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https://github.com/brunoherbelin/vimix.git
synced 2025-12-12 18:59:59 +01:00
Fix rotation transform
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@@ -1,11 +1,13 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <glm/gtx/component_wise.hpp>
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#include "Decorations.h"
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#include "Visitor.h"
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#include "ImageShader.h"
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#include "GlmToolkit.h"
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#include "Log.h"
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Frame::Frame(Type type) : Node(), type_(type), side_(nullptr), top_(nullptr), shadow_(nullptr), square_(nullptr)
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@@ -163,6 +165,11 @@ void Handles::draw(glm::mat4 modelview, glm::mat4 projection)
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glm::vec3 rot(0.f);
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glm::vec4 vec = modelview * glm::vec4(1.f, 0.f, 0.f, 0.f);
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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) );
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vec = modelview * glm::vec4(0.f, 1.f, 0.f, 1.f);
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// glm::vec3 scale( vec.x > 0.f ? 1.f : -1.f, vec.y > 0.f ? 1.f : -1.f, 1.f);
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// glm::vec3 scale(1.f, 1.f, 1.f);
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// Log::Info(" (0,1) becomes (%f, %f)", scale.x, scale.y);
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if ( type_ == RESIZE ) {
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@@ -207,10 +214,24 @@ void Handles::draw(glm::mat4 modelview, glm::mat4 projection)
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// one icon in top right corner
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// 1. Fixed displacement by (0.12,0.12) along the rotation..
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ctm = GlmToolkit::transform(glm::vec4(0.f), rot, glm::vec3(1.f));
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vec = ctm * glm::vec4(0.12f, 0.12f, 0.f, 1.f);
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glm::vec4 pos = ctm * glm::vec4(0.12f, 0.12f, 0.f, 1.f);
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// Log::Info(" (0.12,0.12) becomes (%f, %f)", pos.x, pos.y);
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// 2. ..from the top right corner (1,1)
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vec = ( modelview * glm::vec4(1.f, 1.f, 0.f, 1.f) ) + vec;
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vec = ( modelview * glm::vec4(1.f, 1.f, 0.f, 1.f) ) + pos;
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ctm = GlmToolkit::transform(vec, rot, glm::vec3(1.f));
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// TODO fix problem with negative scale
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// glm::vec4 target = modelview * glm::vec4(1.2f, 1.2f, 0.f, 1.f);
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// vec = modelview * glm::vec4(1.f, 1.f, 0.f, 1.f);
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// glm::vec4 dv = target - vec;
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// Log::Info("dv (%f, %f)", dv.x, dv.y);
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// float m = dv.x < dv.y ? dv.x : dv.y;
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// Log::Info("min %f", m);
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// ctm = GlmToolkit::transform( glm::vec3(target), rot, glm::vec3(1.f));
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handle_->draw( ctm, projection );
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}
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}
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@@ -78,8 +78,6 @@ void PickingVisitor::visit(Handles &n)
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// apply inverse transform to the point of interest
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glm::vec4 P = glm::inverse(modelview_) * glm::vec4( point_, 0.f, 1.f );
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Log::Info("P (%f, %f)", P.x, P.y);
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// inverse transform to check the scale
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glm::vec4 S = glm::inverse(modelview_) * glm::vec4( 0.05f, 0.05f, 0.f, 0.f );
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float scale = glm::length( glm::vec2(S) );
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@@ -103,9 +101,10 @@ void PickingVisitor::visit(Handles &n)
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glm::length(glm::vec2(0.f, -1.f)- glm::vec2(P)) < scale );
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}
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else if ( n.type() == Handles::ROTATE ){
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// the icon for rotation is on the right top corner at (0.12, 0.12) in screen coordinates
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glm::vec4 vec = glm::inverse(modelview_) * glm::vec4( 0.12f, 0.12f, 0.f, 0.f );
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picked = glm::length( glm::vec2( 1.f + glm::abs(vec.x), 1.f + glm::abs(vec.y)) - glm::vec2(P) ) < scale;
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// the icon for rotation is on the right top corner at (0.12, 0.12) in scene coordinates
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glm::vec4 vec = glm::inverse(modelview_) * glm::vec4( 0.1f, 0.1f, 0.f, 0.f );
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float l = glm::length( glm::vec2(vec) );
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picked = glm::length( glm::vec2( 1.f + l, 1.f + l) - glm::vec2(P) ) < 1.5f * scale;
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}
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if ( picked )
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10
View.cpp
10
View.cpp
@@ -384,11 +384,11 @@ View::Cursor GeometryView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::p
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// grab coordinates in scene-View reference frame
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glm::vec3 gl_Position_from = Rendering::manager().unProject(from, scene.root()->transform_);
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glm::vec3 gl_Position_to = Rendering::manager().unProject(to, scene.root()->transform_);
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glm::vec3 gl_Position_to = Rendering::manager().unProject(to, scene.root()->transform_);
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// grab coordinates in source-root reference frame
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glm::vec4 S_from = glm::inverse(sourceNode->transform_) * glm::vec4( gl_Position_from, 1.f );
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glm::vec4 S_to = glm::inverse(sourceNode->transform_) * glm::vec4( gl_Position_to, 1.f );
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glm::vec4 S_to = glm::inverse(sourceNode->transform_) * glm::vec4( gl_Position_to, 1.f );
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glm::vec3 S_resize = glm::vec3(S_to) / glm::vec3(S_from);
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// Log::Info(" screen coordinates ( %.1f, %.1f ) ", to.x, to.y);
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@@ -441,7 +441,13 @@ View::Cursor GeometryView::grab (glm::vec2 from, glm::vec2 to, Source *s, std::p
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}
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// picking on the rotating handle
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else if ( pick.first == s->rotate_handle_ ) {
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// rotation center to center of source
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glm::mat4 T = glm::translate(glm::identity<glm::mat4>(), start_translation);
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S_from = glm::inverse(T) * glm::vec4( gl_Position_from, 1.f );
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S_to = glm::inverse(T) * glm::vec4( gl_Position_to, 1.f );
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// angle
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float angle = glm::orientedAngle( glm::normalize(glm::vec2(S_from)), glm::normalize(glm::vec2(S_to)));
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// apply rotation on Z axis
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sourceNode->rotation_ = start_rotation + glm::vec3(0.f, 0.f, angle);
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int degrees = int( glm::degrees(sourceNode->rotation_.z) );
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