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netradiant-custom/radiant/selection_mtor_skew.cpp
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2026-01-03 20:27:45 +05:00

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/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "selection_mtor_skew.h"
#include "selection_.h"
#include "dragplanes.h"
#include "selection_render.h"
#include "selection_volume.h"
#include "selection_selector.h"
#include "selection_mtable_translate.h"
#include "selection_mtable_rotate.h"
#include "selection_mtable_scale.h"
#include "selection_mtable_skew.h"
class SkewManipulatorImpl final : public SkewManipulator, public ManipulatorSelectionChangeable
{
SkewAxis m_skew;
TranslateFreeXY_Z m_translateFreeXY_Z;
ScaleAxis m_scaleAxis;
ScaleFree m_scaleFree;
RotateAxis m_rotateAxis;
AABB m_bounds_draw;
const AABB& m_bounds;
Matrix4& m_pivot2world;
const bool& m_pivotIsCustom;
/*
RenderableLine m_lineXy_;
RenderableLine m_lineXy;
RenderableLine m_lineXz_;
RenderableLine m_lineXz;
RenderableLine m_lineYz_;
RenderableLine m_lineYz;
RenderableLine m_lineYx_;
RenderableLine m_lineYx;
RenderableLine m_lineZx_;
RenderableLine m_lineZx;
RenderableLine m_lineZy_;
RenderableLine m_lineZy;
*/
RenderableLine m_lines[3][2][2];
SelectableBool m_selectables[3][2][2]; //[X][YZ][-+]
SelectableBool m_selectable_translateFree;
DragPlanes m_selectables_scale; //+-X+-Y+-Z
SelectableBool m_selectables_rotate[3][2][2]; //[X][-+Y][-+Z]
Pivot2World m_pivot;
Matrix4 m_worldSpace;
RenderableArrowHead m_arrow;
Matrix4 m_arrow_modelview;
Matrix4 m_arrow_modelview2;
RenderablePoint m_point;
public:
SkewManipulatorImpl( Skewable& skewable, Translatable& translatable, Scalable& scalable, Rotatable& rotatable,
AllTransformable& transformable, const AABB& bounds, Matrix4& pivot2world, const bool& pivotIsCustom, const std::size_t segments = 2 ) :
m_skew( skewable ),
m_translateFreeXY_Z( translatable, transformable ),
m_scaleAxis( scalable ),
m_scaleFree( scalable ),
m_rotateAxis( rotatable ),
m_bounds( bounds ),
m_pivot2world( pivot2world ),
m_pivotIsCustom( pivotIsCustom ),
m_selectables_scale( {} ),
m_arrow( 3 * 2 * ( segments << 3 ) ) {
for ( int i = 0; i < 3; ++i ){
for ( int j = 0; j < 2; ++j ){
const int x = i;
const int y = ( i + j + 1 ) % 3;
Vertex3f& xy_ = m_lines[i][j][0].m_line[0].vertex;
Vertex3f& x_y_ = m_lines[i][j][0].m_line[1].vertex;
Vertex3f& xy = m_lines[i][j][1].m_line[0].vertex;
Vertex3f& x_y = m_lines[i][j][1].m_line[1].vertex;
xy = x_y = xy_ = x_y_ = vertex3f_identity;
xy[x] = xy_[x] = 1;
x_y[x] = x_y_[x] = -1;
xy[y] = x_y[y] = 1;
xy_[y] = x_y_[y] = -1;
}
}
draw_arrowhead( segments, 0, m_arrow.m_vertices.data(), TripleRemapXYZ<Vertex3f>(), TripleRemapXYZ<Normal3f>() );
m_arrow.setColour( g_colour_selected );
m_point.setColour( g_colour_selected );
}
void UpdateColours() {
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k )
m_lines[i][j][k].setColour( colourSelected( g_colour_screen, m_selectables[i][j][k].isSelected() ) );
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
if( m_selectables_scale.getSelectables()[i * 2 + j].isSelected() ){
m_lines[( i + 1 ) % 3][1][j ^ 1].setColour( g_colour_selected );
m_lines[( i + 2 ) % 3][0][j ^ 1].setColour( g_colour_selected );
}
}
void updateModelview( const VolumeTest& volume, const Matrix4& pivot2world ){
//m_pivot.update( pivot2world, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
//m_pivot.update( matrix4_translation_for_vec3( matrix4_get_translation_vec3( pivot2world ) ), volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
