Files
vimix/GeometryView.cpp
2021-11-14 00:18:10 +01:00

1149 lines
53 KiB
C++

/*
* This file is part of vimix - video live mixer
*
* **Copyright** (C) 2020-2021 Bruno Herbelin <bruno.herbelin@gmail.com>
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
**/
#include <string>
#include <sstream>
#include <iomanip>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/matrix_access.hpp>
#include <glm/gtx/vector_angle.hpp>
#include "ImGuiToolkit.h"
#include "Mixer.h"
#include "defines.h"
#include "Source.h"
#include "Settings.h"
#include "PickingVisitor.h"
#include "DrawVisitor.h"
#include "Decorations.h"
#include "UserInterfaceManager.h"
#include "BoundingBoxVisitor.h"
#include "ActionManager.h"
#include "Log.h"
#include "GeometryView.h"
GeometryView::GeometryView() : View(GEOMETRY)
{
scene.root()->scale_ = glm::vec3(GEOMETRY_DEFAULT_SCALE, GEOMETRY_DEFAULT_SCALE, 1.0f);
// read default settings
if ( Settings::application.views[mode_].name.empty() ) {
// no settings found: store application default
Settings::application.views[mode_].name = "Geometry";
saveSettings();
}
else
restoreSettings();
// Geometry Scene foreground
output_surface_ = new Surface;
output_surface_->visible_ = false;
scene.fg()->attach(output_surface_);
Frame *border = new Frame(Frame::SHARP, Frame::THIN, Frame::NONE);
border->color = glm::vec4( COLOR_FRAME, 1.f );
scene.fg()->attach(border);
// User interface foreground
//
// point to show POSITION
overlay_position_ = new Symbol(Symbol::SQUARE_POINT);
overlay_position_->scale_ = glm::vec3(0.5f, 0.5f, 1.f);
scene.fg()->attach(overlay_position_);
overlay_position_->visible_ = false;
// cross to show the axis for POSITION
overlay_position_cross_ = new Symbol(Symbol::GRID);
overlay_position_cross_->scale_ = glm::vec3(0.5f, 0.5f, 1.f);
scene.fg()->attach(overlay_position_cross_);
overlay_position_cross_->visible_ = false;
// 'clock' : tic marks every 10 degrees for ROTATION
// with dark background
overlay_rotation_clock_ = new Group;
overlay_rotation_clock_tic_ = new Symbol(Symbol::CLOCK);
overlay_rotation_clock_->attach(overlay_rotation_clock_tic_);
Symbol *s = new Symbol(Symbol::CIRCLE_POINT);
s->color = glm::vec4(0.f, 0.f, 0.f, 0.1f);
s->scale_ = glm::vec3(28.f, 28.f, 1.f);
s->translation_.z = -0.1;
overlay_rotation_clock_->attach(s);
overlay_rotation_clock_->scale_ = glm::vec3(0.25f, 0.25f, 1.f);
scene.fg()->attach(overlay_rotation_clock_);
overlay_rotation_clock_->visible_ = false;
// circle to show fixed-size ROTATION
overlay_rotation_clock_hand_ = new Symbol(Symbol::CLOCK_H);
overlay_rotation_clock_hand_->scale_ = glm::vec3(0.25f, 0.25f, 1.f);
scene.fg()->attach(overlay_rotation_clock_hand_);
overlay_rotation_clock_hand_->visible_ = false;
overlay_rotation_fix_ = new Symbol(Symbol::SQUARE);
overlay_rotation_fix_->scale_ = glm::vec3(0.25f, 0.25f, 1.f);
scene.fg()->attach(overlay_rotation_fix_);
overlay_rotation_fix_->visible_ = false;
// circle to show the center of ROTATION
overlay_rotation_ = new Symbol(Symbol::CIRCLE);
overlay_rotation_->scale_ = glm::vec3(0.25f, 0.25f, 1.f);
scene.fg()->attach(overlay_rotation_);
overlay_rotation_->visible_ = false;
// 'grid' : tic marks every 0.1 step for SCALING
// with dark background
Group *g = new Group;
s = new Symbol(Symbol::GRID);
s->scale_ = glm::vec3(1.655f, 1.655f, 1.f);
g->attach(s);
s = new Symbol(Symbol::SQUARE_POINT);
s->color = glm::vec4(0.f, 0.f, 0.f, 0.1f);
s->scale_ = glm::vec3(17.f, 17.f, 1.f);
s->translation_.z = -0.1;
g->attach(s);
overlay_scaling_grid_ = g;
overlay_scaling_grid_->scale_ = glm::vec3(0.3f, 0.3f, 1.f);
scene.fg()->attach(overlay_scaling_grid_);
overlay_scaling_grid_->visible_ = false;
// cross in the square for proportional SCALING
overlay_scaling_cross_ = new Symbol(Symbol::CROSS);
overlay_scaling_cross_->scale_ = glm::vec3(0.3f, 0.3f, 1.f);
scene.fg()->attach(overlay_scaling_cross_);
overlay_scaling_cross_->visible_ = false;
// square to show the center of SCALING
overlay_scaling_ = new Symbol(Symbol::SQUARE);
overlay_scaling_->scale_ = glm::vec3(0.3f, 0.3f, 1.f);
scene.fg()->attach(overlay_scaling_);
overlay_scaling_->visible_ = false;
border = new Frame(Frame::SHARP, Frame::THIN, Frame::NONE);
border->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 0.2f );
overlay_crop_ = border;
scene.fg()->attach(overlay_crop_);
overlay_crop_->visible_ = false;
// will be init later
overlay_selection_scale_ = nullptr;
overlay_selection_rotate_ = nullptr;
overlay_selection_stored_status_ = nullptr;
overlay_selection_active_ = false;
}
void GeometryView::update(float dt)
{
View::update(dt);
// a more complete update is requested
if (View::need_deep_update_ > 0) {
// update rendering of render frame
FrameBuffer *output = Mixer::manager().session()->frame();
if (output){
float aspect_ratio = output->aspectRatio();
for (NodeSet::iterator node = scene.bg()->begin(); node != scene.bg()->end(); ++node) {
(*node)->scale_.x = aspect_ratio;
}
for (NodeSet::iterator node = scene.fg()->begin(); node != scene.fg()->end(); ++node) {
(*node)->scale_.x = aspect_ratio;
}
