File size: 12,362 Bytes
b6a38d7
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
DefineClass.RotateGizmo = {
	__parents = { "XEditorGizmo" },
	
	HasLocalCSSetting = true,
	HasSnapSetting = false,
	
	Title = "Rotate gizmo (E)",
	Description = false,
	ActionSortKey = "2",
	ActionIcon = "CommonAssets/UI/Editor/Tools/RotateGizmo.tga",
	ActionShortcut = "E",
	UndoOpName = "Rotated %d object(s)",

	mesh_x = pstr(""),
	mesh_y = pstr(""),
	mesh_z = pstr(""),
	mesh_big = pstr(""),
	mesh_sphere = pstr(""),
	
	b_over_x = false,
	b_over_y = false,
	b_over_z = false,
	b_over_big = false,
	b_over_sphere = false,
	
	v_axis_x = axis_x,
	v_axis_y = axis_y,
	v_axis_z = axis_z,
	
	scale = 100,
	thickness = 100,
	opacity = 255,
	sensitivity = 100,
	
	operation_started = false,
	
	tangent_vector = false,
	tangent_offset = false,
	tangent_axis = false,
	tangent_angle = false,
	
	initial_orientations = false,
	init_intersect = false,
	init_pos = false,
	rotation_center = false,
	rotation_axis = false,
	rotation_angle = 0,
	rotation_snap = false,
	
	text = false,
}

function RotateGizmo:Done()
	self:DeleteText()
end

function RotateGizmo:DeleteText()
	if self.text then
		self.text:delete()
		self.text = nil
	end
end

function RotateGizmo:CheckStartOperation(pt)
	return #editor.GetSel() > 0 and self:IntersectRay(camera.GetEye(), ScreenToGame(pt))
end

function RotateGizmo:StartOperation(pt)
	if not self.b_over_sphere then
		self.text = XTemplateSpawn("XFloatingText")
		self.text:SetTextStyle("GizmoText")
		self.text:AddDynamicPosModifier({id = "attached_ui", target = self:GetPos()})
		self.text.TextColor = RGB(255, 255, 255)
		self.text.ShadowType = "outline"
		self.text.ShadowSize = 1
		self.text.ShadowColor = RGB(64, 64, 64)
		self.text.Translate = false
	end
	
	-- with Slabs in the selection, rotate around a half-grid aligned point (if rotating around the Z axis)
	-- to ensure Slab positions are aligned after the rotation
	local center = self:GetPos()
	local objs = editor.GetSel()
	self:CursorIntersection(pt) -- initialize rotation_axis
	if not self.b_over_sphere and self.rotation_axis == axis_z and HasAlignedObjs(objs) then
		local snap = const.SlabSizeX
		center = point(center:x() / snap * snap, center:y() / snap * snap, center:z()) or center
	end
	
	self.init_intersect = self:CursorIntersection(pt)
	self.init_pos = self:GetPos()
	self.rotation_center = center
	self.initial_orientations = {}
	for i, obj in ipairs(objs) do
		self.initial_orientations[obj] = { axis = obj:GetVisualAxis(), angle = obj:GetVisualAngle(), offset = obj:GetVisualPos() - center }
	end
	self.operation_started = true
end

function RotateGizmo:PerformOperation(pt)
	local intersection = self:CursorIntersection(pt)
	if not intersection then return end
	
	self.rotation_angle = 0
	
	local axis, angle
	local offset = MulDivRound(intersection - self.init_intersect, 9 * self.sensitivity, self.scale) -- 9 is the magic number that gives +/-45 degree range
	if self.b_over_sphere then
		local normal = Normalize(self:GetVisualPos() - camera.GetEye())
		local axisX = Normalize(Cross(normal, axis_z))
		local axisY = Normalize(Cross(normal, axisX))
		local angleX = Dot(offset, axisY) / 4096
		local angleY = -Dot(offset, axisX) / 4096
		axis, angle = ComposeRotation(axisX, angleX, axisY, angleY)
	else
		axis, angle = self.rotation_axis, Dot(offset, self.tangent_vector) / 4096
		if XEditorSettings:GetGizmoRotateSnapping() then
			local new_angle = self:SnapAngle(angle)
			angle, self.rotation_snap = new_angle, new_angle ~= angle
		end
		self.rotation_angle = angle / 60.0
	end
	
