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- #include "BsHandleSlider.h"
- #include "BsCamera.h"
- #include "BsHandleManager.h"
- namespace BansheeEngine
- {
- HandleSlider::HandleSlider(bool fixedScale)
- :mFixedScale(fixedScale), mScale(Vector3::ONE), mTransformDirty(true),
- mDistanceScale(1.0f), mDelta(0.0f), mHasLastPos(false)
- {
- }
- void HandleSlider::update(const HCamera& camera)
- {
- if (mFixedScale)
- mDistanceScale = HandleManager::instance().getHandleSize(camera, mPosition);
- }
- void HandleSlider::setPosition(const Vector3& position)
- {
- mPosition = position;
- mTransformDirty = true;
- }
- void HandleSlider::setRotation(const Quaternion& rotation)
- {
- mRotation = rotation;
- mTransformDirty = true;
- }
- void HandleSlider::setScale(const Vector3& scale)
- {
- mScale = scale;
- mTransformDirty = true;
- }
- const Matrix4& HandleSlider::getTransform() const
- {
- if (mTransformDirty)
- updateCachedTransform();
- return mTransform;
- }
- const Matrix4& HandleSlider::getTransformInv() const
- {
- if (mTransformDirty)
- updateCachedTransform();
- return mTransformInv;
- }
- void HandleSlider::updateCachedTransform() const
- {
- if (mFixedScale)
- mTransform.setTRS(mPosition, mRotation, mScale * mDistanceScale);
- else
- mTransform.setTRS(mPosition, mRotation, mScale);
- mTransformInv = mTransform.inverseAffine();
- mTransformDirty = false;
- }
- void HandleSlider::reset()
- {
- mDelta = 0.0f;
- mHasLastPos = false;
- }
- float HandleSlider::getDelta() const
- {
- return mDelta;
- }
- float HandleSlider::calcDelta(const HCamera& camera, const Vector3& position, const Vector3& direction,
- const Vector2I& pointerStart, const Vector2I& pointerEnd)
- {
- Vector2I handleStart2D = camera->worldToScreenPoint(position);
- Vector2I handleEnd2D = camera->worldToScreenPoint(position + direction);
- Vector2I handleDir2D = handleEnd2D - handleStart2D;
- INT32 sqrdMag = handleDir2D.squaredLength();
- if (sqrdMag == 0)
- return 0.0f;
- Vector2I diffStart = pointerStart - handleStart2D;
- Vector2I diffEnd = pointerEnd - handleStart2D;
- float tStart = handleDir2D.dot(diffStart) / (float)sqrdMag;
- float tEnd = handleDir2D.dot(diffEnd) / (float)sqrdMag;
- return tEnd - tStart;
- }
- }
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