output_surface_->setTextureIndex( output->texture() );
}
// prevent invalid scaling
float s = CLAMP(scene.root()->scale_.x, GEOMETRY_MIN_SCALE, GEOMETRY_MAX_SCALE);
scene.root()->scale_.x = s;
scene.root()->scale_.y = s;
}
// the current view is the geometry view
if (Mixer::manager().view() == this )
{
updateSelectionOverlay();
// overlay_selection_icon_->visible_ = false;
}
}
void GeometryView::resize ( int scale )
{
float z = CLAMP(0.01f * (float) scale, 0.f, 1.f);
z *= z;
z *= GEOMETRY_MAX_SCALE - GEOMETRY_MIN_SCALE;
z += GEOMETRY_MIN_SCALE;
scene.root()->scale_.x = z;
scene.root()->scale_.y = z;
// Clamp translation to acceptable area
glm::vec3 border(scene.root()->scale_.x * 1.5, scene.root()->scale_.y * 1.5, 0.f);
scene.root()->translation_ = glm::clamp(scene.root()->translation_, -border, border);
}
int GeometryView::size ()
{
float z = (scene.root()->scale_.x - GEOMETRY_MIN_SCALE) / (GEOMETRY_MAX_SCALE - GEOMETRY_MIN_SCALE);
return (int) ( sqrt(z) * 100.f);
}
void GeometryView::draw()
{
// hack to prevent source manipulation (scale and rotate)
// when multiple sources are selected: simply do not draw overlay in scene
Source *s = Mixer::manager().currentSource();
if (s != nullptr) {
if ( Mixer::selection().size() > 1) {
s->setMode(Source::SELECTED);
s = nullptr;
}
}
// Drawing of Geometry view is different as it renders
// only sources in the current workspace
std::vector<Node *> surfaces;
std::vector<Node *> overlays;
for (auto source_iter = Mixer::manager().session()->begin();
source_iter != Mixer::manager().session()->end(); ++source_iter) {
// if it is in the current workspace
if ((*source_iter)->workspace() == Settings::application.current_workspace) {
// will draw its surface
surfaces.push_back((*source_iter)->groups_[mode_]);
// will draw its frame and locker icon
overlays.push_back((*source_iter)->frames_[mode_]);
overlays.push_back((*source_iter)->locker_);
}
}
// 0. prepare projection for draw visitors
glm::mat4 projection = Rendering::manager().Projection();
// 1. Draw surface of sources in the current workspace
DrawVisitor draw_surfaces(surfaces, projection);
scene.accept(draw_surfaces);
// 2. Draw scene rendering on top (which includes rendering of all visible sources)
DrawVisitor draw_rendering(output_surface_, projection, true);
scene.accept(draw_rendering);
// 3. Draw frames and icons of sources in the current workspace
DrawVisitor draw_overlays(overlays, projection);
scene.accept(draw_overlays);
// 4. Draw control overlays of current source on top (if selectable)
if (s!=nullptr && canSelect(s)) {
s->setMode(Source::CURRENT);
DrawVisitor dv(s->overlays_[mode_], projection);
scene.accept(dv);
}
// 5. Finally, draw overlays of view
DrawVisitor draw_foreground(scene.fg(), projection);
scene.accept(draw_foreground);
// display interface
// Locate window at upper left corner
glm::vec2 P = glm::vec2(-output_surface_->scale_.x - 0.02f, output_surface_->scale_.y + 0.01 );
P = Rendering::manager().project(glm::vec3(P, 0.f), scene.root()->transform_, false);
// Set window position depending on icons size
ImGuiToolkit::PushFont(ImGuiToolkit::FONT_LARGE);
ImGui::SetNextWindowPos(ImVec2(P.x, P.y - 1.5f * ImGui::GetFrameHeight() ), ImGuiCond_Always);
if (ImGui::Begin("##GeometryViewOptions", NULL, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoBackground
| ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings
| ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoBringToFrontOnFocus ))
{
// style grey
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(COLOR_FRAME_LIGHT, 1.f)); // 1
ImGui::PushStyleColor(ImGuiCol_PopupBg, ImVec4(0.14f, 0.14f, 0.14f, 0.9f));
ImGui::PushStyleColor(ImGuiCol_Header, ImVec4(0.36f, 0.36f, 0.36f, 0.9f));
ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(0.36f, 0.36f, 0.36f, 0.5f));
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.14f, 0.14f, 0.14f, 0.00f));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.14f, 0.14f, 0.14f, 0.46f));
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.14f, 0.14f, 0.14f, 0.00f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.14f, 0.14f, 0.14f, 0.46f)); // 8
static std::vector< std::pair<int, int> > icons_ws = { {10,16}, {11,16}, {12,16} };
static std::vector< std::string > labels_ws = { "Background", "Workspace", "Foreground" };
if ( ImGuiToolkit::ComboIcon (icons_ws, labels_ws, &Settings::application.current_workspace) ){
++View::need_deep_update_;
}
ImGui::PopStyleColor(8); // 14 colors
ImGui::End();
}
ImGui::PopFont();
// display popup menu
if (show_context_menu_ == MENU_SOURCE) {
ImGui::OpenPopup( "GeometrySourceContextMenu" );
show_context_menu_ = MENU_NONE;
}
if (ImGui::BeginPopup("GeometrySourceContextMenu")) {
if (s != nullptr) {
if (ImGui::Selectable( ICON_FA_EXPAND " Fit" )){
s->group(mode_)->scale_ = glm::vec3(output_surface_->scale_.x/ s->frame()->aspectRatio(), 1.f, 1.f);
s->group(mode_)->rotation_.z = 0;
s->group(mode_)->translation_ = glm::vec3(0.f);
s->touch();
Action::manager().store(s->name() + std::string(": Geometry Fit"));
}
if (ImGui::Selectable( ICON_FA_VECTOR_SQUARE " Reset" )){