	local center = self.rotation_center
	for obj, data in pairs(self.initial_orientations) do
		local newPos = center + RotateAxis(data.offset, axis, angle)
		if not obj:IsValidZ() then
			newPos = newPos:SetInvalidZ()
		end
		XEditorSetPosAxisAngle(obj, newPos, ComposeRotation(data.axis, data.angle, axis, angle))
	end
	Msg("EditorCallback", "EditorCallbackRotate", table.keys(self.initial_orientations))
end

function RotateGizmo:EndOperation()
	self.tangent_vector = false
	self.tangent_offset = false
	self.tangent_axis = false
	self.tangent_angle = false
	self.rotation_axis = false
	self.initial_orientations = false
	self.init_intersect = false
	self.init_pos = false
	self.operation_started = false
	self:DeleteText()
end

function RotateGizmo:SnapAngle(angle)
	local snapAngle = 15 * 60
	local snapAngleTollerance = 120
	if abs(angle) > snapAngleTollerance then -- don't snap at the 0 degree rotation, allowing for small adjustments
		if abs(angle % snapAngle) < snapAngleTollerance or abs(angle % snapAngle) > (snapAngle - snapAngleTollerance) then
			angle = (angle + snapAngleTollerance) / snapAngle * snapAngle
		end
	end
	return angle
end

function RotateGizmo:Render()
	local obj = not XEditorIsContextMenuOpen() and selo()
	if obj then
		if self.local_cs then
			self.v_axis_x, self.v_axis_y, self.v_axis_z = GetAxisVectors(obj)
		else
			self.v_axis_x = axis_x
			self.v_axis_y = axis_y
			self.v_axis_z = axis_z
			self:SetOrientation(axis_z, 0)
		end
		self:SetPos(self.init_pos or CenterOfMasses(editor.GetSel()))
		self:CalculateScale()
		self:SetMesh(self:RenderGizmo())
	else self:SetMesh(pstr("")) end
end

function RotateGizmo:RenderGizmo()
	local vpstr = pstr("")
	local center = point(0, 0, 0)
	local pos = selo() and selo():GetVisualPos() or GetTerrainCursor()
	local normal = pos - camera.GetEye()
	normal = Normalize(normal)
	local bigTorusAxis, bigTorusAngle = GetAxisAngle(axis_z, normal)
	bigTorusAxis = Normalize(camera.GetEye() - self:GetPos())
	bigTorusAngle = bigTorusAngle / 60
	
	self.mesh_big = self:RenderBigTorus(nil, bigTorusAxis)
	self.mesh_sphere = self:RenderCircle(nil, bigTorusAxis, bigTorusAngle)
	self.mesh_x = self:RenderTorusAndAxis(nil, self.v_axis_x, self.b_over_x, normal)
	self.mesh_y = self:RenderTorusAndAxis(nil, self.v_axis_y, self.b_over_y, normal)
	self.mesh_z = self:RenderTorusAndAxis(nil, self.v_axis_z, self.b_over_z, normal)
	
	if self.text then
		self.text:SetText((self.rotation_snap and "<color 255 235 64>" or "") .. string.format("%.2f°", self.rotation_angle))
	end
	
