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152 lines
5.5 KiB
C++
152 lines
5.5 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library - "Jules' Utility Class Extensions"
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Copyright 2004-11 by Raw Material Software Ltd.
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------------------------------------------------------------------------------
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JUCE can be redistributed and/or modified under the terms of the GNU General
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Public License (Version 2), as published by the Free Software Foundation.
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A copy of the license is included in the JUCE distribution, or can be found
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online at www.gnu.org/licenses.
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.rawmaterialsoftware.com/juce for more information.
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==============================================================================
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*/
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#ifndef __JUCE_DRAGGABLE3DORIENTATION_JUCEHEADER__
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#define __JUCE_DRAGGABLE3DORIENTATION_JUCEHEADER__
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#include "juce_Quaternion.h"
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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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*/
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class Draggable3DOrientation
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{
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public:
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typedef Vector3D<GLfloat> VectorType;
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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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/** 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 (const 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 (const 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 (const Point<Type>& mousePos) noexcept
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{
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const VectorType oldPos (projectOnSphere (lastMouse));
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lastMouse = mousePosToProportion (mousePos.toFloat());
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const VectorType 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<GLfloat> getRotationMatrix() const noexcept
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{
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return quaternion.getRotationMatrix();
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}
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/** Applies this rotation to the active OpenGL context's matrix. */
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void applyToOpenGLMatrix() const noexcept
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{
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getRotationMatrix().applyToOpenGL();
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}
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private:
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typedef Quaternion<GLfloat> QuaternionType;
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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 (const Point<float>& mousePos) const noexcept
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{
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const int 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 Point<float> ((mousePos.x - area.getCentreX()) / scale,
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(area.getCentreY() - mousePos.y) / scale);
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}
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VectorType projectOnSphere (const Point<float>& pos) const noexcept
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{
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const GLfloat radiusSquared = radius * radius;
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const GLfloat xySquared = pos.x * pos.x + pos.y * pos.y;
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return VectorType (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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VectorType rotationAxis (to ^ from);
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if (rotationAxis.lengthIsBelowEpsilon())
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rotationAxis = VectorType::xAxis();
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const GLfloat 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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#endif // __JUCE_DRAGGABLE3DORIENTATION_JUCEHEADER__
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