s->group(mode_)->scale_ = glm::vec3(1.f);
s->group(mode_)->rotation_.z = 0;
s->group(mode_)->crop_ = glm::vec3(1.f);
s->group(mode_)->translation_ = glm::vec3(0.f);
s->touch();
Action::manager().store(s->name() + std::string(": Geometry Reset"));
}
if (ImGui::Selectable( ICON_FA_CROSSHAIRS " Reset position" )){
s->group(mode_)->translation_ = glm::vec3(0.f);
s->touch();
Action::manager().store(s->name() + std::string(": Reset position"));
}
if (ImGui::Selectable( ICON_FA_COMPASS " Reset rotation" )){
s->group(mode_)->rotation_.z = 0;
s->touch();
Action::manager().store(s->name() + std::string(": Reset rotation"));
}
if (ImGui::Selectable( ICON_FA_EXPAND_ALT " Reset aspect ratio" )){
s->group(mode_)->scale_.x = s->group(mode_)->scale_.y;
s->group(mode_)->scale_.x *= s->group(mode_)->crop_.x / s->group(mode_)->crop_.y;
s->touch();
Action::manager().store(s->name() + std::string(": Reset aspect ratio"));
}
}
ImGui::EndPopup();
}
// display popup menu
if (show_context_menu_ == MENU_SELECTION) {
ImGui::OpenPopup( "GeometrySelectionContextMenu" );
show_context_menu_ = MENU_NONE;
}
if (ImGui::BeginPopup("GeometrySelectionContextMenu")) {
// colored context menu
ImGui::PushStyleColor(ImGuiCol_Text, ImGuiToolkit::HighlightColor());
ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(0.36f, 0.36f, 0.36f, 0.44f));
// batch manipulation of sources in Geometry view
if (ImGui::Selectable( ICON_FA_EXPAND " Fit all" )){
for (auto sit = Mixer::selection().begin(); sit != Mixer::selection().end(); ++sit){
(*sit)->group(mode_)->scale_ = glm::vec3(output_surface_->scale_.x/ (*sit)->frame()->aspectRatio(), 1.f, 1.f);
(*sit)->group(mode_)->rotation_.z = 0;
(*sit)->group(mode_)->translation_ = glm::vec3(0.f);
(*sit)->touch();
}
Action::manager().store(std::string("Selection: Fit all."));
}
if (ImGui::Selectable( ICON_FA_VECTOR_SQUARE " Reset all" )){
// apply to every sources in selection
for (auto sit = Mixer::selection().begin(); sit != Mixer::selection().end(); ++sit){
(*sit)->group(mode_)->scale_ = glm::vec3(1.f);
(*sit)->group(mode_)->rotation_.z = 0;
(*sit)->group(mode_)->crop_ = glm::vec3(1.f);
(*sit)->group(mode_)->translation_ = glm::vec3(0.f);
(*sit)->touch();
}
Action::manager().store(std::string("Selection: Reset all."));
}
// if (ImGui::Selectable( ICON_FA_TH " Mosaic" )){ // TODO
// }
ImGui::Separator();
// manipulation of selection
if (ImGui::Selectable( ICON_FA_CROSSHAIRS " Center" )){
glm::mat4 T = glm::translate(glm::identity<glm::mat4>(), -overlay_selection_->translation_);
initiate();
applySelectionTransform(T);
Action::manager().store(std::string("Selection: Center."));
}
if (ImGui::Selectable( ICON_FA_COMPASS " Align" )){
// apply to every sources in selection
for (auto sit = Mixer::selection().begin(); sit != Mixer::selection().end(); ++sit){
(*sit)->group(mode_)->rotation_.z = overlay_selection_->rotation_.z;
(*sit)->touch();
}
Action::manager().store(std::string("Selection: Align."));
}
if (ImGui::Selectable( ICON_FA_COMPRESS " Best Fit" )){
glm::mat4 T = glm::translate(glm::identity<glm::mat4>(), -overlay_selection_->translation_);
float factor = 1.f;
float angle = -overlay_selection_->rotation_.z;
if ( overlay_selection_->scale_.x < overlay_selection_->scale_.y) {
factor *= output_surface_->scale_.x / overlay_selection_->scale_.y;
angle += glm::pi<float>() / 2.f;
}
else {
factor *= output_surface_->scale_.x / overlay_selection_->scale_.x;
}
glm::mat4 S = glm::scale(glm::identity<glm::mat4>(), glm::vec3(factor, factor, 1.f));
glm::mat4 R = glm::rotate(glm::identity<glm::mat4>(), angle, glm::vec3(0.f, 0.f, 1.f) );
glm::mat4 M = S * R * T;
initiate();
applySelectionTransform(M);
Action::manager().store(std::string("Selection: Best Fit."));
}
if (ImGui::Selectable( ICON_FA_EXCHANGE_ALT " Mirror" )){
glm::mat4 T = glm::translate(glm::identity<glm::mat4>(), -overlay_selection_->translation_);
glm::mat4 F = glm::scale(glm::identity<glm::mat4>(), glm::vec3(-1.f, 1.f, 1.f));
glm::mat4 M = glm::inverse(T) * F * T;
initiate();
applySelectionTransform(M);
Action::manager().store(std::string("Selection: Mirror."));
}
ImGui::PopStyleColor(2);
ImGui::EndPopup();
}
}
std::pair<Node *, glm::vec2> GeometryView::pick(glm::vec2 P)
{
// prepare empty return value
std::pair<Node *, glm::vec2> pick = { nullptr, glm::vec2(0.f) };
// unproject mouse coordinate into scene coordinates
glm::vec3 scene_point_ = Rendering::manager().unProject(P);
// picking visitor traverses the scene
PickingVisitor pv(scene_point_);
scene.accept(pv);
// picking visitor found nodes?
if ( !pv.empty() ) {
// keep current source active if it is clicked
Source *current = Mixer::manager().currentSource();
if (current != nullptr) {
if (current->workspace() != Settings::application.current_workspace){
current = nullptr;
}
else {
// find if the current source was picked
auto itp = pv.rbegin();
for (; itp != pv.rend(); ++itp){
// test if source contains this node
Source::hasNode is_in_source((*itp).first );
if ( is_in_source( current ) ){
// a node in the current source was clicked !
