paulxstretch/deps/juce/modules/juce_opengl/geometry/juce_Draggable3DOrientation.h

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Stores a 3D orientation, which can be rotated by dragging with the mouse.
@tags{OpenGL}
*/
class Draggable3DOrientation
{
public:
using VectorType = Vector3D<float>;
using QuaternionType = Quaternion<float>;
/** Creates a Draggable3DOrientation, initially set up to be aligned along the X axis. */
Draggable3DOrientation (float objectRadius = 0.5f) noexcept
: radius (jmax (0.1f, objectRadius)),
quaternion (VectorType::xAxis(), 0)
{
}
/** Creates a Draggable3DOrientation from a user-supplied quaternion. */
Draggable3DOrientation (const Quaternion<float>& quaternionToUse,
float objectRadius = 0.5f) noexcept
: radius (jmax (0.1f, objectRadius)),
quaternion (quaternionToUse)
{
}
/** Resets the orientation, specifying the axis to align it along. */
void reset (const VectorType& axis) noexcept
{
quaternion = QuaternionType (axis, 0);
}
/** Sets the viewport area within which mouse-drag positions will occur.
You'll need to set this rectangle before calling mouseDown. The centre of the
rectangle is assumed to be the centre of the object that will be rotated, and
the size of the rectangle will be used to scale the object radius - see setRadius().
*/
void setViewport (Rectangle<int> newArea) noexcept
{
area = newArea;
}
/** Sets the size of the rotated object, as a proportion of the viewport's size.
@see setViewport
*/
void setRadius (float newRadius) noexcept
{
radius = jmax (0.1f, newRadius);
}
/** Begins a mouse-drag operation.
You must call this before any calls to mouseDrag(). The position that is supplied
will be treated as being relative to the centre of the rectangle passed to setViewport().
*/
template <typename Type>
void mouseDown (Point<Type> mousePos) noexcept
{
lastMouse = mousePosToProportion (mousePos.toFloat());
}
/** Continues a mouse-drag operation.
After calling mouseDown() to begin a drag sequence, you can call this method
to continue it.
*/
template <typename Type>
void mouseDrag (Point<Type> mousePos) noexcept
{
auto oldPos = projectOnSphere (lastMouse);
lastMouse = mousePosToProportion (mousePos.toFloat());
auto newPos = projectOnSphere (lastMouse);
quaternion *= rotationFromMove (oldPos, newPos);
}
/** Returns the matrix that should be used to apply the current orientation.
@see applyToOpenGLMatrix
*/
Matrix3D<float> getRotationMatrix() const noexcept
{
return quaternion.getRotationMatrix();
}
/** Provides direct access to the quaternion. */
QuaternionType& getQuaternion() noexcept
{
return quaternion;
}
private:
Rectangle<int> area;
float radius;
QuaternionType quaternion;
Point<float> lastMouse;
Point<float> mousePosToProportion (Point<float> mousePos) const noexcept
{
auto scale = jmin (area.getWidth(), area.getHeight()) / 2;
// You must call setViewport() to give this object a valid window size before
// calling any of the mouse input methods!
jassert (scale > 0);
return { (mousePos.x - (float) area.getCentreX()) / (float) scale,
((float) area.getCentreY() - mousePos.y) / (float) scale };
}
VectorType projectOnSphere (Point<float> pos) const noexcept
{
auto radiusSquared = radius * radius;
auto xySquared = pos.x * pos.x + pos.y * pos.y;
return { pos.x, pos.y,
xySquared < radiusSquared * 0.5f ? std::sqrt (radiusSquared - xySquared)
: (radiusSquared / (2.0f * std::sqrt (xySquared))) };
}
QuaternionType rotationFromMove (const VectorType& from, const VectorType& to) const noexcept
{
auto rotationAxis = (to ^ from);
if (rotationAxis.lengthIsBelowEpsilon())
rotationAxis = VectorType::xAxis();
auto d = jlimit (-1.0f, 1.0f, (from - to).length() / (2.0f * radius));
return QuaternionType::fromAngle (2.0f * std::asin (d), rotationAxis);
}
};
} // namespace juce