m_pivot.update( matrix4_translation_for_vec3( m_bounds.origin ), volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
//m_pivot.update( g_matrix4_identity, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() ); //no shaking in cam due to low precision this way; smooth and sometimes very incorrect result
// globalOutputStream() << m_pivot.m_worldSpace << '\n';
Matrix4& m = m_pivot.m_worldSpace; /* go affine to increase precision */
m[1] = m[2] = m[3] = m[4] = m[6] = m[7] = m[8] = m[9] = m[11] = 0;
m[15] = 1;
m_bounds_draw = aabb_for_oriented_aabb( m_bounds, matrix4_affine_inverse( m_pivot.m_worldSpace ) ); //screen scale
for ( int i = 0; i < 3; ++i ){
if( m_bounds_draw.extents[i] < 16 )
m_bounds_draw.extents[i] = 18;
else
m_bounds_draw.extents[i] += 2.0f;
}
m_bounds_draw = aabb_for_oriented_aabb( m_bounds_draw, m_pivot.m_worldSpace ); //world scale
m_bounds_draw.origin = m_bounds.origin;
m_worldSpace = matrix4_multiplied_by_matrix4( matrix4_translation_for_vec3( m_bounds_draw.origin ), matrix4_scale_for_vec3( m_bounds_draw.extents ) );
matrix4_premultiply_by_matrix4( m_worldSpace, matrix4_translation_for_vec3( -matrix4_get_translation_vec3( pivot2world ) ) );
matrix4_premultiply_by_matrix4( m_worldSpace, pivot2world );
// globalOutputStream() << m_worldSpace << '\n';
// globalOutputStream() << pivot2world << '\n';
}
void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& pivot2world ) override {
updateModelview( volume, pivot2world );
// temp hack
UpdateColours();
renderer.SetState( m_state_wire, Renderer::eWireframeOnly );
renderer.SetState( m_state_wire, Renderer::eFullMaterials );
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j ){
#if 0
const Vector3 dir = ( m_lines[i][j][0].m_line[0].vertex - m_lines[i][j][1].m_line[0].vertex ) / 2;
const float dot = vector3_dot( dir, m_pivot.m_axis_screen );
if( dot > 0.9999f )
renderer.addRenderable( m_lines[i][j][0], m_worldSpace );
else if( dot < -0.9999f )
renderer.addRenderable( m_lines[i][j][1], m_worldSpace );
else{
renderer.addRenderable( m_lines[i][j][0], m_worldSpace );
renderer.addRenderable( m_lines[i][j][1], m_worldSpace );
}
#else
if( m_selectables[i][j][0].isSelected() ){ /* add selected last to get highlighted one rendered on top in 2d */
renderer.addRenderable( m_lines[i][j][1], m_worldSpace );
renderer.addRenderable( m_lines[i][j][0], m_worldSpace );
}
else{
renderer.addRenderable( m_lines[i][j][0], m_worldSpace );
renderer.addRenderable( m_lines[i][j][1], m_worldSpace );
}
#endif
}
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k )
if( m_selectables[i][j][k].isSelected() ){
Vector3 origin = matrix4_transformed_point( m_worldSpace, m_lines[i][j][k].m_line[0].vertex );
Vector3 origin2 = matrix4_transformed_point( m_worldSpace, m_lines[i][j][k].m_line[1].vertex );
Pivot2World_worldSpace( m_arrow_modelview, matrix4_translation_for_vec3( origin ), volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
Pivot2World_worldSpace( m_arrow_modelview2, matrix4_translation_for_vec3( origin2 ), volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
const Matrix4 rot( i == 0? g_matrix4_identity: i == 1? matrix4_rotation_for_sincos_z( 1, 0 ): matrix4_rotation_for_sincos_y( -1, 0 ) );
matrix4_multiply_by_matrix4( m_arrow_modelview, rot );
matrix4_multiply_by_matrix4( m_arrow_modelview2, rot );
const float x = 0.7f;
matrix4_multiply_by_matrix4( m_arrow_modelview, matrix4_scale_for_vec3( Vector3( x, x, x ) ) );
matrix4_multiply_by_matrix4( m_arrow_modelview2, matrix4_scale_for_vec3( Vector3( -x, x, x ) ) );
