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