Fix rotation transform

This commit is contained in:
brunoherbelin
2020-06-08 00:03:57 +02:00
parent 2330e28d89
commit dffab7d2df
3 changed files with 35 additions and 9 deletions

View File

@@ -1,11 +1,13 @@
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/vector_angle.hpp>
#include <glm/gtx/component_wise.hpp>
#include "Decorations.h"
#include "Visitor.h"
#include "ImageShader.h"
#include "GlmToolkit.h"
#include "Log.h"
Frame::Frame(Type type) : Node(), type_(type), side_(nullptr), top_(nullptr), shadow_(nullptr), square_(nullptr)
@@ -163,6 +165,11 @@ void Handles::draw(glm::mat4 modelview, glm::mat4 projection)
glm::vec3 rot(0.f);
glm::vec4 vec = modelview * glm::vec4(1.f, 0.f, 0.f, 0.f);
rot.z = glm::orientedAngle( glm::vec3(1.f, 0.f, 0.f), glm::normalize(glm::vec3(vec)), glm::vec3(0.f, 0.f, 1.f) );
vec = modelview * glm::vec4(0.f, 1.f, 0.f, 1.f);
// glm::vec3 scale( vec.x > 0.f ? 1.f : -1.f, vec.y > 0.f ? 1.f : -1.f, 1.f);
// glm::vec3 scale(1.f, 1.f, 1.f);
// Log::Info(" (0,1) becomes (%f, %f)", scale.x, scale.y);
if ( type_ == RESIZE ) {
@@ -207,10 +214,24 @@ void Handles::draw(glm::mat4 modelview, glm::mat4 projection)
// one icon in top right corner
// 1. Fixed displacement by (0.12,0.12) along the rotation..
ctm = GlmToolkit::transform(glm::vec4(0.f), rot, glm::vec3(1.f));
vec = ctm * glm::vec4(0.12f, 0.12f, 0.f, 1.f);
glm::vec4 pos = ctm * glm::vec4(0.12f, 0.12f, 0.f, 1.f);
// Log::Info(" (0.12,0.12) becomes (%f, %f)", pos.x, pos.y);
// 2. ..from the top right corner (1,1)
vec = ( modelview * glm::vec4(1.f, 1.f, 0.f, 1.f) ) + vec;
vec = ( modelview * glm::vec4(1.f, 1.f, 0.f, 1.f) ) + pos;
ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
// TODO fix problem with negative scale
// glm::vec4 target = modelview * glm::vec4(1.2f, 1.2f, 0.f, 1.f);
// vec = modelview * glm::vec4(1.f, 1.f, 0.f, 1.f);
// glm::vec4 dv = target - vec;
// Log::Info("dv (%f, %f)", dv.x, dv.y);
// float m = dv.x < dv.y ? dv.x : dv.y;
// Log::Info("min %f", m);
// ctm = GlmToolkit::transform( glm::vec3(target), rot, glm::vec3(1.f));
handle_->draw( ctm, projection );
}
}

View File

@@ -78,8 +78,6 @@ void PickingVisitor::visit(Handles &n)
// apply inverse transform to the point of interest
glm::vec4 P = glm::inverse(modelview_) * glm::vec4( point_, 0.f, 1.f );
Log::Info("P (%f, %f)", P.x, P.y);
// inverse transform to check the scale
glm::vec4 S = glm::inverse(modelview_) * glm::vec4( 0.05f, 0.05f, 0.f, 0.f );
float scale = glm::length( glm::vec2(S) );
@@ -103,9 +101,10 @@ void PickingVisitor::visit(Handles &n)
glm::length(glm::vec2(0.f, -1.f)- glm::vec2(P)) < scale );
}
else if ( n.type() == Handles::ROTATE ){
// the icon for rotation is on the right top corner at (0.12, 0.12) in screen coordinates
glm::vec4 vec = glm::inverse(modelview_) * glm::vec4( 0.12f, 0.12f, 0.f, 0.f );
picked = glm::length( glm::vec2( 1.f + glm::abs(vec.x), 1.f + glm::abs(vec.y)) - glm::vec2(P) ) < scale;
// the icon for rotation is on the right top corner at (0.12, 0.12) in scene coordinates
glm::vec4 vec = glm::inverse(modelview_) * glm::vec4( 0.1f, 0.1f, 0.f, 0.f );
float l = glm::length( glm::vec2(vec) );
picked = glm::length( glm::vec2( 1.f + l, 1.f + l) - glm::vec2(P) ) < 1.5f * scale;
}
if ( picked )

View File

@@ -384,11 +384,11 @@ View::Cursor GeometryView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::p
// grab coordinates in scene-View reference frame
glm::vec3 gl_Position_from = Rendering::manager().unProject(from, scene.root()->transform_);
glm::vec3 gl_Position_to = Rendering::manager().unProject(to, scene.root()->transform_);
glm::vec3 gl_Position_to = Rendering::manager().unProject(to, scene.root()->transform_);
// grab coordinates in source-root reference frame
glm::vec4 S_from = glm::inverse(sourceNode->transform_) * glm::vec4( gl_Position_from, 1.f );
glm::vec4 S_to = glm::inverse(sourceNode->transform_) * glm::vec4( gl_Position_to, 1.f );
glm::vec4 S_to = glm::inverse(sourceNode->transform_) * glm::vec4( gl_Position_to, 1.f );
glm::vec3 S_resize = glm::vec3(S_to) / glm::vec3(S_from);
// Log::Info(" screen coordinates ( %.1f, %.1f ) ", to.x, to.y);
@@ -441,7 +441,13 @@ View::Cursor GeometryView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::p
}
// picking on the rotating handle
else if ( pick.first == s->rotate_handle_ ) {
// rotation center to center of source
glm::mat4 T = glm::translate(glm::identity<glm::mat4>(), start_translation);
S_from = glm::inverse(T) * glm::vec4( gl_Position_from, 1.f );
S_to = glm::inverse(T) * glm::vec4( gl_Position_to, 1.f );
// angle
float angle = glm::orientedAngle( glm::normalize(glm::vec2(S_from)), glm::normalize(glm::vec2(S_to)));
// apply rotation on Z axis
sourceNode->rotation_ = start_rotation + glm::vec3(0.f, 0.f, angle);
int degrees = int( glm::degrees(sourceNode->rotation_.z) );