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-rw-r--r--lbm.org68
-rw-r--r--tangle/util/camera.h61
2 files changed, 91 insertions, 38 deletions
diff --git a/lbm.org b/lbm.org
index 9e0a7f7..1fe5777 100644
--- a/lbm.org
+++ b/lbm.org
@@ -4536,9 +4536,13 @@ delta between current and previous mouse location as well as the currently activ
manipulation.
#+BEGIN_SRC cpp :tangle tangle/util/camera.h
-float2 _lastMouse;
-bool _dragging;
+float2 _mouse;
+
+bool _rotating;
bool _moving;
+
+bool _restricted_x;
+bool _restricted_y;
#+END_SRC
The =update= function projects the screen space forward, right and up vectors into world space.
@@ -4559,38 +4563,51 @@ public:
Camera(float3 target, float distance):
_distance(distance),
_target(target.x, target.y, target.z),
- _dragging(false),
- _moving(false) {
+ _rotating(false),
+ _moving(false),
+ _restricted_x(false),
+ _restricted_y(false) {
update();
}
#+END_SRC
-The event handler accepts SFML-provided input events and selects the current manipulation
-tool depending on which mouse button is pressed.
+The event handler accepts SFML-provided input events to control rotation restrictions
+as well as the currently selected tool.
#+BEGIN_SRC cpp :tangle tangle/util/camera.h
void handle(sf::Event& event) {
switch (event.type) {
+ case sf::Event::KeyPressed:
+ if (event.key.code == sf::Keyboard::LShift && !_restricted_x && !_restricted_y) {
+ _restricted_x = true;
+ _restricted_y = true;
+ }
+ break;
+ case sf::Event::KeyReleased:
+ if (event.key.code == sf::Keyboard::LShift) {
+ _restricted_x = false;
+ _restricted_y = false;
+ }
+ break;
case sf::Event::MouseButtonPressed:
if (event.mouseButton.button == sf::Mouse::Left) {
- _dragging = true;
- _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y);
+ _rotating = true;
} else if (event.mouseButton.button == sf::Mouse::Right) {
_moving = true;
- _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y);
}
+ _mouse = make_float2(event.mouseButton.x, event.mouseButton.y);
break;
- case sf::Event::MouseButtonReleased:
- if (event.mouseButton.button == sf::Mouse::Left) {
- _dragging = false;
- } else if (event.mouseButton.button == sf::Mouse::Right) {
- _moving = false;
- }
+ case sf::Event::MouseButtonReleased: {
+ bool restricted = _restricted_x + _restricted_y;
+ _restricted_x = restricted;
+ _restricted_y = restricted;
+ _rotating = false;
+ _moving = false;
break;
+ }
#+END_SRC
-Next we change the translation and rotation vectors to zoom when the mouse wheel
-is turned…
+Next we change the translation and rotation vectors to zoom when the mouse wheel is turned…
#+BEGIN_SRC cpp :tangle tangle/util/camera.h
case sf::Event::MouseWheelMoved:
@@ -4603,8 +4620,17 @@ is turned…
#+BEGIN_SRC cpp :tangle tangle/util/camera.h
case sf::Event::MouseMoved:
float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y);
- if (_dragging) {
- float2 delta = 0.005 * (mouse - _lastMouse);
+ if (_rotating) {
+ float2 delta = 0.005 * (mouse - _mouse);
+ if (_restricted_x && _restricted_y) {
+ if (std::abs(delta.x) > std::abs(delta.y)) {
+ _restricted_y = false;
+ } else {
+ _restricted_x = false;
+ }
+ }
+ if (_restricted_x) { delta.y = 0; }
+ if (_restricted_y) { delta.x = 0; }
glm::quat rotation_z = glm::vec3(0,0,delta.x);
