#include "global.h" static vec4_t gizmo_v = (vec4_t){0.0, 0.0, 0.0, 1.0}; static vec4_t gizmo_v0 = (vec4_t){0.0, 0.0, 0.0, 1.0}; static quat_t gizmo_q = (quat_t){0.0, 0.0, 0.0, 1.0}; static quat_t gizmo_q0 = (quat_t){0.0, 0.0, 0.0, 1.0}; void render_gizmo_update() { bool is_object = g_context->tool == TOOL_TYPE_CURSOR; bool is_decal = base_is_decal_layer(); object_t *gizmo = g_context->gizmo; bool hide = operator_shortcut(any_map_get(config_keymap, "stencil_hide"), SHORTCUT_TYPE_DOWN); gizmo->visible = (is_object || is_decal) && !hide && g_config->workspace != WORKSPACE_PLAYER; if (!gizmo->visible) { return; } object_t *paint_object = g_context->paint_object->base; if (g_context->tool == TOOL_TYPE_CURSOR && g_context->selected_object != NULL) { paint_object = g_context->selected_object; } if (is_object) { gizmo->transform->loc = (vec4_t){transform_world_x(paint_object->transform), transform_world_y(paint_object->transform), transform_world_z(paint_object->transform), 1.0}; } else if (is_decal) { gizmo->transform->loc = (vec4_t){g_context->layer->decal_mat.m30, g_context->layer->decal_mat.m31, g_context->layer->decal_mat.m32, 1.0}; } camera_object_t *cam = scene_camera; f32 fov = cam->data->fov; f32 dist = vec4_dist(cam->base->transform->loc, gizmo->transform->loc) / 8.0 * fov; gizmo->transform->scale = (vec4_t){dist, dist, dist, 1.0}; g_context->gizmo_translate_x->transform->scale = (vec4_t){dist, dist, dist, 1.0}; g_context->gizmo_translate_y->transform->scale = (vec4_t){dist, dist, dist, 1.0}; g_context->gizmo_translate_z->transform->scale = (vec4_t){dist, dist, dist, 1.0}; g_context->gizmo_scale_x->transform->scale = (vec4_t){dist, dist, dist, 1.0}; g_context->gizmo_scale_y->transform->scale = (vec4_t){dist, dist, dist, 1.0}; g_context->gizmo_scale_z->transform->scale = (vec4_t){dist, dist, dist, 1.0}; g_context->gizmo_rotate_x->transform->scale = (vec4_t){dist, dist, dist, 1.0}; g_context->gizmo_rotate_y->transform->scale = (vec4_t){dist, dist, dist, 1.0}; g_context->gizmo_rotate_z->transform->scale = (vec4_t){dist, dist, dist, 1.0}; transform_build_matrix(gizmo->transform); // Scene control if (is_object) { if (g_context->translate_x || g_context->translate_y || g_context->translate_z || g_context->scale_x || g_context->scale_y || g_context->scale_z || g_context->rotate_x || g_context->rotate_y || g_context->rotate_z) { if (g_context->translate_x) { mat4_t p = paint_object->parent != NULL ? mat4_inv(paint_object->parent->transform->world) : mat4_identity(); vec4_t v = {g_context->gizmo_drag, gizmo_v.y, gizmo_v.z, 1.0}; v = vec4_apply_mat4(v, p); paint_object->transform->loc = (vec4_t){v.x, v.y, v.z, 1.0}; } else if (g_context->translate_y) { mat4_t p = paint_object->parent != NULL ? mat4_inv(paint_object->parent->transform->world) : mat4_identity(); vec4_t v = {gizmo_v.x, g_context->gizmo_drag, gizmo_v.z, 1.0}; v = vec4_apply_mat4(v, p); paint_object->transform->loc = (vec4_t){v.x, v.y, v.z, 1.0}; } else if (g_context->translate_z) { mat4_t p = paint_object->parent != NULL ? mat4_inv(paint_object->parent->transform->world) : mat4_identity(); vec4_t v = {gizmo_v.x, gizmo_v.y, g_context->gizmo_drag, 1.0}; v = vec4_apply_mat4(v, p); paint_object->transform->loc = (vec4_t){v.x, v.y, v.z, 1.0}; } else if (g_context->scale_x) { paint_object->transform->scale.x += g_context->gizmo_drag - g_context->gizmo_drag_last; } else if (g_context->scale_y) { paint_object->transform->scale.y += g_context->gizmo_drag - g_context->gizmo_drag_last; } else if (g_context->scale_z) { paint_object->transform->scale.z += g_context->gizmo_drag - g_context->gizmo_drag_last; } else if (g_context->rotate_x) { gizmo_q0 = quat_from_axis_angle(vec4_x_axis(), -(g_context->gizmo_drag - g_context->gizmo_drag_last)); paint_object->transform->rot = quat_mult(paint_object->transform->rot, gizmo_q0); } else if (g_context->rotate_y) { gizmo_q0 = quat_from_axis_angle(vec4_y_axis(), -(g_context->gizmo_drag - g_context->gizmo_drag_last)); paint_object->transform->rot = quat_mult(paint_object->transform->rot, gizmo_q0); } else if (g_context->rotate_z) { gizmo_q0 = quat_from_axis_angle(vec4_z_axis(), g_context->gizmo_drag - g_context->gizmo_drag_last); paint_object->transform->rot = quat_mult(paint_object->transform->rot, gizmo_q0); } g_context->gizmo_drag_last = g_context->gizmo_drag; transform_build_matrix(paint_object->transform); physics_body_t *pb = any_imap_get(physics_body_object_map, paint_object->uid); if (pb != NULL) { physics_body_sync_transform(pb); } } } // Decal layer control else if (is_decal) { if (g_context->translate_x || g_context->translate_y || g_context->translate_z || g_context->scale_x || g_context->scale_y || g_context->scale_z || g_context->rotate_x || g_context->rotate_y || g_context->rotate_z) { if (g_context->translate_x) { g_context->layer->decal_mat.m30 = g_context->gizmo_drag; } else if (g_context->translate_y) { g_context->layer->decal_mat.m31 = g_context->gizmo_drag; } else if (g_context->translate_z) { g_context->layer->decal_mat.m32 = g_context->gizmo_drag; } else if (g_context->scale_x) { mat4_decomposed_t *dec = mat4_decompose(g_context->layer->decal_mat); gizmo_v = dec->loc; gizmo_q = dec->rot; gizmo_v0 = dec->scl; gizmo_v0.x += g_context->gizmo_drag - g_context->gizmo_drag_last; g_context->layer->decal_mat = mat4_compose(gizmo_v, gizmo_q, gizmo_v0); } else if (g_context->scale_y) { mat4_decomposed_t *dec = mat4_decompose(g_context->layer->decal_mat); gizmo_v = dec->loc; gizmo_q = dec->rot; gizmo_v0 = dec->scl; gizmo_v0.y += g_context->gizmo_drag - g_context->gizmo_drag_last; g_context->layer->decal_mat = mat4_compose(gizmo_v, gizmo_q, gizmo_v0); } else if (g_context->scale_z) { mat4_decomposed_t *dec = mat4_decompose(g_context->layer->decal_mat); gizmo_v = dec->loc; gizmo_q = dec->rot; gizmo_v0 = dec->scl; gizmo_v0.z += g_context->gizmo_drag - g_context->gizmo_drag_last; g_context->layer->decal_mat = mat4_compose(gizmo_v, gizmo_q, gizmo_v0); } else if (g_context->rotate_x) { mat4_decomposed_t *dec = mat4_decompose(g_context->layer->decal_mat); gizmo_v = dec->loc; gizmo_q = dec->rot; gizmo_v0 = dec->scl; gizmo_q0 = quat_from_axis_angle(vec4_x_axis(), -g_context->gizmo_drag + g_context->gizmo_drag_last); gizmo_q = quat_mult(gizmo_q0, gizmo_q); g_context->layer->decal_mat = mat4_compose(gizmo_v, gizmo_q, gizmo_v0); } else if (g_context->rotate_y) { mat4_decomposed_t *dec = mat4_decompose(g_context->layer->decal_mat); gizmo_v = dec->loc; gizmo_q = dec->rot; gizmo_v0 = dec->scl; gizmo_q0 = quat_from_axis_angle(vec4_y_axis(), -g_context->gizmo_drag + g_context->gizmo_drag_last); gizmo_q = quat_mult(gizmo_q0, gizmo_q); g_context->layer->decal_mat = mat4_compose(gizmo_v, gizmo_q, gizmo_v0); } else if (g_context->rotate_z) { mat4_decomposed_t *dec = mat4_decompose(g_context->layer->decal_mat); gizmo_v = dec->loc; gizmo_q = dec->rot; gizmo_v0 = dec->scl; gizmo_q0 = quat_from_axis_angle(vec4_z_axis(), g_context->gizmo_drag - g_context->gizmo_drag_last); gizmo_q = quat_mult(gizmo_q0, gizmo_q); g_context->layer->decal_mat = mat4_compose(gizmo_v, gizmo_q, gizmo_v0); } g_context->gizmo_drag_last = g_context->gizmo_drag; if (g_context->material != g_context->layer->fill_material) { context_set_material(g_context->layer->fill_material); } layers_update_fill_layer(g_context->gizmo_started); } } g_context->gizmo_started = false; if (mouse_started("left") && !string_equals(paint_object->name, "Scene")) { // Translate, scale transform_t_array_t *trs = any_array_create_from_raw( (void *[]){ g_context->gizmo_translate_x->transform, g_context->gizmo_translate_y->transform, g_context->gizmo_translate_z->transform, g_context->gizmo_scale_x->transform, g_context->gizmo_scale_y->transform, g_context->gizmo_scale_z->transform, }, 6); transform_t *hit = raycast_closest_box_intersect(trs, mouse_view_x(), mouse_view_y(), scene_camera); if (hit != NULL) { if (hit->object == g_context->gizmo_translate_x) { g_context->translate_x = true; } else if (hit->object == g_context->gizmo_translate_y) { g_context->translate_y = true; } else if (hit->object == g_context->gizmo_translate_z) { g_context->translate_z = true; } else if (hit->object == g_context->gizmo_scale_x) { g_context->scale_x = true; } else if (hit->object == g_context->gizmo_scale_y) { g_context->scale_y = true; } else if (hit->object == g_context->gizmo_scale_z) { g_context->scale_z = true; } if (g_context->translate_x || g_context->translate_y || g_context->translate_z || g_context->scale_x || g_context->scale_y || g_context->scale_z) { g_context->gizmo_offset = 0.0; g_context->gizmo_started = true; } } else { // Rotate transform_t_array_t *trs = any_array_create_from_raw( (void *[]){ g_context->gizmo_rotate_x->transform, g_context->gizmo_rotate_y->transform, g_context->gizmo_rotate_z->transform, }, 3); transform_t *hit = raycast_closest_box_intersect(trs, mouse_view_x(), mouse_view_y(), scene_camera); if (hit != NULL) { if (hit->object == g_context->gizmo_rotate_x) { g_context->rotate_x = true; } else if (hit->object == g_context->gizmo_rotate_y) { g_context->rotate_y = true; } else if (hit->object == g_context->gizmo_rotate_z) { g_context->rotate_z = true; } if (g_context->rotate_x || g_context->rotate_y || g_context->rotate_z) { g_context->gizmo_offset = 0.0; g_context->gizmo_started = true; } } else if (mouse_view_x() < base_w()) { g_context->pick_object_id = true; } } } else if (mouse_released("left")) { g_context->translate_x = g_context->translate_y = g_context->translate_z = false; g_context->scale_x = g_context->scale_y = g_context->scale_z = false; g_context->rotate_x = g_context->rotate_y = g_context->rotate_z = false; } if (g_context->translate_x || g_context->translate_y || g_context->translate_z || g_context->scale_x || g_context->scale_y || g_context->scale_z || g_context->rotate_x || g_context->rotate_y || g_context->rotate_z) { g_context->rdirty = 2; if (is_object) { transform_t *t = paint_object->transform; gizmo_v = (vec4_t){transform_world_x(t), transform_world_y(t), transform_world_z(t), 1.0}; } else if (is_decal) { gizmo_v = (vec4_t){g_context->layer->decal_mat.m30, g_context->layer->decal_mat.m31, g_context->layer->decal_mat.m32, 1.0}; } // Project the world axis into screen space and map per-frame mouse delta onto it if (g_context->translate_x || g_context->scale_x) { if (g_context->gizmo_started) { g_context->gizmo_drag = gizmo_v.x; } vec4_t s0 = vec4_apply_proj(gizmo_v, scene_camera->vp); vec4_t s1 = vec4_apply_proj((vec4_t){gizmo_v.x + 1.0, gizmo_v.y, gizmo_v.z, 1.0}, scene_camera->vp); f32 sax = (s1.x - s0.x) * (f32)base_w() * 0.5; f32 say = -(s1.y - s0.y) * (f32)base_h() * 0.5; f32 len2 = sax * sax + say * say; if (len2 > 0.000001) { g_context->gizmo_drag += (mouse_movement_x * sax + mouse_movement_y * say) / len2; } } else if (g_context->translate_y || g_context->scale_y) { if (g_context->gizmo_started) { g_context->gizmo_drag = gizmo_v.y; } vec4_t s0 = vec4_apply_proj(gizmo_v, scene_camera->vp); vec4_t s1 = vec4_apply_proj((vec4_t){gizmo_v.x, gizmo_v.y + 1.0, gizmo_v.z, 1.0}, scene_camera->vp); f32 sax = (s1.x - s0.x) * (f32)base_w() * 0.5; f32 say = -(s1.y - s0.y) * (f32)base_h() * 0.5; f32 len2 = sax * sax + say * say; if (len2 > 0.000001) { g_context->gizmo_drag += (mouse_movement_x * sax + mouse_movement_y * say) / len2; } } else if (g_context->translate_z || g_context->scale_z) { if (g_context->gizmo_started) { g_context->gizmo_drag = gizmo_v.z; } vec4_t s0 = vec4_apply_proj(gizmo_v, scene_camera->vp); vec4_t s1 = vec4_apply_proj((vec4_t){gizmo_v.x, gizmo_v.y, gizmo_v.z + 1.0, 1.0}, scene_camera->vp); f32 sax = (s1.x - s0.x) * (f32)base_w() * 0.5; f32 say = -(s1.y - s0.y) * (f32)base_h() * 0.5; f32 len2 = sax * sax + say * say; if (len2 > 0.000001) { g_context->gizmo_drag += (mouse_movement_x * sax + mouse_movement_y * say) / len2; } } else if (g_context->rotate_x || g_context->rotate_y || g_context->rotate_z) { // Project the two ring basis axes into screen pixels vec4_t s0 = vec4_apply_proj(gizmo_v, scene_camera->vp); f32 cx = (s0.x * 0.5 + 0.5) * (f32)base_w(); f32 cy = (-s0.y * 0.5 + 0.5) * (f32)base_h(); vec4_t e1p, e2p; if (g_context->rotate_x) { // Ring in YZ plane e1p = vec4_apply_proj((vec4_t){gizmo_v.x, gizmo_v.y, gizmo_v.z + 1.0, 1.0}, scene_camera->vp); e2p = vec4_apply_proj((vec4_t){gizmo_v.x, gizmo_v.y + 1.0, gizmo_v.z, 1.0}, scene_camera->vp); } else if (g_context->rotate_y) { // Ring in XZ plane e1p = vec4_apply_proj((vec4_t){gizmo_v.x + 1.0, gizmo_v.y, gizmo_v.z, 1.0}, scene_camera->vp); e2p = vec4_apply_proj((vec4_t){gizmo_v.x, gizmo_v.y, gizmo_v.z + 1.0, 1.0}, scene_camera->vp); } else { // Ring in XY plane e1p = vec4_apply_proj((vec4_t){gizmo_v.x + 1.0, gizmo_v.y, gizmo_v.z, 1.0}, scene_camera->vp); e2p = vec4_apply_proj((vec4_t){gizmo_v.x, gizmo_v.y + 1.0, gizmo_v.z, 1.0}, scene_camera->vp); } f32 e1x = (e1p.x * 0.5 + 0.5) * (f32)base_w() - cx; f32 e1y = (-e1p.y * 0.5 + 0.5) * (f32)base_h() - cy; f32 e2x = (e2p.x * 0.5 + 0.5) * (f32)base_w() - cx; f32 e2y = (-e2p.y * 0.5 + 0.5) * (f32)base_h() - cy; f32 det = e1x * e2y - e1y * e2x; if (math_abs(det) > 0.000001) { f32 mx = mouse_view_x() - cx; f32 my = mouse_view_y() - cy; f32 u = (mx * e2y - my * e2x) / det; f32 v = (e1x * my - e1y * mx) / det; if (g_context->gizmo_started) { mat4_decomposed_t *dec = mat4_decompose(g_context->layer->decal_mat); gizmo_v = dec->loc; gizmo_q = dec->rot; gizmo_v0 = dec->scl; g_context->gizmo_offset = math_atan2(v, u); } g_context->gizmo_drag = math_atan2(v, u) - g_context->gizmo_offset; } } if (g_context->gizmo_started) { g_context->gizmo_drag_last = g_context->gizmo_drag; } } _input_occupied = (g_context->translate_x || g_context->translate_y || g_context->translate_z || g_context->scale_x || g_context->scale_y || g_context->scale_z || g_context->rotate_x || g_context->rotate_y || g_context->rotate_z) && mouse_view_x() < base_w(); }