pick = *itp;
break;
}
}
// not found: the current source was not clicked
if (itp == pv.rend()) {
current = nullptr;
}
// picking on the menu handle: show context menu
else if ( pick.first == current->handles_[mode_][Handles::MENU] ) {
openContextMenu(MENU_SOURCE);
}
// pick on the lock icon; unlock source
else if ( UserInterface::manager().ctrlModifier() && pick.first == current->lock_ ) {
lock(current, false);
pick = { nullptr, glm::vec2(0.f) };
}
// pick on the open lock icon; lock source and cancel pick
else if ( UserInterface::manager().ctrlModifier() && pick.first == current->unlock_ ) {
lock(current, true);
pick = { nullptr, glm::vec2(0.f) };
}
// pick a locked source ; cancel pick
else if ( current->locked() ) {
pick = { nullptr, glm::vec2(0.f) };
}
}
}
// the clicked source changed (not the current source)
if (current == nullptr) {
if (UserInterface::manager().ctrlModifier()) {
// default to failed pick
pick = { nullptr, glm::vec2(0.f) };
// loop over all nodes picked to detect clic on locks
for (auto itp = pv.rbegin(); itp != pv.rend(); ++itp){
// get if a source was picked
Source *s = Mixer::manager().findSource((*itp).first);
// lock icon of a source (not current) is picked : unlock
if ( s!=nullptr && (*itp).first == s->lock_) {
lock(s, false);
pick = { s->locker_, (*itp).second };
break;
}
}
}
// no lock icon picked, find what else was picked
if ( pick.first == nullptr) {
// loop over all nodes picked
for (auto itp = pv.rbegin(); itp != pv.rend(); ++itp){
// get if a source was picked
Source *s = Mixer::manager().findSource((*itp).first);
// accept picked sources in current workspaces
if ( s!=nullptr && s->workspace() == Settings::application.current_workspace) {
// a non-locked source is picked (anywhere)
if ( !s->locked() ) {
// not in an active selection? don't pick this one!
if ( !UserInterface::manager().ctrlModifier() &&
Mixer::selection().size() > 1 &&
!Mixer::selection().contains(s))
continue;
// yeah, pick this one (NB: locker_ is just a node in Geometry that is detected)
pick = { s->locker_, (*itp).second };
break;
}
}
// not a source picked
else {
// picked on selection handles
if ( (*itp).first == overlay_selection_scale_ || (*itp).first == overlay_selection_rotate_ ) {
pick = (*itp);
// initiate selection manipulation
if (overlay_selection_stored_status_) {
overlay_selection_stored_status_->copyTransform(overlay_selection_);
overlay_selection_active_ = true;
}
break;
}
else if ( overlay_selection_icon_ != nullptr && (*itp).first == overlay_selection_icon_ ) {
pick = (*itp);
openContextMenu(MENU_SELECTION);
break;
}
}
}
}
}
}
return pick;
}
bool GeometryView::canSelect(Source *s) {
return ( s!=nullptr && View::canSelect(s) && s->ready() && s->active() && s->workspace() == Settings::application.current_workspace);
}
void GeometryView::applySelectionTransform(glm::mat4 M)
{
for (auto sit = Mixer::selection().begin(); sit != Mixer::selection().end(); ++sit){
// recompute all from matrix transform
glm::mat4 transform = M * (*sit)->stored_status_->transform_;
glm::vec3 tra, rot, sca;
GlmToolkit::inverse_transform(transform, tra, rot, sca);
(*sit)->group(mode_)->translation_ = tra;
(*sit)->group(mode_)->scale_ = sca;
(*sit)->group(mode_)->rotation_ = rot;
// will have to be updated
(*sit)->touch();
}
}
View::Cursor GeometryView::grab (Source *s, glm::vec2 from, glm::vec2 to, std::pair<Node *, glm::vec2> pick)
{
View::Cursor ret = Cursor();
// grab coordinates in scene-View reference frame
glm::vec3 scene_from = Rendering::manager().unProject(from, scene.root()->transform_);
glm::vec3 scene_to = Rendering::manager().unProject(to, scene.root()->transform_);
glm::vec3 scene_translation = scene_to - scene_from;
// No source is given
if (!s) {
// possibly grabing the selection overlay handles
if (overlay_selection_ && overlay_selection_active_ ) {
// rotation center to selection position
glm::mat4 T = glm::translate(glm::identity<glm::mat4>(), overlay_selection_stored_status_->translation_);
glm::vec4 selection_from = glm::inverse(T) * glm::vec4( scene_from, 1.f );
glm::vec4 selection_to = glm::inverse(T) * glm::vec4( scene_to, 1.f );
// calculate scaling of selection
float factor = glm::length( glm::vec2( selection_to ) ) / glm::length( glm::vec2( selection_from ) );
glm::mat4 S = glm::scale(glm::identity<glm::mat4>(), glm::vec3(factor, factor, 1.f));
// if interaction with selection SCALING handle
if (pick.first == overlay_selection_scale_) {
// show manipulation overlay
overlay_scaling_cross_->visible_ = true;
overlay_scaling_grid_->visible_ = false;
overlay_scaling_->visible_ = true;
overlay_scaling_->translation_.x = overlay_selection_stored_status_->translation_.x;
overlay_scaling_->translation_.y = overlay_selection_stored_status_->translation_.y;
overlay_scaling_->rotation_.z = overlay_selection_stored_status_->rotation_.z;
overlay_scaling_->update(0);
overlay_scaling_cross_->copyTransform(overlay_scaling_);
overlay_scaling_->color = overlay_selection_icon_->color;
overlay_scaling_cross_->color = overlay_selection_icon_->color;
// apply to selection overlay
glm::vec4 vec = S * glm::vec4( overlay_selection_stored_status_->scale_, 0.f );
overlay_selection_->scale_ = glm::vec3(vec);
// apply to selection sources
// NB: complete transform matrix (right to left) : move to center, scale and move back
glm::mat4 M = T * S * glm::inverse(T);
applySelectionTransform(M);
// store action in history
current_action_ = "Scale selection";
ret.type = Cursor_ResizeNWSE;
}
// if interaction with selection ROTATION handle
