAxis.SqrMagnitude() <= Math::EPSILON) {
return false;
}
const Math::Plane dragPlane = BuildSceneViewportPlaneFromPointNormal(pivotWorldPosition, worldAxis);
Math::Vector3 startDirection = Math::Vector3::Zero();
bool useScreenSpaceDrag = true;
Math::Ray worldRay;
if (BuildSceneViewportRay(
context.overlay,
context.viewportSize,
context.mousePosition,
worldRay)) {
float hitDistance = 0.0f;
if (worldRay.Intersects(dragPlane, hitDistance)) {
const Math::Vector3 hitPoint = worldRay.GetPoint(hitDistance);
startDirection = Math::Vector3::ProjectOnPlane(hitPoint - pivotWorldPosition, worldAxis);
if (startDirection.SqrMagnitude() > Math::EPSILON) {
useScreenSpaceDrag = false;
}
}
}
float startRingAngle = 0.0f;
if (useScreenSpaceDrag) {
if (!TryGetClosestRingAngle(m_hoveredAxis, context.mousePosition, false, startRingAngle)) {
return false;
}
} else {
if (!TryComputeRingAngleFromWorldDirection(
m_hoveredAxis,
context.overlay,
context.axisOrientation,
startDirection,
startRingAngle)) {
return false;
}
}
undoManager.BeginInteractiveChange("Rotate Gizmo");
if (!undoManager.HasPendingInteractiveChange()) {
return false;
}
m_activeAxis = m_hoveredAxis;
m_activeEntityId = context.selectedObject->GetID();
m_localSpace = context.localSpace && m_hoveredAxis != SceneViewportRotateGizmoAxis::View;
m_rotateAroundSharedPivot = context.rotateAroundSharedPivot;
m_activeWorldAxis = worldAxis.Normalized();
m_screenSpaceDrag = useScreenSpaceDrag;
m_dragPlane = dragPlane;
m_dragStartRingAngle = startRingAngle;
m_dragCurrentDeltaRadians = 0.0f;
m_dragStartPivotWorldPosition = pivotWorldPosition;
m_dragObjects = context.selectedObjects;
if (m_dragObjects.empty()) {
m_dragObjects.push_back(context.selectedObject);
}
m_dragStartWorldPositions.clear();
m_dragStartWorldRotations.clear();
m_dragStartWorldPositions.reserve(m_dragObjects.size());
m_dragStartWorldRotations.reserve(m_dragObjects.size());
for (Components::GameObject* gameObject : m_dragObjects) {
if (gameObject != nullptr && gameObject->GetTransform() != nullptr) {
m_dragStartWorldPositions.push_back(gameObject->GetTransform()->GetPosition());
m_dragStartWorldRotations.push_back(gameObject->GetTransform()->GetRotation());
} else {
m_dragStartWorldPositions.push_back(Math::Vector3::Zero());
m_dragStartWorldRotations.push_back(Math::Quaternion::Identity());
}
}
RefreshHandleState();
return true;
}
void SceneViewportRotateGizmo::UpdateDrag(const SceneViewportRotateGizmoContext& context) {
if (m_activeAxis == SceneViewportRotateGizmoAxis::None ||
context.selectedObject == nullptr ||
context.selectedObject->GetID() != m_activeEntityId ||
m_dragObjects.empty() ||
m_dragObjects.size() != m_dragStartWorldPositions.size() ||
m_dragObjects.size() != m_dragStartWorldRotations.size()) {
return;
}
float currentRingAngle = 0.0f;
if (m_screenSpaceDrag) {
if (!TryGetClosestRingAngle(m_activeAxis, context.mousePosition, false, currentRingAngle)) {
return;
}
} else {
Math::Ray worldRay;
if (!BuildSceneViewportRay(
context.overlay,
context.viewportSize,
context.mousePosition,
worldRay)) {
return;
}
float hitDistance = 0.0f;
if (!worldRay.Intersects(m_dragPlane, hitDistance)) {
