#include "BsHandleSliderLine.h" #include "BsHandleManager.h" #include "BsHandleSliderManager.h" #include "BsCapsule.h" #include "BsLineSegment3.h" #include "BsSphere.h" #include "BsRay.h" namespace BansheeEngine { const float HandleSliderLine::CAPSULE_RADIUS = 0.05f; const float HandleSliderLine::SPHERE_RADIUS = 0.2f; HandleSliderLine::HandleSliderLine(const Vector3& direction, float length, bool fixedScale) :HandleSlider(fixedScale), mLength(length) { mDirection = Vector3::normalize(direction); Vector3 start = Vector3::ZERO; Vector3 end = start + mDirection * length; Vector3 sphereCenter = start + mDirection * std::max(0.0f, length - SPHERE_RADIUS); mCapsuleCollider = Capsule(LineSegment3(start, end), CAPSULE_RADIUS); mSphereCollider = Sphere(sphereCenter, SPHERE_RADIUS); HandleSliderManager& sliderManager = HandleManager::instance().getSliderManager(); sliderManager._registerSlider(this); } HandleSliderLine::~HandleSliderLine() { HandleSliderManager& sliderManager = HandleManager::instance().getSliderManager(); sliderManager._unregisterSlider(this); } bool HandleSliderLine::intersects(const Ray& ray, float& t) const { Ray localRay = ray; localRay.transform(getTransformInv()); auto capsuleIntersect = mCapsuleCollider.intersects(localRay); auto sphereIntersect = mSphereCollider.intersects(localRay); t = std::numeric_limits::max(); bool gotIntersect = false; if (capsuleIntersect.first) { t = capsuleIntersect.second; gotIntersect = true; } if (sphereIntersect.first) { if (sphereIntersect.second < t) { t = sphereIntersect.second; gotIntersect = true; } } return gotIntersect; } void HandleSliderLine::handleInput(const HCamera& camera, const Vector2I& pointerPos, const Ray& ray) { assert(getState() == State::Active); mLastPointerPos = mCurPointerPos; mCurPointerPos = pointerPos; if (mHasLastPos) mDelta = calcDelta(camera, getPosition(), mDirection, mLastPointerPos, mCurPointerPos); mHasLastPos = true; } Vector3 HandleSliderLine::getNewPosition() const { return getPosition() + mDirection * getDelta(); } }