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- #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.
- */
- HandleSliderDisc(const Vector3& normal, float radius, bool fixedScale);
- ~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;
- };
- }
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