Files
WickedEngine/Editor/Translator.h
T
Turánszki János a0ad653d7d GUI ResizeLayout (#495)
* gui resizelayout #51

* checkbox icons

* updates

* weather reset

* embedded logo asset
2022-07-31 19:28:41 +02:00

84 lines
2.2 KiB
C++

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