#pragma once #include "BsEditorPrerequisites.h" #include "BsHandleSlider.h" #include "BsTorus.h" namespace BansheeEngine { /** * @brief Handle slider that returns a delta value as you drag the pointer * along a disc. For intersection purposes the disc is internally * represented by a torus. */ class BS_ED_EXPORT HandleSliderDisc : public HandleSlider { public: /** * @brief Constructs a new disc slider. * * @param normal Normal that determines the orientation of the disc. * @param radius Radius of the disc. * @param fixedScale If true the handle slider will always try to maintain the same visible * area in the viewport regardless of distance from camera. * @param layer Layer that allows filtering of which sliders are interacted with from a specific camera. */ HandleSliderDisc(const Vector3& normal, float radius, bool fixedScale, UINT64 layer); ~HandleSliderDisc(); /** * @copydoc HandleSlider::intersects */ bool intersects(const Ray& ray, float& t) const override; /** * @copydoc HandleSlider::handleInput */ void handleInput(const CameraPtr& camera, const Vector2I& inputDelta) override; /** * @brief Enables or disables a cut-off plane that can allow the disc to be intersected * with only in an 180 degree arc. * * @param angle Angle at which to start the cut-off. Points on the dist at the specified angle and the next * 180 degrees won't be interactable. */ void setCutoffPlane(Degree angle, bool enabled); /** * @brief Returns a delta value that is the result of dragging/sliding the pointer * along the disc. This changes every frame and will be zero unless the slider is active. */ Radian getDelta() const { return mDelta; } /** * @brief Gets the initial angle at which the drag/slide operation started. This is only * valid when the slider is active. */ Radian getStartAngle() const { return mStartAngle; } protected: /** * @copydoc HandleSlider::activate */ void activate(const CameraPtr& camera, const Vector2I& pointerPos) override; /** * @copydoc HandleSlider::reset */ void reset() override { mDelta = 0.0f; } /** * @brief Calculates the closest point on an arc from a ray. * * @param inputRay Ray to use for determining the point. * @param center Center of the arc. * @param up Normal vector of the arc. Must be normalized. * @param radius Radius of the arc. * @param startAngle Starting angle of the arc. * @param angleAmount Length of the arc. * * @return A point on the arc closest to the provided ray. */ Vector3 calculateClosestPointOnArc(const Ray& inputRay, const Vector3& center, const Vector3& up, float radius, Degree startAngle, Degree angleAmount); /** * @brief Determines an angle of a point on a circle. * * @param up Normal vector of the circle. Must be normalized. * @param point Point to try to find the angle for. Caller must ensure the * point is actually somewhere on the circle otherwise the result * is undefined. * * @return Angle at which the provided point lies on the circle. */ Degree pointOnCircleToAngle(Vector3 up, Vector3 point); static const float TORUS_RADIUS; Vector3 mNormal; float mRadius; bool mHasCutoffPlane; Plane mCutoffPlane; Vector3 mDirection; Vector3 mStartPosition; Degree mStartAngle; Degree mDelta; Torus mCollider; }; }