	vpstr = self:RenderBigTorus(vpstr, bigTorusAxis, self.b_over_big, true)
	vpstr = self:RenderOutlineTorus(vpstr, bigTorusAxis)
	vpstr = self:RenderCircle(vpstr, bigTorusAxis, bigTorusAngle, self.b_over_sphere)
	vpstr = self:RenderTorusAndAxis(vpstr, self.v_axis_x, self.b_over_x, normal, RGBA(192, 0, 0, self.opacity), true)
	vpstr = self:RenderTorusAndAxis(vpstr, self.v_axis_y, self.b_over_y, normal, RGBA(0, 192, 0, self.opacity), true)
	vpstr = self:RenderTorusAndAxis(vpstr, self.v_axis_z, self.b_over_z, normal, RGBA(0, 0, 192, self.opacity), true)
	return self:RenderTangent(vpstr)
end

function RotateGizmo:CalculateScale()
	local eye = camera.GetEye()
	local dir = self:GetVisualPos()
	local ray = dir - eye
	local cameraDistanceSquared = ray:x() * ray:x() + ray:y() * ray:y() + ray:z() * ray:z()
	local cameraDistance = 0
	if cameraDistanceSquared >= 0 then cameraDistance = sqrt(cameraDistanceSquared) end
	self.scale = cameraDistance / 20 * self.scale / 100
end

function RotateGizmo:IntersectRay(pt1, pt2)
	self.b_over_z = IntersectRayMesh(self, pt1, pt2, self.mesh_z)
	self.b_over_x = IntersectRayMesh(self, pt1, pt2, self.mesh_x)	
	self.b_over_y = IntersectRayMesh(self, pt1, pt2, self.mesh_y)
	self.b_over_big = IntersectRayMesh(self, pt1, pt2, self.mesh_big)
	
	self.b_over_sphere = false
	if self.b_over_z then
		self.b_over_x = false
		self.b_over_y = false
		return true
	elseif self.b_over_x then
		self.b_over_y = false
		self.b_over_z = false
		return true
	elseif self.b_over_y then
		self.b_over_z = false
		self.b_over_x = false
		return true
	elseif self.b_over_big then
		return true
	end
	
	self.b_over_sphere = IntersectRayMesh(self, pt1, pt2, self.mesh_sphere)
	return self.b_over_sphere
end

function RotateGizmo:CursorIntersection(mouse_pos)
	local pt1 = camera.GetEye()
	local pt2 = ScreenToGame(mouse_pos)
	local pos = self:GetVisualPos()
	local pt_intersection = self.b_over_x or self.b_over_y or self.b_over_z or self.b_over_big
	if pt_intersection then
		if not self.operation_started then
			self.rotation_axis =
				self.b_over_x and self.v_axis_x or
				self.b_over_y and self.v_axis_y or
				self.b_over_z and self.v_axis_z or
				self.b_over_big and (camera.GetEye() - pos)
			self.rotation_axis = Normalize(self.rotation_axis)
			self.tangent_offset = pt_intersection - pos
			self.tangent_vector = Cross(self.rotation_axis, Normalize(self.tangent_offset))
			self.tangent_vector = Normalize(self.tangent_vector)
			self.tangent_axis, self.tangent_angle = GetAxisAngle(axis_z, self.tangent_vector)
			self.tangent_axis, self.tangent_angle = Normalize(self.tangent_axis), self.tangent_angle / 60
		end
		
		local axis
		if self.b_over_x then
			axis = self.v_axis_x
		elseif self.b_over_y then
			axis = self.v_axis_y
		elseif self.b_over_z then
			axis = self.v_axis_z
		elseif self.b_over_big then
			axis = camera.GetEye() - pos
		end
		local camDir = Normalize(camera.GetEye() - pos)
		local camX = Normalize(Cross((camDir), axis_z))
		local planeB = pos + camX
		local planeC = pos + Normalize(Cross((camDir), camX))
		local ptA = pos + self.tangent_offset
		local ptB = ptA + self.tangent_vector
		local intersection = IntersectRayPlane(pt1, pt2, pos, planeB, planeC)
		return ProjectPointOnLine(ptA, ptB, intersection)
	elseif self.b_over_sphere then
		local axis = Normalize(camera.GetEye() - pos)
		local screenX = Cross(axis, axis_z)
		local screenY = Cross(axis, axis_x)
		local planeB = pos + screenX
		local planeC = pos + screenY
		return IntersectRayPlane(pt1, pt2, pos, planeB, planeC)
	end
end

