public bool TransformFromInput(FRay ray, WSceneView view) { if (m_mode != FTransformMode.Translation) { WrapCursor(); } // Store the cursor position in viewport coordinates. Vector2 screenDimensions = App.GetScreenGeometry(); Vector2 cursorPos = App.GetCursorPosition(); Vector2 mouseCoords = new Vector2(((2f * cursorPos.X) / screenDimensions.X) - 1f, (1f - ((2f * cursorPos.Y) / screenDimensions.Y))); //[-1,1] range bool shiftPressed = WInput.GetKey(Key.LeftShift) || WInput.GetKey(Key.RightShift); if (m_mode == FTransformMode.Translation) { // Create a Translation Plane Vector3 axisA, axisB; if (GetNumSelectedAxes() == 1) { if (m_selectedAxes == FSelectedAxes.X) { axisB = Vector3.UnitX; } else if (m_selectedAxes == FSelectedAxes.Y) { axisB = Vector3.UnitY; } else { axisB = Vector3.UnitZ; } Vector3 dirToCamera = (m_position - view.GetCameraPos()).Normalized(); axisA = Vector3.Cross(axisB, dirToCamera); } else { axisA = ContainsAxis(m_selectedAxes, FSelectedAxes.X) ? Vector3.UnitX : Vector3.UnitZ; axisB = ContainsAxis(m_selectedAxes, FSelectedAxes.Y) ? Vector3.UnitY : Vector3.UnitZ; } Vector3 planeNormal = Vector3.Cross(axisA, axisB).Normalized(); m_translationPlane = new FPlane(planeNormal, m_position); float intersectDist; if (m_translationPlane.RayIntersectsPlane(ray, out intersectDist)) { Vector3 hitPos = ray.Origin + (ray.Direction * intersectDist); Vector3 localDelta = Vector3.Transform(hitPos - m_position, m_rotation.Inverted().ToSinglePrecision()); // Calculate a new position Vector3 newPos = m_position; if (ContainsAxis(m_selectedAxes, FSelectedAxes.X)) { newPos += Vector3.Transform(Vector3.UnitX, m_rotation.ToSinglePrecision()) * localDelta.X; } if (ContainsAxis(m_selectedAxes, FSelectedAxes.Y)) { newPos += Vector3.Transform(Vector3.UnitY, m_rotation.ToSinglePrecision()) * localDelta.Y; } if (ContainsAxis(m_selectedAxes, FSelectedAxes.Z)) { newPos += Vector3.Transform(Vector3.UnitZ, m_rotation.ToSinglePrecision()) * localDelta.Z; } if (shiftPressed) { // Round to nearest 100 unit increment while shift is held down. newPos.X = (float)Math.Round(newPos.X / 100f) * 100f; newPos.Y = (float)Math.Round(newPos.Y / 100f) * 100f; newPos.Z = (float)Math.Round(newPos.Z / 100f) * 100f; } // Check the new location to see if it's skyrocked off into the distance due to near-plane raytracing issues. Vector3 newPosDirToCamera = (newPos - view.GetCameraPos()).Normalized(); float dot = Math.Abs(Vector3.Dot(planeNormal, newPosDirToCamera)); //Console.WriteLine("hitPos: {0} localOffset: {1} newPos: {2}, dotResult: {3}", hitPos, localOffset, newPos, dot); if (dot < 0.02f) { return(false); } // This is used to set the offset to the gizmo the mouse cursor is from the origin of the gizmo on the first frame // that you click on the gizmo. if (!m_hasSetMouseOffset) { m_translateOffset = m_position - newPos; m_deltaTranslation = Vector3.Zero; m_hasSetMouseOffset = true; return(false); } // Apply Translation m_deltaTranslation = Vector3.Transform(newPos - m_position + m_translateOffset, m_rotation.Inverted().ToSinglePrecision()); if (!ContainsAxis(m_selectedAxes, FSelectedAxes.X)) { m_deltaTranslation.X = 0f; } if (!ContainsAxis(m_selectedAxes, FSelectedAxes.Y)) { m_deltaTranslation.Y = 0f; } if (!ContainsAxis(m_selectedAxes, FSelectedAxes.Z)) { m_deltaTranslation.Z = 0f; } m_totalTranslation += m_deltaTranslation; m_position += Vector3.Transform(m_deltaTranslation, m_rotation.ToSinglePrecision()); if (!m_hasTransformed && (m_deltaTranslation != Vector3.Zero)) { m_hasTransformed = true; } return(m_hasTransformed); } else { // Our raycast missed the plane m_deltaTranslation = Vector3.Zero; return(false); } } else if (m_mode == FTransformMode.Rotation) { Vector3d rotationAxis; if (m_selectedAxes == FSelectedAxes.X) { rotationAxis = Vector3d.UnitX; } else if (m_selectedAxes == FSelectedAxes.Y) { rotationAxis = Vector3d.UnitY; } else { rotationAxis = Vector3d.UnitZ; } // Convert these from [0-1] to [-1, 1] to match our mouse coords. Vector2 lineOrigin = (view.UnprojectWorldToViewport(m_hitPoint) * 2) - Vector2.One; Vector2 lineEnd = (view.UnprojectWorldToViewport(m_hitPoint + m_moveDir) * 2) - Vector2.One; lineOrigin.Y = -lineOrigin.Y; lineEnd.Y = -lineEnd.Y; Vector2 lineDir = (lineEnd - lineOrigin).Normalized(); float rotAmount = Vector2.Dot(lineDir, mouseCoords + m_wrapOffset - lineOrigin) * 180f; if (float.IsNaN(rotAmount)) { Console.WriteLine("rotAmountNaN!"); return(false); } if (!m_hasSetMouseOffset) { m_rotateOffset = -rotAmount; m_deltaRotation = Quaterniond.Identity; m_hasSetMouseOffset = true; return(false); } // Apply Rotation rotAmount += m_rotateOffset; if (shiftPressed) { // Round to nearest 45 degree increment while shift is held down. rotAmount = (float)Math.Round(rotAmount / 45f) * 45f; } Quaterniond oldRot = m_currentRotation; m_currentRotation = Quaterniond.FromAxisAngle(rotationAxis, WMath.DegreesToRadians(rotAmount)); m_deltaRotation = m_currentRotation * oldRot.Inverted(); if (m_transformSpace == FTransformSpace.Local) { m_rotation *= m_deltaRotation; } // Add to Total Rotation recorded for UI. if (m_selectedAxes == FSelectedAxes.X) { m_totalRotation.X = rotAmount; } else if (m_selectedAxes == FSelectedAxes.Y) { m_totalRotation.Y = rotAmount; } else { m_totalRotation.Z = rotAmount; } if (!m_hasTransformed && rotAmount != 0f) { m_hasTransformed = true; } return(m_hasTransformed); } else if (m_mode == FTransformMode.Scale) { // Create a line in screen space. // Convert these from [0-1] to [-1, 1] to match our mouse coords. Vector2 lineOrigin = (view.UnprojectWorldToViewport(m_position) * 2) - Vector2.One; lineOrigin.Y = -lineOrigin.Y; // Determine the appropriate world space directoin using the selected axes and then conver this for use with // screen-space controlls. This has to be done every frame because the axes can be flipped while the gizmo // is transforming, so we can't pre-calculate this. Vector3 dirX = Vector3.Transform(mFlipScaleX ? -Vector3.UnitX : Vector3.UnitX, m_rotation.ToSinglePrecision()); Vector3 dirY = Vector3.Transform(mFlipScaleY ? -Vector3.UnitY : Vector3.UnitY, m_rotation.ToSinglePrecision()); Vector3 dirZ = Vector3.Transform(mFlipScaleZ ? -Vector3.UnitZ : Vector3.UnitZ, m_rotation.ToSinglePrecision()); Vector2 lineDir; // If there is only one axis, then the world space direction is the selected axis. if (GetNumSelectedAxes() == 1) { Vector3 worldDir; if (ContainsAxis(m_selectedAxes, FSelectedAxes.X)) { worldDir = dirX; } if (ContainsAxis(m_selectedAxes, FSelectedAxes.Y)) { worldDir = dirY; } else { worldDir = dirZ; } Vector2 worldPoint = (view.UnprojectWorldToViewport(m_position + worldDir) * 2) - Vector2.One; worldPoint.Y = -lineOrigin.Y; lineDir = (worldPoint - lineOrigin).Normalized(); } // If there's two axii selected, then convert both to screen space and average them out to get the line direction. else if (GetNumSelectedAxes() == 2) { Vector3 axisA = ContainsAxis(m_selectedAxes, FSelectedAxes.X) ? dirX : dirY; Vector3 axisB = ContainsAxis(m_selectedAxes, FSelectedAxes.Z) ? dirZ : dirY; Vector2 screenA = (view.UnprojectWorldToViewport(m_position + axisA) * 2) - Vector2.One; screenA.Y = -screenA.Y; Vector2 screenB = (view.UnprojectWorldToViewport(m_position + axisB) * 2) - Vector2.One; screenB.Y = -screenB.Y; screenA = (screenA - lineOrigin).Normalized(); screenB = (screenB - lineOrigin).Normalized(); lineDir = ((screenA + screenB) / 2f).Normalized(); } // There's three axis, just use up. else { lineDir = Vector2.UnitY; } float scaleAmount = Vector2.Dot(lineDir, mouseCoords + m_wrapOffset - lineOrigin) * 5f; if (shiftPressed) { // Round to nearest whole number scale while shift is held down. scaleAmount = (float)Math.Round(scaleAmount); } // Set their initial offset if we haven't already if (!m_hasSetMouseOffset) { m_scaleOffset = -scaleAmount; m_deltaScale = Vector3.One; m_hasSetMouseOffset = true; return(false); } // Apply