2016-03-12 01:20:51 +01:00
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/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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2016-03-11 14:57:17 +01:00
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#include "StdAfx.h"
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#include "WorldEditor.h"
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/////////////////////////////////////////////////////////////////////
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// CSlaveViewer
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#define MIN_TARGET_DISTANCE 0.1f
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#define MAX_TARGET_DISTANCE 640000.0f
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extern FLOAT wed_fFrontClipDistance;
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/*
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* Default constructor
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*/
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CMasterViewer::CMasterViewer(void)
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{
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// set initial viewer variables, viewing tovards origin from ten meters distance
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mv_plViewer.pl_PositionVector = FLOAT3D(3.0f, 4.0f, 10.0f);
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mv_plViewer.pl_OrientationAngle = ANGLE3D(AngleDeg( 20.0f), AngleDeg( -20.0f), 0);
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mv_fTargetDistance = 10.0f; // this must never be very small!
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}
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// get placement of the virtual target
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CPlacement3D CMasterViewer::GetTargetPlacement(void) const
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{
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CPlacement3D plTarget;
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// copy viewer to target
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plTarget = mv_plViewer;
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// get the direction vector of viewer's sight
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FLOAT3D vDirection;
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AnglesToDirectionVector(mv_plViewer.pl_OrientationAngle, vDirection);
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// offset the target placement by target distance along the vector
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plTarget.pl_PositionVector += vDirection*mv_fTargetDistance;
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// return the target placement
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return plTarget;
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}
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// set placement of the virtual target
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void CMasterViewer::SetTargetPlacement(FLOAT3D f3dTarget)
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{
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CPlacement3D plViewer;
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// copy the viewer's orientation, it will stay the same
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plViewer.pl_OrientationAngle = mv_plViewer.pl_OrientationAngle;
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// set position vector of new target
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plViewer.pl_PositionVector = f3dTarget;
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// translate viewer back from target for their distance
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plViewer.Translate_OwnSystem( FLOAT3D( 0.0f, 0.0f, mv_fTargetDistance) );
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// set new viewer's pacement
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mv_plViewer = plViewer;
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}
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/*
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* Convert from slave.
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*/
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void CMasterViewer::operator=(const CSlaveViewer &svSlave)
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{
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// copy target distance
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mv_fTargetDistance = svSlave.sv_fTargetDistance;
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// if is perspective
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if( svSlave.IsPerspective())
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{
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// copy viewer placement
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mv_plViewer = svSlave.sv_plViewer;
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}
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// if is isometric
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else
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{
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// copy slave viewer position to master viewer position
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mv_plViewer.pl_PositionVector = svSlave.sv_plViewer.pl_PositionVector;
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// get the ray of the slave viewing direction
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FLOAT3D vSlaveDirection;
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AnglesToDirectionVector(svSlave.sv_plViewer.pl_OrientationAngle, vSlaveDirection);
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// offset the viewer forward by target distance along the slave direction vector
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mv_plViewer.pl_PositionVector += vSlaveDirection*mv_fTargetDistance;
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// get the ray of the master viewing direction
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FLOAT3D vMasterDirection;
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AnglesToDirectionVector(mv_plViewer.pl_OrientationAngle, vMasterDirection);
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// offset the viewer backward by target distance along the slave direction vector
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mv_plViewer.pl_PositionVector -= vMasterDirection*mv_fTargetDistance;
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}
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}
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/////////////////////////////////////////////////////////////////////
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// CSlaveViewer
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// get orientation angles for type of isometric viewer
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ANGLE3D CSlaveViewer::GetAngleForIsometricType(void) const
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{
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// depending on the projection type, return angles
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switch (sv_ProjectionType) {
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case PT_ISOMETRIC_FRONT:
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return ANGLE3D((ANGLE)ANGLE_0 ,(ANGLE)ANGLE_0 ,(ANGLE)ANGLE_0 );
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case PT_ISOMETRIC_RIGHT:
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return ANGLE3D((ANGLE)ANGLE_90 ,(ANGLE)ANGLE_0 ,(ANGLE)ANGLE_0 );
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case PT_ISOMETRIC_TOP:
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return ANGLE3D((ANGLE)ANGLE_0 ,(ANGLE)ANGLE_270,(ANGLE)ANGLE_0 );
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case PT_ISOMETRIC_BACK:
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return ANGLE3D((ANGLE)ANGLE_180,(ANGLE)ANGLE_0 ,(ANGLE)ANGLE_0 );
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case PT_ISOMETRIC_LEFT:
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return ANGLE3D((ANGLE)ANGLE_270,(ANGLE)ANGLE_0 ,(ANGLE)ANGLE_0 );
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case PT_ISOMETRIC_BOTTOM:
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return ANGLE3D((ANGLE)ANGLE_0 ,(ANGLE)ANGLE_90 ,(ANGLE)ANGLE_0 );
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default:
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ASSERT(FALSE);
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return ANGLE3D((ANGLE)ANGLE_0 ,(ANGLE)ANGLE_0 ,(ANGLE)ANGLE_0 );
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}
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}
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/*
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* Get zoom factor for the viewer.