else if (pick.first == overlay_selection_rotate_) {
// show manipulation overlay
overlay_rotation_->visible_ = true;
overlay_rotation_->translation_.x = overlay_selection_stored_status_->translation_.x;
overlay_rotation_->translation_.y = overlay_selection_stored_status_->translation_.y;
overlay_rotation_->update(0);
overlay_rotation_->color = overlay_selection_icon_->color;
overlay_rotation_fix_->visible_ = false;
overlay_rotation_fix_->copyTransform(overlay_rotation_);
overlay_rotation_fix_->color = overlay_selection_icon_->color;
// cancel out scaling with SHIFT modifier key
if (UserInterface::manager().shiftModifier()) {
overlay_rotation_fix_->visible_ = true;
float scale_factor = glm::length( glm::vec2( overlay_selection_->scale_ ) ) / glm::length( glm::vec2( overlay_selection_stored_status_->scale_ ) );
S = glm::scale(glm::identity<glm::mat4>(), glm::vec3(scale_factor, scale_factor, 1.f));
}
// compute rotation angle
float angle = glm::orientedAngle( glm::normalize(glm::vec2(selection_from)), glm::normalize(glm::vec2(selection_to)));
// apply to selection overlay
glm::vec4 vec = S * glm::vec4( overlay_selection_stored_status_->scale_, 0.f );
overlay_selection_->scale_ = glm::vec3(vec);
overlay_selection_->rotation_.z = overlay_selection_stored_status_->rotation_.z + angle;
// POST-CORRECTION ; discretized rotation with ALT
if (UserInterface::manager().altModifier()) {
int degrees = int( glm::degrees(overlay_selection_->rotation_.z) );
degrees = (degrees / 10) * 10;
overlay_selection_->rotation_.z = glm::radians( float(degrees) );
angle = overlay_selection_->rotation_.z - overlay_selection_stored_status_->rotation_.z;
overlay_rotation_clock_->visible_ = true;
overlay_rotation_clock_->copyTransform(overlay_rotation_);
overlay_rotation_clock_tic_->color = overlay_selection_icon_->color;
}
// apply to selection sources
// NB: complete transform matrix (right to left) : move to center, rotate, scale and move back
glm::mat4 R = glm::rotate(glm::identity<glm::mat4>(), angle, glm::vec3(0.f, 0.f, 1.f) );
glm::mat4 M = T * S * R * glm::inverse(T);
applySelectionTransform(M);
// store action in history
current_action_ = "Scale and rotate selection";
ret.type = Cursor_Hand;
}
}
// update cursor
return ret;
}
Group *sourceNode = s->group(mode_); // groups_[View::GEOMETRY]
// make sure matrix transform of stored status is updated
s->stored_status_->update(0);
// grab coordinates in source-root reference frame
glm::vec4 source_from = glm::inverse(s->stored_status_->transform_) * glm::vec4( scene_from, 1.f );
glm::vec4 source_to = glm::inverse(s->stored_status_->transform_) * glm::vec4( scene_to, 1.f );
glm::vec3 source_scaling = glm::vec3(source_to) / glm::vec3(source_from);
// which manipulation to perform?
std::ostringstream info;
if (pick.first) {
// which corner was picked ?
glm::vec2 corner = glm::round(pick.second);
// transform from source center to corner
glm::mat4 T = GlmToolkit::transform(glm::vec3(corner.x, corner.y, 0.f), glm::vec3(0.f, 0.f, 0.f),
glm::vec3(1.f / s->frame()->aspectRatio(), 1.f, 1.f));
// transformation from scene to corner:
glm::mat4 scene_to_corner_transform = T * glm::inverse(s->stored_status_->transform_);
glm::mat4 corner_to_scene_transform = glm::inverse(scene_to_corner_transform);
// compute cursor movement in corner reference frame
glm::vec4 corner_from = scene_to_corner_transform * glm::vec4( scene_from, 1.f );
glm::vec4 corner_to = scene_to_corner_transform * glm::vec4( scene_to, 1.f );
// operation of scaling in corner reference frame
glm::vec3 corner_scaling = glm::vec3(corner_to) / glm::vec3(corner_from);
// convert source position in corner reference frame
glm::vec4 center = scene_to_corner_transform * glm::vec4( s->stored_status_->translation_, 1.f);
// picking on the resizing handles in the corners
if ( pick.first == s->handles_[mode_][Handles::RESIZE] ) {
// hide all other grips
s->handles_[mode_][Handles::SCALE]->visible_ = false;
s->handles_[mode_][Handles::RESIZE_H]->visible_ = false;
s->handles_[mode_][Handles::RESIZE_V]->visible_ = false;
s->handles_[mode_][Handles::ROTATE]->visible_ = false;
s->handles_[mode_][Handles::CROP]->visible_ = false;
s->handles_[mode_][Handles::MENU]->visible_ = false;
// inform on which corner should be overlayed (opposite)
s->handles_[mode_][Handles::RESIZE]->overlayActiveCorner(-corner);
// RESIZE CORNER
// proportional SCALING with SHIFT
if (UserInterface::manager().shiftModifier()) {
// calculate proportional scaling factor
float factor = glm::length( glm::vec2( corner_to ) ) / glm::length( glm::vec2( corner_from ) );
// scale node
sourceNode->scale_ = s->stored_status_->scale_ * glm::vec3(factor, factor, 1.f);
// discretized scaling with ALT
if (UserInterface::manager().altModifier()) {
sourceNode->scale_.x = ROUND(sourceNode->scale_.x, 10.f);
factor = sourceNode->scale_.x / s->stored_status_->scale_.x;
sourceNode->scale_.y = s->stored_status_->scale_.y * factor;
}
// update corner scaling to apply to center coordinates
corner_scaling = sourceNode->scale_ / s->stored_status_->scale_;
}
// non-proportional CORNER RESIZE (normal case)
else {
// scale node
sourceNode->scale_ = s->stored_status_->scale_ * corner_scaling;
// discretized scaling with ALT
if (UserInterface::manager().altModifier()) {
sourceNode->scale_.x = ROUND(sourceNode->scale_.x, 10.f);
sourceNode->scale_.y = ROUND(sourceNode->scale_.y, 10.f);
corner_scaling = sourceNode->scale_ / s->stored_status_->scale_;
}
}
// transform source center (in corner reference frame)