the scale scaleAmount = scaleAmount + m_scaleOffset + 1f; // A multiplier is applied to the scale amount if it's less than one to prevent it dropping into the negatives. // ??? if (scaleAmount < 1f) { scaleAmount = 1f / (-(scaleAmount - 1f) + 1f); } Vector3 oldScale = m_totalScale; m_totalScale = Vector3.One; if (ContainsAxis(m_selectedAxes, FSelectedAxes.X)) { m_totalScale.X = scaleAmount; } if (ContainsAxis(m_selectedAxes, FSelectedAxes.Y)) { m_totalScale.Y = scaleAmount; } if (ContainsAxis(m_selectedAxes, FSelectedAxes.Z)) { m_totalScale.Z = scaleAmount; } m_deltaScale = new Vector3(m_totalScale.X / oldScale.X, m_totalScale.Y / oldScale.Y, m_totalScale.Z / oldScale.Z); if (!m_hasTransformed && (scaleAmount != 1f)) { m_hasTransformed = true; } return(m_hasTransformed); } return(false); }
public bool CheckSelectedAxes(FRay ray) { // Convert the ray into local space so we can use axis-aligned checks, this solves the checking problem // when the gizmo is rotated due to being in Local mode. FRay localRay = new FRay(); localRay.Direction = Vector3.Transform(ray.Direction, m_rotation.Inverted().ToSinglePrecision()); localRay.Origin = Vector3.Transform(ray.Origin - m_position, m_rotation.Inverted().ToSinglePrecision()); //m_lineBatcher.DrawLine(localRay.Origin, localRay.Origin + (localRay.Direction * 10000), WLinearColor.White, 25, 5); List <AxisDistanceResult> results = new List <AxisDistanceResult>(); if (m_mode == FTransformMode.Translation) { FAABox[] translationAABB = GetAABBBoundsForMode(FTransformMode.Translation); for (int i = 0; i < translationAABB.Length; i++) { float intersectDist; if (WMath.RayIntersectsAABB(localRay, translationAABB[i].Min, translationAABB[i].Max, out intersectDist)) { results.Add(new AxisDistanceResult((FSelectedAxes)(i + 1), intersectDist)); } } } else if (m_mode == FTransformMode.Rotation) { // We'll use a combination of AABB and Distance checks to give us the quarter-circles we need. FAABox[] rotationAABB = GetAABBBoundsForMode(FTransformMode.Rotation); float screenScale = 0f; for (int i = 0; i < 3; i++) { screenScale += m_scale[i]; } screenScale /= 3f; for (int i = 0; i < rotationAABB.Length; i++) { float intersectDist; if (WMath.RayIntersectsAABB(localRay, rotationAABB[i].Min, rotationAABB[i].Max, out intersectDist)) { Vector3 intersectPoint = localRay.Origin + (localRay.Direction * intersectDist); // Convert this aabb check into a radius check so we clip it by the semi-circles // that the rotation tool actually is. if (intersectPoint.Length > 105f * screenScale) { continue; } if (i == 0 && !mShowRotX) { continue; } if (i == 1 && !mShowRotY) { continue; } if (i == 2 && !mShowRotZ) { continue; } results.Add(new AxisDistanceResult((FSelectedAxes)(i + 1), intersectDist)); } } } else if (m_mode == FTransformMode.Scale) { FAABox[] scaleAABB = GetAABBBoundsForMode(FTransformMode.Scale); for (int i = 0; i < scaleAABB.Length; i++) { float intersectDist; if (WMath.RayIntersectsAABB(localRay, scaleAABB[i].Min, scaleAABB[i].Max, out intersectDist)) { // Special-case here to give the center scale point overriding priority. Because we intersected // it, we can just override its distance to zero to make it clickable through the other bounding boxes. if ((FSelectedAxes)i + 1 == FSelectedAxes.All) { intersectDist = 0f; } results.Add(new AxisDistanceResult((FSelectedAxes)(i + 1), intersectDist)); } } } if (results.Count == 0) { m_selectedAxes = FSelectedAxes.None; return(false); } // If we get an intersection, sort them by the closest intersection distance. results.Sort((x, y) => x.Distance.CompareTo(y.Distance)); m_selectedAxes = results[0].Axis; // Store where the mouse hit on the first frame in world space. This means converting the ray back to worldspace. Vector3 localHitPoint = localRay.Origin + (localRay.Direction * results[0].Distance); m_hitPoint = Vector3.Transform(localHitPoint, m_rotation.ToSinglePrecision()) + m_position; return(true); }