a0ad653d7d
* gui resizelayout #51 * checkbox icons * updates * weather reset * embedded logo asset
84 lines
2.2 KiB
C++
84 lines
2.2 KiB
C++
#pragma once
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#include "CommonInclude.h"
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#include "wiCanvas.h"
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#include "wiVector.h"
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#include "wiUnorderedSet.h"
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class Translator
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{
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private:
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bool dragging = false;
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bool dragStarted = false;
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bool dragEnded = false;
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XMFLOAT3 intersection_start = XMFLOAT3(0, 0, 0);
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XMFLOAT3 axis = XMFLOAT3(1, 0, 0);
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float angle = 0;
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float angle_start = 0;
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public:
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void Update(const wi::scene::CameraComponent& camera, const wi::Canvas& canvas);
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void Draw(const wi::scene::CameraComponent& camera, wi::graphics::CommandList cmd) const;
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// Attach selection to translator temporarily
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void PreTranslate();
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// Apply translator to selection
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void PostTranslate();
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wi::scene::Scene* scene = nullptr;
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wi::scene::TransformComponent transform;
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wi::vector<wi::scene::PickResult> selected; // all the selected picks
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wi::unordered_set<wi::ecs::Entity> selectedEntitiesLookup; // fast lookup for selected entities
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wi::vector<wi::ecs::Entity> selectedEntitiesNonRecursive; // selected entities that don't contain entities that would be included in recursive iterations
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float scale_snap = 1;
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float rotate_snap = XM_PIDIV4;
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float translate_snap = 1;
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enum TRANSLATOR_STATE
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{
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TRANSLATOR_IDLE,
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TRANSLATOR_X,
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TRANSLATOR_Y,
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TRANSLATOR_Z,
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TRANSLATOR_XY,
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TRANSLATOR_XZ,
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TRANSLATOR_YZ,
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TRANSLATOR_XYZ,
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} state = TRANSLATOR_IDLE;
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XMMATRIX GetMirrorMatrix(TRANSLATOR_STATE state, const wi::scene::CameraComponent& camera) const;
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void WriteAxisText(TRANSLATOR_STATE axis, const wi::scene::CameraComponent& camera, char* text) const;
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float dist = 1;
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bool interactable = true;
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bool isTranslator = true;
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bool isScalator = false;
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bool isRotator = false;
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bool IsEnabled() const { return isTranslator || isRotator || isScalator; }
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void SetEnabled(bool value)
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{
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if (value && !IsEnabled())
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{
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isTranslator = true;
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}
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else if (!value && IsEnabled())
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{
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isTranslator = false;
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isScalator = false;
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isRotator = false;
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}
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}
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// Check if the drag started in this exact frame
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bool IsDragStarted() const { return dragStarted; };
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// Check if the drag ended in this exact frame
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bool IsDragEnded() const { return dragEnded; };
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wi::scene::TransformComponent transform_start;
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wi::vector<XMFLOAT4X4> matrices_start;
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wi::vector<XMFLOAT4X4> matrices_current;
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};
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