return;
}
const Math::Vector3 pivotWorldPosition = m_dragStartPivotWorldPosition;
const Math::Vector3 hitPoint = worldRay.GetPoint(hitDistance);
const Math::Vector3 currentDirection = Math::Vector3::ProjectOnPlane(hitPoint - pivotWorldPosition, m_activeWorldAxis);
if (currentDirection.SqrMagnitude() <= Math::EPSILON) {
return;
}
if (!TryComputeRingAngleFromWorldDirection(
m_activeAxis,
context.overlay,
context.axisOrientation,
currentDirection,
currentRingAngle)) {
return;
}
}
const float deltaRadians = NormalizeSignedAngleRadians(currentRingAngle - m_dragStartRingAngle);
m_dragCurrentDeltaRadians = deltaRadians;
const Math::Quaternion worldDeltaRotation = Math::Quaternion::FromAxisAngle(m_activeWorldAxis, deltaRadians);
const Math::Vector3 localAxis = GetBaseRotateAxisVector(m_activeAxis);
const Math::Quaternion localDeltaRotation =
localAxis.SqrMagnitude() > Math::EPSILON
? Math::Quaternion::FromAxisAngle(localAxis, deltaRadians)
: Math::Quaternion::Identity();
for (size_t index = 0; index < m_dragObjects.size(); ++index) {
Components::GameObject* gameObject = m_dragObjects[index];
if (gameObject == nullptr || gameObject->GetTransform() == nullptr) {
continue;
}
if (m_rotateAroundSharedPivot) {
gameObject->GetTransform()->SetPosition(
m_dragStartPivotWorldPosition +
worldDeltaRotation * (m_dragStartWorldPositions[index] - m_dragStartPivotWorldPosition));
} else {
gameObject->GetTransform()->SetPosition(m_dragStartWorldPositions[index]);
}
if (m_localSpace && m_activeAxis != SceneViewportRotateGizmoAxis::View) {
gameObject->GetTransform()->SetRotation(m_dragStartWorldRotations[index] * localDeltaRotation);
} else {
gameObject->GetTransform()->SetRotation(worldDeltaRotation * m_dragStartWorldRotations[index]);
}
}
SceneViewportRotateGizmoContext drawContext = context;
drawContext.pivotWorldPosition = m_dragStartPivotWorldPosition;
if (drawContext.localSpace && drawContext.selectedObject != nullptr) {
drawContext.axisOrientation = ComputeStableWorldRotation(drawContext.selectedObject);
}
BuildDrawData(drawContext);
m_hoveredAxis = m_activeAxis;
RefreshHandleState();
}
void SceneViewportRotateGizmo::EndDrag(IUndoManager& undoManager) {
if (m_activeAxis == SceneViewportRotateGizmoAxis::None) {
return;
}
if (undoManager.HasPendingInteractiveChange()) {
undoManager.FinalizeInteractiveChange();
}
m_activeAxis = SceneViewportRotateGizmoAxis::None;
m_activeEntityId = 0;
m_screenSpaceDrag = false;
m_localSpace = false;
m_rotateAroundSharedPivot = false;
m_activeWorldAxis = Math::Vector3::Zero();
m_dragStartRingAngle = 0.0f;
m_dragCurrentDeltaRadians = 0.0f;
m_dragStartPivotWorldPosition = Math::Vector3::Zero();
m_dragObjects.clear();
m_dragStartWorldPositions.clear();
m_dragStartWorldRotations.clear();
RefreshHandleState();
}
void SceneViewportRotateGizmo::CancelDrag(IUndoManager* undoManager) {
if (undoManager != nullptr && undoManager->HasPendingInteractiveChange()) {
undoManager->CancelInteractiveChange();
}
m_activeAxis = SceneViewportRotateGizmoAxis::None;
m_activeEntityId = 0;
m_screenSpaceDrag = false;
m_localSpace = false;
m_rotateAroundSharedPivot = false;