renderer.SetState( m_state_fill, Renderer::eWireframeOnly );
renderer.SetState( m_state_fill, Renderer::eFullMaterials );
renderer.addRenderable( m_arrow, m_arrow_modelview );
renderer.addRenderable( m_arrow, m_arrow_modelview2 );
return;
}
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k )
if( m_selectables_rotate[i][j][k].isSelected() ){
renderer.SetState( m_state_point, Renderer::eWireframeOnly );
renderer.SetState( m_state_point, Renderer::eFullMaterials );
renderer.addRenderable( m_point, m_worldSpace );
renderer.addRenderable( m_point, m_worldSpace );
return;
}
}
void testSelect( const View& view, const Matrix4& pivot2world ) override {
updateModelview( view, pivot2world );
SelectionPool selector;
const Matrix4 local2view( matrix4_multiplied_by_matrix4( view.GetViewMatrix(), m_worldSpace ) );
if( g_modifiers == c_modifierAlt && view.fill() )
goto testSelectBboxPlanes;
if( g_modifiers != c_modifierNone )
return selectionChange( nullptr );
/* try corner points to rotate */
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k ){
m_point.m_point.vertex[i] = 0;
m_point.m_point.vertex[( i + 1 ) % 3] = j? 1 : -1;
m_point.m_point.vertex[( i + 2 ) % 3] = k? 1 : -1;
SelectionIntersection best;
Point_BestPoint( local2view, m_point.m_point, best );
selector.addSelectable( best, &m_selectables_rotate[i][j][k] );
}
if( !selector.failed() ) {
( *selector.begin() ).second->setSelected( true );
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k )
if( m_selectables_rotate[i][j][k].isSelected() ){
m_point.m_point.vertex[i] = 0;
m_point.m_point.vertex[( i + 1 ) % 3] = j? 1 : -1;
m_point.m_point.vertex[( i + 2 ) % 3] = k? 1 : -1;
if( !m_pivotIsCustom ){
const Vector3 origin = m_bounds.origin + m_point.m_point.vertex * -1 * m_bounds.extents;
m_pivot2world = matrix4_translation_for_vec3( origin );
}
/* set radius */
if( std::fabs( vector3_dot( m_pivot.m_axis_screen, g_vector3_axes[i] ) ) < 0.2 ){
Vector3 origin = matrix4_get_translation_vec3( m_pivot2world );
Vector3 point = m_bounds_draw.origin + m_point.m_point.vertex * m_bounds_draw.extents;
const Matrix4 inv = matrix4_affine_inverse( m_pivot.m_worldSpace );
matrix4_transform_point( inv, origin );
matrix4_transform_point( inv, point );
point -= origin;
point = vector3_added( point, vector3_scaled( m_pivot.m_axis_screen, -vector3_dot( point, m_pivot.m_axis_screen ) ) ); //constrain_to_axis
m_rotateAxis.SetRadius( vector3_length( point ) - g_SELECT_EPSILON / 2.0 - 1.0 ); /* use smaller radius to constrain to one rotation direction in 2D */
//globalOutputStream() << "radius " << ( vector3_length( point ) - g_SELECT_EPSILON / 2.0 - 1.0 ) << '\n';
}
else{
m_rotateAxis.SetRadius( g_radius );
//globalOutputStream() << "g_radius\n";
}
}
}
else{
/* try lines to skew */
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k ){
SelectionIntersection best;
Line_BestPoint( local2view, m_lines[i][j][k].m_line, best );
selector.addSelectable( best, &m_selectables[i][j][k] );
}
if( !selector.failed() ) {
( *selector.begin() ).second->setSelected( true );
m_skew.set0( vector4_projected( matrix4_transformed_vector4( matrix4_full_inverse( view.GetViewMatrix() ), Vector4( 0, 0, selector.begin()->first.depth(), 1 ) ) ) );
if( !m_pivotIsCustom )
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k )
if( m_selectables[i][j][k].isSelected() ){
const int axis_by = ( i + j + 1 ) % 3;
Vector3 origin = m_bounds.origin;
origin[axis_by] += k? -m_bounds.extents[axis_by] : m_bounds.extents[axis_by];
m_pivot2world = matrix4_translation_for_vec3( origin );
