134 lines
4.5 KiB
C++
134 lines
4.5 KiB
C++
#pragma once
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#include "IViewportHostService.h"
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/Core/Math/Plane.h>
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#include <XCEngine/Core/Math/Quaternion.h>
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#include <XCEngine/Core/Math/Vector2.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <array>
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#include <cstdint>
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#include <vector>
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namespace XCEngine {
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namespace Components {
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class GameObject;
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} // namespace Components
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namespace Editor {
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class IUndoManager;
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enum class SceneViewportRotateGizmoAxis : uint8_t {
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None = 0,
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X,
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Y,
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Z,
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View
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};
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constexpr size_t kSceneViewportRotateGizmoSegmentCount = 96;
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constexpr size_t kSceneViewportRotateGizmoAngleFillPointCount = kSceneViewportRotateGizmoSegmentCount + 1;
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struct SceneViewportRotateGizmoSegmentDrawData {
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Math::Vector2 start = Math::Vector2::Zero();
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Math::Vector2 end = Math::Vector2::Zero();
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float startAngle = 0.0f;
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float endAngle = 0.0f;
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bool visible = false;
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bool frontFacing = true;
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};
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struct SceneViewportRotateGizmoHandleDrawData {
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SceneViewportRotateGizmoAxis axis = SceneViewportRotateGizmoAxis::None;
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std::array<SceneViewportRotateGizmoSegmentDrawData, kSceneViewportRotateGizmoSegmentCount> segments = {};
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Math::Color color = Math::Color::White();
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bool visible = false;
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bool hovered = false;
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bool active = false;
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};
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struct SceneViewportRotateGizmoAngleFillDrawData {
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SceneViewportRotateGizmoAxis axis = SceneViewportRotateGizmoAxis::None;
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Math::Vector2 pivot = Math::Vector2::Zero();
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std::array<Math::Vector2, kSceneViewportRotateGizmoAngleFillPointCount> arcPoints = {};
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size_t arcPointCount = 0;
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Math::Color fillColor = Math::Color::White();
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Math::Color outlineColor = Math::Color::White();
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bool visible = false;
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};
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struct SceneViewportRotateGizmoDrawData {
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bool visible = false;
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Math::Vector2 pivot = Math::Vector2::Zero();
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std::array<SceneViewportRotateGizmoHandleDrawData, 4> handles = {};
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SceneViewportRotateGizmoAngleFillDrawData angleFill = {};
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};
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struct SceneViewportRotateGizmoContext {
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SceneViewportOverlayData overlay = {};
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Math::Vector2 viewportSize = Math::Vector2::Zero();
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Math::Vector2 mousePosition = Math::Vector2::Zero();
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Components::GameObject* selectedObject = nullptr;
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std::vector<Components::GameObject*> selectedObjects = {};
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Math::Vector3 pivotWorldPosition = Math::Vector3::Zero();
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Math::Quaternion axisOrientation = Math::Quaternion::Identity();
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bool localSpace = false;
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bool rotateAroundSharedPivot = false;
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};
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struct SceneViewportRotateGizmoHitResult {
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SceneViewportRotateGizmoAxis axis = SceneViewportRotateGizmoAxis::None;
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float distanceSq = Math::FLOAT_MAX;
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bool HasHit() const {
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return axis != SceneViewportRotateGizmoAxis::None;
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}
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};
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class SceneViewportRotateGizmo {
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public:
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void Update(const SceneViewportRotateGizmoContext& context);
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bool TryBeginDrag(const SceneViewportRotateGizmoContext& context, IUndoManager& undoManager);
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void UpdateDrag(const SceneViewportRotateGizmoContext& context);
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void EndDrag(IUndoManager& undoManager);
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void CancelDrag(IUndoManager* undoManager = nullptr);
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bool IsHoveringHandle() const;
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bool IsActive() const;
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uint64_t GetActiveEntityId() const;
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const SceneViewportRotateGizmoDrawData& GetDrawData() const;
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SceneViewportRotateGizmoHitResult EvaluateHit(const Math::Vector2& mousePosition) const;
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void SetHoveredHandle(SceneViewportRotateGizmoAxis axis);
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private:
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void BuildDrawData(const SceneViewportRotateGizmoContext& context);
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void RefreshHandleState();
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bool TryGetClosestRingAngle(
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SceneViewportRotateGizmoAxis axis,
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const Math::Vector2& mousePosition,
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bool allowBackFacing,
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float& outAngle) const;
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SceneViewportRotateGizmoDrawData m_drawData = {};
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SceneViewportRotateGizmoAxis m_hoveredAxis = SceneViewportRotateGizmoAxis::None;
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SceneViewportRotateGizmoAxis m_activeAxis = SceneViewportRotateGizmoAxis::None;
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uint64_t m_activeEntityId = 0;
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bool m_screenSpaceDrag = false;
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bool m_localSpace = false;
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bool m_rotateAroundSharedPivot = false;
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Math::Vector3 m_activeWorldAxis = Math::Vector3::Zero();
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Math::Plane m_dragPlane = {};
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float m_dragStartRingAngle = 0.0f;
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float m_dragCurrentDeltaRadians = 0.0f;
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Math::Vector3 m_dragStartPivotWorldPosition = Math::Vector3::Zero();
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std::vector<Components::GameObject*> m_dragObjects = {};
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std::vector<Math::Vector3> m_dragStartWorldPositions = {};
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std::vector<Math::Quaternion> m_dragStartWorldRotations = {};
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};
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} // namespace Editor
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} // namespace XCEngine
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