m_activeWorldAxis = Math::Vector3::Zero();
m_dragStartRingAngle = 0.0f;
m_dragCurrentDeltaRadians = 0.0f;
m_dragStartPivotWorldPosition = Math::Vector3::Zero();
m_dragObjects.clear();
m_dragStartWorldPositions.clear();
m_dragStartWorldRotations.clear();
m_hoveredAxis = SceneViewportRotateGizmoAxis::None;
RefreshHandleState();
}
bool SceneViewportRotateGizmo::IsHoveringHandle() const {
return m_hoveredAxis != SceneViewportRotateGizmoAxis::None;
}
bool SceneViewportRotateGizmo::IsActive() const {
return m_activeAxis != SceneViewportRotateGizmoAxis::None;
}
uint64_t SceneViewportRotateGizmo::GetActiveEntityId() const {
return m_activeEntityId;
}
const SceneViewportRotateGizmoDrawData& SceneViewportRotateGizmo::GetDrawData() const {
return m_drawData;
}
SceneViewportRotateGizmoHitResult SceneViewportRotateGizmo::EvaluateHit(const Math::Vector2& mousePosition) const {
SceneViewportRotateGizmoHitResult result = {};
if (!m_drawData.visible) {
return result;
}
const float hoverThresholdSq = kRotateGizmoHoverThresholdPixels * kRotateGizmoHoverThresholdPixels;
for (const SceneViewportRotateGizmoHandleDrawData& handle : m_drawData.handles) {
if (!handle.visible) {
continue;
}
for (const SceneViewportRotateGizmoSegmentDrawData& segment : handle.segments) {
if (!segment.visible ||
(handle.axis != SceneViewportRotateGizmoAxis::View && !segment.frontFacing)) {
continue;
}
const float distanceSq = DistanceToSegmentSquared(mousePosition, segment.start, segment.end);
if (distanceSq > result.distanceSq || distanceSq > hoverThresholdSq) {
continue;
}
result.axis = handle.axis;
result.distanceSq = distanceSq;
}
}
return result;
}
void SceneViewportRotateGizmo::SetHoveredHandle(SceneViewportRotateGizmoAxis axis) {
if (m_activeAxis != SceneViewportRotateGizmoAxis::None) {
return;
}
m_hoveredAxis = axis;
RefreshHandleState();
}
void SceneViewportRotateGizmo::BuildDrawData(const SceneViewportRotateGizmoContext& context) {
m_drawData = {};
if ((context.selectedObject == nullptr && context.selectedObjects.empty()) ||
!context.overlay.valid ||
context.viewportSize.x <= 1.0f ||
context.viewportSize.y <= 1.0f) {
return;
}
const Math::Vector3 pivotWorldPosition = context.pivotWorldPosition;
const SceneViewportProjectedPoint projectedPivot = ProjectSceneViewportWorldPoint(
context.overlay,
context.viewportSize.x,
context.viewportSize.y,
pivotWorldPosition);
if (!projectedPivot.visible) {
return;
}
const float worldUnitsPerPixel = ComputeWorldUnitsPerPixel(
context.overlay,
pivotWorldPosition,
context.viewportSize.y);
if (worldUnitsPerPixel <= Math::EPSILON) {
return;
}
m_drawData.visible = true;
m_drawData.pivot = projectedPivot.screenPosition;
const bool hasActiveDragFeedback =
!context.localSpace &&
m_activeAxis != SceneViewportRotateGizmoAxis::None &&
m_activeAxis != SceneViewportRotateGizmoAxis::View &&
std::abs(m_dragCurrentDeltaRadians) > Math::EPSILON;
const Math::Quaternion dragFeedbackRotation = hasActiveDragFeedback
? Math::Quaternion::FromAxisAngle(m_activeWorldAxis, m_dragCurrentDeltaRadians)
: Math::Quaternion::Identity();
for (size_t handleIndex = 0; handleIndex < m_drawData.handles.size(); ++handleIndex) {