center = glm::scale(glm::identity<glm::mat4>(), corner_scaling) * center;
// convert center back into scene reference frame
center = corner_to_scene_transform * center;
// apply to node
sourceNode->translation_ = glm::vec3(center);
// show cursor depending on diagonal (corner picked)
T = glm::rotate(glm::identity<glm::mat4>(), s->stored_status_->rotation_.z, glm::vec3(0.f, 0.f, 1.f));
T = glm::scale(T, s->stored_status_->scale_);
corner = T * glm::vec4( corner, 0.f, 0.f );
ret.type = corner.x * corner.y > 0.f ? Cursor_ResizeNESW : Cursor_ResizeNWSE;
info << "Size " << std::fixed << std::setprecision(3) << sourceNode->scale_.x;
info << " x " << sourceNode->scale_.y;
}
// picking on the BORDER RESIZING handles left or right
else if ( pick.first == s->handles_[mode_][Handles::RESIZE_H] ) {
// hide all other grips
s->handles_[mode_][Handles::RESIZE]->visible_ = false;
s->handles_[mode_][Handles::SCALE]->visible_ = false;
s->handles_[mode_][Handles::RESIZE_V]->visible_ = false;
s->handles_[mode_][Handles::ROTATE]->visible_ = false;
s->handles_[mode_][Handles::CROP]->visible_ = false;
s->handles_[mode_][Handles::MENU]->visible_ = false;
// inform on which corner should be overlayed (opposite)
s->handles_[mode_][Handles::RESIZE_H]->overlayActiveCorner(-corner);
// SHIFT: HORIZONTAL SCALE to restore source aspect ratio
if (UserInterface::manager().shiftModifier()) {
sourceNode->scale_.x = ABS(sourceNode->scale_.y) * SIGN(sourceNode->scale_.x);
corner_scaling = sourceNode->scale_ / s->stored_status_->scale_;
}
// HORIZONTAL RESIZE (normal case)
else {
// x scale only
corner_scaling = glm::vec3(corner_scaling.x, 1.f, 1.f);
// scale node
sourceNode->scale_ = s->stored_status_->scale_ * corner_scaling;
// POST-CORRECTION ; discretized scaling with ALT
if (UserInterface::manager().altModifier()) {
sourceNode->scale_.x = ROUND(sourceNode->scale_.x, 10.f);
corner_scaling = sourceNode->scale_ / s->stored_status_->scale_;
}
}
// transform source center (in corner reference frame)
center = glm::scale(glm::identity<glm::mat4>(), corner_scaling) * center;
// convert center back into scene reference frame
center = corner_to_scene_transform * center;
// apply to node
sourceNode->translation_ = glm::vec3(center);
// show cursor depending on angle
float c = tan(sourceNode->rotation_.z);
ret.type = ABS(c) > 1.f ? Cursor_ResizeNS : Cursor_ResizeEW;
info << "Size " << std::fixed << std::setprecision(3) << sourceNode->scale_.x;
info << " x " << sourceNode->scale_.y;
}
// picking on the BORDER RESIZING handles top or bottom
else if ( pick.first == s->handles_[mode_][Handles::RESIZE_V] ) {
// hide all other grips
s->handles_[mode_][Handles::RESIZE]->visible_ = false;
s->handles_[mode_][Handles::SCALE]->visible_ = false;
s->handles_[mode_][Handles::RESIZE_H]->visible_ = false;
s->handles_[mode_][Handles::ROTATE]->visible_ = false;
s->handles_[mode_][Handles::CROP]->visible_ = false;
s->handles_[mode_][Handles::MENU]->visible_ = false;
// inform on which corner should be overlayed (opposite)
s->handles_[mode_][Handles::RESIZE_V]->overlayActiveCorner(-corner);
// SHIFT: VERTICAL SCALE to restore source aspect ratio
if (UserInterface::manager().shiftModifier()) {
sourceNode->scale_.y = ABS(sourceNode->scale_.x) * SIGN(sourceNode->scale_.y);
corner_scaling = sourceNode->scale_ / s->stored_status_->scale_;
}
// VERTICAL RESIZE (normal case)
else {
// y scale only
corner_scaling = glm::vec3(1.f, corner_scaling.y, 1.f);
// scale node
sourceNode->scale_ = s->stored_status_->scale_ * corner_scaling;
// POST-CORRECTION ; discretized scaling with ALT
if (UserInterface::manager().altModifier()) {
sourceNode->scale_.y = ROUND(sourceNode->scale_.y, 10.f);
corner_scaling = sourceNode->scale_ / s->stored_status_->scale_;
}
}
// transform source center (in corner reference frame)
center = glm::scale(glm::identity<glm::mat4>(), corner_scaling) * center;
// convert center back into scene reference frame
center = corner_to_scene_transform * center;
// apply to node
sourceNode->translation_ = glm::vec3(center);
// show cursor depending on angle
float c = tan(sourceNode->rotation_.z);
ret.type = ABS(c) > 1.f ? Cursor_ResizeEW : Cursor_ResizeNS;
info << "Size " << std::fixed << std::setprecision(3) << sourceNode->scale_.x;
info << " x " << sourceNode->scale_.y;
}
// picking on the CENTRER SCALING handle
else if ( pick.first == s->handles_[mode_][Handles::SCALE] ) {
// hide all other grips
s->handles_[mode_][Handles::RESIZE]->visible_ = false;
s->handles_[mode_][Handles::RESIZE_H]->visible_ = false;
s->handles_[mode_][Handles::RESIZE_V]->visible_ = false;
s->handles_[mode_][Handles::ROTATE]->visible_ = false;
s->handles_[mode_][Handles::CROP]->visible_ = false;
s->handles_[mode_][Handles::MENU]->visible_ = false;
// prepare overlay
overlay_scaling_cross_->visible_ = false;
overlay_scaling_grid_->visible_ = false;
overlay_scaling_->visible_ = true;
overlay_scaling_->translation_.x = s->stored_status_->translation_.x;
overlay_scaling_->translation_.y = s->stored_status_->translation_.y;
overlay_scaling_->rotation_.z = s->stored_status_->rotation_.z;
overlay_scaling_->update(0);
// PROPORTIONAL ONLY
if (UserInterface::manager().shiftModifier()) {
float factor = glm::length( glm::vec2( source_to ) ) / glm::length( glm::vec2( source_from ) );
source_scaling = glm::vec3(factor, factor, 1.f);
overlay_scaling_cross_->visible_ = true;
overlay_scaling_cross_->copyTransform(overlay_scaling_);
}
// apply center scaling
sourceNode->scale_ = s->stored_status_->scale_ * source_scaling;