}
}
else{ /* try bbox to translate */
SelectionIntersection best;
AABB_BestPoint( local2view, EClipCull::CW, AABB( Vector3( 0, 0, 0 ), Vector3( 1, 1, 1 ) ), best );
selector.addSelectable( best, &m_selectable_translateFree );
if( !selector.failed() )
m_translateFreeXY_Z.set0( vector4_projected( matrix4_transformed_vector4( matrix4_full_inverse( view.GetViewMatrix() ), Vector4( 0, 0, selector.begin()->first.depth(), 1 ) ) ) );
}
}
testSelectBboxPlanes:
/* try bbox planes to scale */
if( selector.failed() ){
SelectionVolume test( view );
test.BeginMesh( g_matrix4_identity, true );
if( g_modifiers == c_modifierAlt ){
PlaneSelectable::BestPlaneData planeData;
m_selectables_scale.bestPlaneDirect( m_bounds_draw, test, planeData );
if( !planeData.valid() ){
m_selectables_scale.bestPlaneIndirect( m_bounds_draw, test, planeData );
}
if( planeData.valid() ){
m_selectables_scale.selectByPlane( m_bounds_draw, planeData.m_plane );
}
}
else{
m_selectables_scale.selectPlanes( m_bounds_draw, selector, test, {} );
for( auto& [ intersection, selectable ] : selector )
selectable->setSelected( true );
}
std::uintptr_t newsel = 0;
Vector3 origin = m_bounds.origin;
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
if( m_selectables_scale.getSelectables()[i * 2 + j].isSelected() ){
origin[i] += j? m_bounds.extents[i] : -m_bounds.extents[i];
newsel += reinterpret_cast<std::uintptr_t>( &m_selectables_scale.getSelectables()[i * 2 + j] ); // hack: store up to 2 pointers in one
}
if( !m_pivotIsCustom )
m_pivot2world = matrix4_translation_for_vec3( origin );
return selectionChange( reinterpret_cast<const ObservedSelectable *>( newsel ) );
}
selectionChange( selector );
}
Manipulatable* GetManipulatable() override {
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k )
if( m_selectables[i][j][k].isSelected() ){
m_skew.SetAxes( i, ( i + j + 1 ) % 3, k? 1 : -1 );
return &m_skew;
}
else if( m_selectables_rotate[i][j][k].isSelected() ){
m_rotateAxis.SetAxis( g_vector3_axes[i] );
return &m_rotateAxis;
}
{
Vector3 axes[2] = { g_vector3_identity, g_vector3_identity };
Vector3* axis = axes;
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
if( m_selectables_scale.getSelectables()[i * 2 + j].isSelected() )
( *axis++ )[i] = j? -1 : 1;
if( axis - axes == 2 ){
m_scaleFree.SetAxes( axes[0], axes[1] );
return &m_scaleFree;
}
else if( axis - axes == 1 ){
m_scaleAxis.SetAxis( axes[0] );
return &m_scaleAxis;
}
}
return &m_translateFreeXY_Z;
}
void setSelected( bool select ) override {
m_selectable_translateFree.setSelected( select );
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k ){
m_selectables[i][j][k].setSelected( select );
m_selectables_rotate[i][j][k].setSelected( select );
}
m_selectables_scale.setSelected( select );
}
bool isSelected() const override {
bool selected = false;
for ( int i = 0; i < 3; ++i )
for ( int j = 0; j < 2; ++j )
for ( int k = 0; k < 2; ++k ){
selected |= m_selectables[i][j][k].isSelected();
selected |= m_selectables_rotate[i][j][k].isSelected();
}
selected |= m_selectables_scale.isSelected();
return selected | m_selectable_translateFree.isSelected();
}
};
SkewManipulator* New_SkewManipulator( Skewable& skewable, Translatable& translatable, Scalable& scalable, Rotatable& rotatable,
AllTransformable& transformable, const AABB& bounds, Matrix4& pivot2world, const bool& pivotIsCustom, const std::size_t segments /*= 2*/ ){
return new SkewManipulatorImpl( skewable, translatable, scalable, rotatable, transformable, bounds, pivot2world, pivotIsCustom, segments );
}