SceneViewportRotateGizmoHandleDrawData& handle = m_drawData.handles[handleIndex];
handle.axis = GetRotateAxisForIndex(handleIndex);
handle.color = GetRotateAxisBaseColor(handle.axis);
const float ringRadiusWorld = worldUnitsPerPixel * GetRotateRingRadiusPixels(handle.axis);
Math::Vector3 basisA = Math::Vector3::Zero();
Math::Vector3 basisB = Math::Vector3::Zero();
if (!GetRotateRingBasis(handle.axis, context.overlay, context.axisOrientation, basisA, basisB)) {
continue;
}
if (hasActiveDragFeedback && handle.axis != SceneViewportRotateGizmoAxis::View) {
basisA = dragFeedbackRotation * basisA;
basisB = dragFeedbackRotation * basisB;
}
bool anyVisibleSegment = false;
for (size_t segmentIndex = 0; segmentIndex < handle.segments.size(); ++segmentIndex) {
const float angle0 = static_cast<float>(segmentIndex) / static_cast<float>(handle.segments.size()) * Math::PI * 2.0f;
const float angle1 = static_cast<float>(segmentIndex + 1) / static_cast<float>(handle.segments.size()) * Math::PI * 2.0f;
const float midAngle = (angle0 + angle1) * 0.5f;
const Math::Vector3 startWorld =
pivotWorldPosition + (basisA * std::cos(angle0) + basisB * std::sin(angle0)) * ringRadiusWorld;
const Math::Vector3 endWorld =
pivotWorldPosition + (basisA * std::cos(angle1) + basisB * std::sin(angle1)) * ringRadiusWorld;
const Math::Vector3 midWorld =
pivotWorldPosition + (basisA * std::cos(midAngle) + basisB * std::sin(midAngle)) * ringRadiusWorld;
const SceneViewportProjectedPoint projectedStart = ProjectSceneViewportWorldPoint(
context.overlay,
context.viewportSize.x,
context.viewportSize.y,
startWorld);
const SceneViewportProjectedPoint projectedEnd = ProjectSceneViewportWorldPoint(
context.overlay,
context.viewportSize.x,
context.viewportSize.y,
endWorld);
if (projectedStart.ndcDepth < 0.0f || projectedStart.ndcDepth > 1.0f ||
projectedEnd.ndcDepth < 0.0f || projectedEnd.ndcDepth > 1.0f) {
continue;
}
SceneViewportRotateGizmoSegmentDrawData& segment = handle.segments[segmentIndex];
segment.start = projectedStart.screenPosition;
segment.end = projectedEnd.screenPosition;
segment.startAngle = angle0;
segment.endAngle = angle1;
segment.visible = (segment.end - segment.start).SqrMagnitude() > Math::EPSILON;
if (!segment.visible) {
continue;
}
anyVisibleSegment = true;
if (handle.axis == SceneViewportRotateGizmoAxis::View) {
segment.frontFacing = true;
} else {
const Math::Vector3 radial = (midWorld - pivotWorldPosition).Normalized();
segment.frontFacing = Math::Vector3::Dot(
radial,
NormalizeVector3(context.overlay.cameraForward, Math::Vector3::Forward())) < 0.0f;
}
}
handle.visible = anyVisibleSegment;
}
if (m_activeAxis != SceneViewportRotateGizmoAxis::None &&
std::abs(m_dragCurrentDeltaRadians) >= kRotateGizmoAngleFillMinRadians) {
SceneViewportRotateGizmoAngleFillDrawData& angleFill = m_drawData.angleFill;
angleFill.axis = m_activeAxis;
angleFill.pivot = projectedPivot.screenPosition;
angleFill.fillColor = Math::Color(1.0f, 0.92f, 0.12f, 0.22f);
angleFill.outlineColor = Math::Color(1.0f, 0.92f, 0.12f, 0.95f);
Math::Vector3 basisA = Math::Vector3::Zero();