function RotateGizmo:RenderTangent(vpstr)
	if self.tangent_vector then
		local radius = 0.1 * self.scale * self.thickness / 100
		local length = 2.5 * self.scale
		local coneHeight = 0.50 * self.scale
		local coneRadius = 0.30 * self.scale * self.thickness / 100
		local color = RGBA(255, 0, 255, self.opacity)
		vpstr = AppendConeVertices(vpstr, point(0, 0, -length), point(0, 0, length * 2), radius, radius, self.tangent_axis, self.tangent_angle, color, self.tangent_offset)
		vpstr = AppendConeVertices(vpstr, point(0, 0, -length), point(0, 0, -coneHeight), coneRadius, 0, self.tangent_axis, self.tangent_angle, color, self.tangent_offset)
		vpstr = AppendConeVertices(vpstr, point(0, 0, length), point(0, 0, coneHeight), coneRadius, 0, self.tangent_axis, self.tangent_angle, color, self.tangent_offset)
	end
	return vpstr
end

function RotateGizmo:RenderCircle(vpstr, axis, angle, selected)
	vpstr = vpstr or pstr("")
	local HSeg = 32
	local center = point(0, 0, 0)
	local rad = Cross(axis, axis_z)
	local radius = 2.3 * self.scale
	local color = selected and RGBA(255, 255, 0, 70 * self.opacity / 255) or RGBA(0, 0, 0, 0)
	rad = Normalize(rad)
	rad = MulDivRound(rad, radius, 4096)
	for i = 1, HSeg do
		local pt = Rotate(rad, MulDivRound(360 * 60, i, HSeg))
		pt = RotateAxis(pt, rad, angle * 60)
		local nextPt = Rotate(rad, MulDivRound(360 * 60, i + 1, HSeg))
		nextPt = RotateAxis(nextPt, rad, angle * 60)
		vpstr:AppendVertex(center, color)
		vpstr:AppendVertex(pt)
		vpstr:AppendVertex(nextPt)
	end
	return vpstr
end

function RotateGizmo:RenderBigTorus(vpstr, axis, selected, visual)
	local radius1 = 3.5 * self.scale
	local radius2 = visual and 0.15 * self.scale * self.thickness / 100 or 0.15 * self.scale
	local color = selected and RGBA(255, 255, 0, self.opacity) or RGBA(0, 192, 192, self.opacity)
	return AppendTorusVertices(vpstr, radius1, radius2, axis, color)
end

function RotateGizmo:RenderTorusAndAxis(vpstr, axis, selected, normal, color, visual)
	local radius1 = 2.3 * self.scale
	local radius2 = visual and 0.15 * self.scale * self.thickness / 100 or 0.15 * self.scale
	color = selected and RGBA(255, 255, 0, self.opacity) or color
	
	local height = 1.5 * self.scale
	local radius = 0.05 * self.scale
	vpstr = AppendTorusVertices(vpstr, radius1, radius2, axis, color, normal)
	local axis, angle = GetAxisAngle(axis_z, axis)
	axis = Normalize(axis)
	angle = angle / 60
	return AppendConeVertices(vpstr, nil, point(0, 0, height), radius, radius, axis, angle, color)
end

function RotateGizmo:RenderOutlineTorus(vpstr, axis)
	local radius1 = 2.3 * self.scale
	local radius2 = 0.15 * self.scale * self.thickness / 100
	local color = RGBA(128, 128, 128, 192 * self.opacity / 255)
	return AppendTorusVertices(vpstr, radius1, radius2, axis, color)
end