// POST-CORRECTION ; discretized scaling with ALT
if (UserInterface::manager().altModifier()) {
sourceNode->scale_.x = ROUND(sourceNode->scale_.x, 10.f);
sourceNode->scale_.y = ROUND(sourceNode->scale_.y, 10.f);
overlay_scaling_grid_->visible_ = true;
overlay_scaling_grid_->copyTransform(overlay_scaling_);
}
// show cursor depending on diagonal
corner = glm::sign(sourceNode->scale_);
ret.type = (corner.x * corner.y) > 0.f ? Cursor_ResizeNWSE : Cursor_ResizeNESW;
info << "Size " << std::fixed << std::setprecision(3) << sourceNode->scale_.x;
info << " x " << sourceNode->scale_.y;
}
// picking on the CROP
else if ( pick.first == s->handles_[mode_][Handles::CROP] ) {
// hide all other grips
s->handles_[mode_][Handles::RESIZE]->visible_ = false;
s->handles_[mode_][Handles::RESIZE_H]->visible_ = false;
s->handles_[mode_][Handles::RESIZE_V]->visible_ = false;
s->handles_[mode_][Handles::ROTATE]->visible_ = false;
s->handles_[mode_][Handles::SCALE]->visible_ = false;
s->handles_[mode_][Handles::MENU]->visible_ = false;
// prepare overlay
overlay_crop_->scale_ = s->stored_status_->scale_ / s->stored_status_->crop_;
overlay_crop_->scale_.x *= s->frame()->aspectRatio();
overlay_crop_->translation_.x = s->stored_status_->translation_.x;
overlay_crop_->translation_.y = s->stored_status_->translation_.y;
overlay_crop_->rotation_.z = s->stored_status_->rotation_.z;
overlay_crop_->update(0);
overlay_crop_->visible_ = true;
// PROPORTIONAL ONLY
if (UserInterface::manager().shiftModifier()) {
float factor = glm::length( glm::vec2( source_to ) ) / glm::length( glm::vec2( source_from ) );
source_scaling = glm::vec3(factor, factor, 1.f);
}
// calculate crop of framebuffer
sourceNode->crop_ = s->stored_status_->crop_ * source_scaling;
// POST-CORRECTION ; discretized crop with ALT
if (UserInterface::manager().altModifier()) {
sourceNode->crop_.x = ROUND(sourceNode->crop_.x, 10.f);
sourceNode->crop_.y = ROUND(sourceNode->crop_.y, 10.f);
}
// CLAMP crop values
sourceNode->crop_.x = CLAMP(sourceNode->crop_.x, 0.1f, 1.f);
sourceNode->crop_.y = CLAMP(sourceNode->crop_.y, 0.1f, 1.f);
// apply center scaling
s->frame()->setProjectionArea( glm::vec2(sourceNode->crop_) );
sourceNode->scale_ = s->stored_status_->scale_ * (sourceNode->crop_ / s->stored_status_->crop_);
// show cursor depending on diagonal
corner = glm::sign(sourceNode->scale_);
ret.type = (corner.x * corner.y) < 0.f ? Cursor_ResizeNWSE : Cursor_ResizeNESW;
info << "Crop " << std::fixed << std::setprecision(3) << sourceNode->crop_.x;
info << " x " << sourceNode->crop_.y;
}
// picking on the rotating handle
else if ( pick.first == s->handles_[mode_][Handles::ROTATE] ) {
// hide all other grips
s->handles_[mode_][Handles::RESIZE]->visible_ = false;
s->handles_[mode_][Handles::RESIZE_H]->visible_ = false;
s->handles_[mode_][Handles::RESIZE_V]->visible_ = false;
s->handles_[mode_][Handles::SCALE]->visible_ = false;
s->handles_[mode_][Handles::CROP]->visible_ = false;
s->handles_[mode_][Handles::MENU]->visible_ = false;
// ROTATION on CENTER
overlay_rotation_->visible_ = true;
overlay_rotation_->translation_.x = s->stored_status_->translation_.x;
overlay_rotation_->translation_.y = s->stored_status_->translation_.y;
overlay_rotation_->update(0);
overlay_rotation_fix_->visible_ = true;
overlay_rotation_fix_->copyTransform(overlay_rotation_);
overlay_rotation_clock_->visible_ = false;
// rotation center to center of source (disregarding scale)
glm::mat4 M = glm::translate(glm::identity<glm::mat4>(), s->stored_status_->translation_);
source_from = glm::inverse(M) * glm::vec4( scene_from, 1.f );
source_to = glm::inverse(M) * glm::vec4( scene_to, 1.f );
// compute rotation angle
float angle = glm::orientedAngle( glm::normalize(glm::vec2(source_from)), glm::normalize(glm::vec2(source_to)));
// apply rotation on Z axis
sourceNode->rotation_ = s->stored_status_->rotation_ + glm::vec3(0.f, 0.f, angle);
// POST-CORRECTION ; discretized rotation with ALT
int degrees = int( glm::degrees(sourceNode->rotation_.z) );
if (UserInterface::manager().altModifier()) {
degrees = (degrees / 10) * 10;
sourceNode->rotation_.z = glm::radians( float(degrees) );
overlay_rotation_clock_->visible_ = true;
overlay_rotation_clock_->copyTransform(overlay_rotation_);
info << "Angle " << degrees << UNICODE_DEGREE;
}
else
info << "Angle " << std::fixed << std::setprecision(1) << glm::degrees(sourceNode->rotation_.z) << UNICODE_DEGREE;
overlay_rotation_clock_hand_->visible_ = true;
overlay_rotation_clock_hand_->translation_.x = s->stored_status_->translation_.x;
overlay_rotation_clock_hand_->translation_.y = s->stored_status_->translation_.y;
overlay_rotation_clock_hand_->rotation_.z = sourceNode->rotation_.z;
overlay_rotation_clock_hand_->update(0);
// show cursor for rotation
ret.type = Cursor_Hand;
// + SHIFT = no scaling / NORMAL = with scaling
if (!UserInterface::manager().shiftModifier()) {
// compute scaling to match cursor
float factor = glm::length( glm::vec2( source_to ) ) / glm::length( glm::vec2( source_from ) );
source_scaling = glm::vec3(factor, factor, 1.f);
// apply center scaling
sourceNode->scale_ = s->stored_status_->scale_ * source_scaling;
info << std::endl << " Size " << std::fixed << std::setprecision(3) << sourceNode->scale_.x;
info << " x " << sourceNode->scale_.y ;
overlay_rotation_fix_->visible_ = false;
}
}
// picking anywhere but on a handle: user wants to move the source
else {
ret.type = Cursor_ResizeAll;
sourceNode->translation_ = s->stored_status_->translation_ + scene_translation;
// discretized translation with ALT