Math::Vector3 basisB = Math::Vector3::Zero();
if (GetRotateRingBasis(m_activeAxis, context.overlay, context.axisOrientation, basisA, basisB)) {
const float ringRadiusWorld = worldUnitsPerPixel * GetRotateRingRadiusPixels(m_activeAxis);
const float sweepRadians = NormalizeSignedAngleRadians(m_dragCurrentDeltaRadians);
const float sweepAbs = std::abs(sweepRadians);
const size_t stepCount = std::clamp(
static_cast<size_t>(std::ceil(
sweepAbs / (Math::PI * 2.0f) * static_cast<float>(kSceneViewportRotateGizmoSegmentCount))),
static_cast<size_t>(1),
kSceneViewportRotateGizmoAngleFillPointCount - 1);
bool valid = true;
for (size_t pointIndex = 0; pointIndex <= stepCount; ++pointIndex) {
const float t = static_cast<float>(pointIndex) / static_cast<float>(stepCount);
const float angle = m_dragStartRingAngle + sweepRadians * t;
const Math::Vector3 worldPoint =
pivotWorldPosition + (basisA * std::cos(angle) + basisB * std::sin(angle)) * ringRadiusWorld;
const SceneViewportProjectedPoint projectedPoint = ProjectSceneViewportWorldPoint(
context.overlay,
context.viewportSize.x,
context.viewportSize.y,
worldPoint);
if (projectedPoint.ndcDepth < 0.0f || projectedPoint.ndcDepth > 1.0f) {
valid = false;
break;
}
angleFill.arcPoints[pointIndex] = projectedPoint.screenPosition;
}
if (valid) {
angleFill.arcPointCount = stepCount + 1;
angleFill.visible = true;
}
}
}
}
void SceneViewportRotateGizmo::RefreshHandleState() {
for (SceneViewportRotateGizmoHandleDrawData& handle : m_drawData.handles) {
if (!handle.visible) {
continue;
}
handle.hovered = handle.axis == m_hoveredAxis;
handle.active = handle.axis == m_activeAxis;
handle.color = (handle.hovered || handle.active)
? Math::Color::Yellow()
: GetRotateAxisBaseColor(handle.axis);
}
}
bool SceneViewportRotateGizmo::TryGetClosestRingAngle(
SceneViewportRotateGizmoAxis axis,
const Math::Vector2& mousePosition,
bool allowBackFacing,
float& outAngle) const {
if (!m_drawData.visible || axis == SceneViewportRotateGizmoAxis::None) {
return false;
}
const SceneViewportRotateGizmoHandleDrawData* targetHandle = nullptr;
for (const SceneViewportRotateGizmoHandleDrawData& handle : m_drawData.handles) {
if (handle.axis == axis && handle.visible) {
targetHandle = &handle;
break;
}
}
if (targetHandle == nullptr) {
return false;
}
const bool isViewHandle = axis == SceneViewportRotateGizmoAxis::View;
const SceneViewportRotateGizmoSegmentDrawData* bestSegment = nullptr;
float bestSegmentT = 0.0f;
float bestDistanceSq = Math::FLOAT_MAX;
for (const SceneViewportRotateGizmoSegmentDrawData& segment : targetHandle->segments) {
if (!segment.visible || (!isViewHandle && !allowBackFacing && !segment.frontFacing)) {
continue;
}
float segmentT = 0.0f;
const float distanceSq = DistanceToSegmentSquared(mousePosition, segment.start, segment.end, &segmentT);
if (distanceSq >= bestDistanceSq) {
continue;
}
bestDistanceSq = distanceSq;
bestSegment = &segment;
bestSegmentT = segmentT;
}
if (bestSegment == nullptr) {
return false;
}
outAngle = bestSegment->startAngle + (bestSegment->endAngle - bestSegment->startAngle) * bestSegmentT;
return true;
}
} // namespace Editor
} // namespace XCEngine