glm::quat rotation_x = glm::vec3(delta.y,0,0);
_rotation *= glm::cross(rotation_x, rotation_z);
@@ -4615,10 +4641,10 @@ is turned…
#+BEGIN_SRC cpp :tangle tangle/util/camera.h
if (_moving) {
- float2 delta = 0.04 * (mouse - _lastMouse);
+ float2 delta = 0.04 * (mouse - _mouse);
_target += _right*delta.x + _up*delta.y;
}
- _lastMouse = mouse;
+ _mouse = mouse;
break;
}
update();
diff --git a/tangle/util/camera.h b/tangle/util/camera.h
index aa334d9..b54ad86 100644
--- a/tangle/util/camera.h
+++ b/tangle/util/camera.h
@@ -18,10 +18,14 @@ glm::vec3 _right;
glm::vec3 _up;
float _distance;
-float2 _lastMouse;
-bool _dragging;
+float2 _mouse;
+
+bool _rotating;
bool _moving;
+bool _restricted_x;
+bool _restricted_y;
+
void update() {
_position = _target + apply(_rotation, glm::vec3(0, _distance, 0));
_forward = glm::normalize(_target - _position);
@@ -33,29 +37,43 @@ public:
Camera(float3 target, float distance):
_distance(distance),
_target(target.x, target.y, target.z),
- _dragging(false),
- _moving(false) {
+ _rotating(false),
+ _moving(false),
+ _restricted_x(false),
+ _restricted_y(false) {
update();
}
void handle(sf::Event& event) {
switch (event.type) {
+ case sf::Event::KeyPressed:
+ if (event.key.code == sf::Keyboard::LShift && !_restricted_x && !_restricted_y) {
+ _restricted_x = true;
+ _restricted_y = true;
+ }
+ break;
+ case sf::Event::KeyReleased:
+ if (event.key.code == sf::Keyboard::LShift) {
+ _restricted_x = false;
+ _restricted_y = false;
+ }
+ break;
case sf::Event::MouseButtonPressed:
if (event.mouseButton.button == sf::Mouse::Left) {
- _dragging = true;
- _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y);
+ _rotating = true;
} else if (event.mouseButton.button == sf::Mouse::Right) {
_moving = true;
- _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y);
}
+ _mouse = make_float2(event.mouseButton.x, event.mouseButton.y);
break;
- case sf::Event::MouseButtonReleased:
- if (event.mouseButton.button == sf::Mouse::Left) {
- _dragging = false;
- } else if (event.mouseButton.button == sf::Mouse::Right) {
- _moving = false;
- }
+ case sf::Event::MouseButtonReleased: {
+ bool restricted = _restricted_x + _restricted_y;
+ _restricted_x = restricted;
+ _restricted_y = restricted;
+ _rotating = false;
+ _moving = false;
break;
+ }
case sf::Event::MouseWheelMoved:
_distance -= event.mouseWheel.delta * 10;
@@ -63,18 +81,27 @@ void handle(sf::Event& event) {
case sf::Event::MouseMoved:
float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y);
- if (_dragging) {
- float2 delta = 0.005 * (mouse - _lastMouse);
+ if (_rotating) {
+ float2 delta = 0.005 * (mouse - _mouse);
+ if (_restricted_x && _restricted_y) {
+ if (std::abs(delta.x) > std::abs(delta.y)) {
+ _restricted_y = false;
+ } else {
+ _restricted_x = false;
+ }
+ }
+ if (_restricted_x) { delta.y = 0; }
+ if (_restricted_y) { delta.x = 0; }
glm::quat rotation_z = glm::vec3(0,0,delta.x);
glm::quat rotation_x = glm::vec3(delta.y,0,0);
_rotation *= glm::cross(rotation_x, rotation_z);
}
if (_moving) {
- float2 delta = 0.04 * (mouse - _lastMouse);
+ float2 delta = 0.04 * (mouse - _mouse);
_target += _right*delta.x + _up*delta.y;
}
- _lastMouse = mouse;
+ _mouse = mouse;
break;
}
update();