if (UserInterface::manager().altModifier()) {
sourceNode->translation_.x = ROUND(sourceNode->translation_.x, 10.f);
sourceNode->translation_.y = ROUND(sourceNode->translation_.y, 10.f);
// Show grid overlay for POSITION
overlay_position_cross_->visible_ = true;
overlay_position_cross_->translation_.x = sourceNode->translation_.x;
overlay_position_cross_->translation_.y = sourceNode->translation_.y;
overlay_position_cross_->update(0);
}
// Show center overlay for POSITION
overlay_position_->visible_ = true;
overlay_position_->translation_.x = sourceNode->translation_.x;
overlay_position_->translation_.y = sourceNode->translation_.y;
overlay_position_->update(0);
// Show move cursor
info << "Position " << std::fixed << std::setprecision(3) << sourceNode->translation_.x;
info << ", " << sourceNode->translation_.y ;
}
}
// request update
s->touch();
// store action in history
current_action_ = s->name() + ": " + info.str();
// update cursor
ret.info = info.str();
return ret;
}
void GeometryView::terminate()
{
View::terminate();
// hide all view overlays
overlay_position_->visible_ = false;
overlay_position_cross_->visible_ = false;
overlay_rotation_clock_->visible_ = false;
overlay_rotation_clock_hand_->visible_ = false;
overlay_rotation_fix_->visible_ = false;
overlay_rotation_->visible_ = false;
overlay_scaling_grid_->visible_ = false;
overlay_scaling_cross_->visible_ = false;
overlay_scaling_->visible_ = false;
overlay_crop_->visible_ = false;
// restore possible color change after selection operation
overlay_rotation_->color = glm::vec4(1.f, 1.f, 1.f, 0.8f);
overlay_rotation_fix_->color = glm::vec4(1.f, 1.f, 1.f, 0.8f);
overlay_rotation_clock_tic_->color = glm::vec4(1.f, 1.f, 1.f, 0.8f);
overlay_scaling_->color = glm::vec4(1.f, 1.f, 1.f, 0.8f);
overlay_scaling_cross_->color = glm::vec4(1.f, 1.f, 1.f, 0.8f);
// restore of all handles overlays
glm::vec2 c(0.f, 0.f);
for (auto sit = Mixer::manager().session()->begin();
sit != Mixer::manager().session()->end(); ++sit){
(*sit)->handles_[mode_][Handles::RESIZE]->overlayActiveCorner(c);
(*sit)->handles_[mode_][Handles::RESIZE_H]->overlayActiveCorner(c);
(*sit)->handles_[mode_][Handles::RESIZE_V]->overlayActiveCorner(c);
(*sit)->handles_[mode_][Handles::RESIZE]->visible_ = true;
(*sit)->handles_[mode_][Handles::RESIZE_H]->visible_ = true;
(*sit)->handles_[mode_][Handles::RESIZE_V]->visible_ = true;
(*sit)->handles_[mode_][Handles::SCALE]->visible_ = true;
(*sit)->handles_[mode_][Handles::ROTATE]->visible_ = true;
(*sit)->handles_[mode_][Handles::CROP]->visible_ = true;
(*sit)->handles_[mode_][Handles::MENU]->visible_ = true;
}
overlay_selection_active_ = false;
}
void GeometryView::arrow (glm::vec2 movement)
{
static float accumulator = 0.f;
accumulator += dt_;
glm::vec3 gl_Position_from = Rendering::manager().unProject(glm::vec2(0.f), scene.root()->transform_);
glm::vec3 gl_Position_to = Rendering::manager().unProject(movement, scene.root()->transform_);
glm::vec3 gl_delta = gl_Position_to - gl_Position_from;
bool first = true;
glm::vec3 delta_translation(0.f);
for (auto it = Mixer::selection().begin(); it != Mixer::selection().end(); ++it) {
// individual move with SHIFT
if ( !Source::isCurrent(*it) && UserInterface::manager().shiftModifier() )
continue;
Group *sourceNode = (*it)->group(mode_);
glm::vec3 dest_translation(0.f);
if (first) {
// dest starts at current
dest_translation = sourceNode->translation_;
// + ALT : discrete displacement
if (UserInterface::manager().altModifier()) {
if (accumulator > 100.f) {
dest_translation += glm::sign(gl_delta) * 0.11f;
dest_translation.x = ROUND(dest_translation.x, 10.f);
dest_translation.y = ROUND(dest_translation.y, 10.f);
accumulator = 0.f;
}
else
break;
}
else {
// normal case: dest += delta
dest_translation += gl_delta * ARROWS_MOVEMENT_FACTOR * dt_;
accumulator = 0.f;
}
// store action in history
std::ostringstream info;
info << "Position " << std::fixed << std::setprecision(3) << sourceNode->translation_.x;
info << ", " << sourceNode->translation_.y ;
current_action_ = (*it)->name() + ": " + info.str();
// delta for others to follow
delta_translation = dest_translation - sourceNode->translation_;
}
else {
// dest = current + delta from first
dest_translation = sourceNode->translation_ + delta_translation;
}
// apply & request update
sourceNode->translation_ = dest_translation;
(*it)->touch();
first = false;
}
}
void GeometryView::updateSelectionOverlay()
{
View::updateSelectionOverlay();
// create first
if (overlay_selection_scale_ == nullptr) {
overlay_selection_stored_status_ = new Group;
overlay_selection_scale_ = new Handles(Handles::SCALE);
overlay_selection_->attach(overlay_selection_scale_);
overlay_selection_rotate_ = new Handles(Handles::ROTATE);
overlay_selection_->attach(overlay_selection_rotate_);
}
if (overlay_selection_->visible_) {
if ( !overlay_selection_active_) {
// calculate ORIENTED bbox on selection
GlmToolkit::OrientedBoundingBox selection_box = BoundingBoxVisitor::OBB(Mixer::selection().getCopy(), this);
// apply transform
overlay_selection_->rotation_ = selection_box.orientation;
overlay_selection_->scale_ = selection_box.aabb.scale();
glm::mat4 rot = glm::rotate(glm::identity<glm::mat4>(), selection_box.orientation.z, glm::vec3(0.f, 0.f, 1.f) );
glm::vec4 vec = rot * glm::vec4(selection_box.aabb.center(), 1.f);
overlay_selection_->translation_ = glm::vec3(vec);
}
// cosmetics
overlay_selection_scale_->color = overlay_selection_icon_->color;
overlay_selection_rotate_->color = overlay_selection_icon_->color;
}
}