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*/
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FLOAT CSlaveViewer::GetZoomFactor(void)
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{
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// calculate the zoom factor that as ratio of size in pixels and size in meters
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// for target object
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FLOAT fScreenX = (float)sv_pdpDrawPort->GetWidth();
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ANGLE aHalfI = AngleDeg(90.0f)/2; // assume FOV of 90 degrees for perspective
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FLOAT fPerspectiveRatio = fScreenX/(2.0f*Tan(aHalfI));
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FLOAT fZoomFactor = fPerspectiveRatio/sv_fTargetDistance;
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ASSERT( fZoomFactor > 0);
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return fZoomFactor;
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}
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/*
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* Get distance for wanted zoom factor for the viewer.
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*/
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FLOAT CSlaveViewer::GetDistanceForZoom(FLOAT fZoom)
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{
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// calculate the zoom factor that as ratio of size in pixels and size in meters
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// for target object
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FLOAT fScreenX = (float)sv_pdpDrawPort->GetWidth();
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ANGLE aHalfI = AngleDeg(90.0f)/2; // assume FOV of 90 degrees for perspective
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FLOAT fPerspectiveRatio = fScreenX/(2.0f*Tan(aHalfI));
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FLOAT fDistance = fPerspectiveRatio / fZoom;
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ASSERT( fDistance > 0);
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return fDistance;
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}
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// get placement of the virtual target
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CPlacement3D CSlaveViewer::GetTargetPlacement(void) const
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{
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CPlacement3D plTarget;
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// copy viewer to target
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plTarget = sv_plViewer;
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// get the direction vector of viewer's sight
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FLOAT3D vDirection;
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AnglesToDirectionVector(sv_plViewer.pl_OrientationAngle, vDirection);
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// offset the target placement by target distance along the vector
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plTarget.pl_PositionVector += vDirection*sv_fTargetDistance;
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// return the target placement
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return plTarget;
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}
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/*
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* Default constructor
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*/
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CSlaveViewer::CSlaveViewer(const CMasterViewer &mvMaster,
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enum ProjectionType ptProjectionType,
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const CPlacement3D &plGrid,
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CDrawPort *pdpDrawPort)
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{
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// remember the drawport
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sv_pdpDrawPort = pdpDrawPort;
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// set projection type
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sv_ProjectionType = ptProjectionType;
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// set grid placement
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sv_plGrid = plGrid;
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// copy target distance
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sv_fTargetDistance = mvMaster.mv_fTargetDistance;
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// if is perspective
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if( IsPerspective())
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{
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// copy viewer placement
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sv_plViewer = mvMaster.mv_plViewer;
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}
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// if is isometric
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else
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{
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// copy target position to slave viewer position
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sv_plViewer.pl_PositionVector = mvMaster.GetTargetPlacement().pl_PositionVector;
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// get the orientation depending on the isometry type
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sv_plViewer.pl_OrientationAngle = GetAngleForIsometricType();
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// transform to grid system
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sv_plViewer.AbsoluteToRelative(sv_plGrid);
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// get the ray of the viewing direction
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FLOAT3D vDirection;
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AnglesToDirectionVector(sv_plViewer.pl_OrientationAngle, vDirection);
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// offset the viewer backward by target distance along the vector
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sv_plViewer.pl_PositionVector -= vDirection*sv_fTargetDistance;
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// transform back from grid system
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sv_plViewer.RelativeToAbsolute(sv_plGrid);
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}
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}
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/*
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* create a perspective projection for this viewer
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*/
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void CSlaveViewer::MakePerspectiveProjection(CPerspectiveProjection3D &prPerspectiveProjection)
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{
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// if is perspective
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ASSERT( IsPerspective());
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// init projection parameters
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prPerspectiveProjection.FOVL() = AngleDeg(90.0f);
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prPerspectiveProjection.ScreenBBoxL() = FLOATaabbox2D(
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FLOAT2D(0.0f, 0.0f),
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FLOAT2D((float)sv_pdpDrawPort->GetWidth(), (float)sv_pdpDrawPort->GetHeight())
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);
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wed_fFrontClipDistance = Clamp( wed_fFrontClipDistance, 0.02f, 2.00f);
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prPerspectiveProjection.FrontClipDistanceL() = wed_fFrontClipDistance;
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prPerspectiveProjection.AspectRatioL() = 1.0f;
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prPerspectiveProjection.ObjectStretchL() = FLOAT3D(1.0f, 1.0f, 1.0f);
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// set up viewer position and placement
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prPerspectiveProjection.ViewerPlacementL() = sv_plViewer;
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prPerspectiveProjection.ObjectPlacementL().pl_PositionVector = FLOAT3D(0.0f, 0.0f, 0.0f);
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prPerspectiveProjection.ObjectPlacementL().pl_OrientationAngle = ANGLE3D(0, 0, 0);
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}
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/*
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* create a projection for this viewer
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*/
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void CSlaveViewer::MakeProjection(CAnyProjection3D &prProjection)
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{
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// if is perspective
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if( IsPerspective()) {
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// use perspective projection
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CPerspectiveProjection3D prPerspectiveProjection;
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// make perspective projection
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MakePerspectiveProjection( prPerspectiveProjection);
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// return the result
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prProjection = prPerspectiveProjection;
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// if is isometric
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} else {
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// use isometric projection
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CIsometricProjection3D prIsometricProjection;
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// init projection parameters
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prIsometricProjection.ZoomFactorL() = GetZoomFactor();
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prIsometricProjection.ScreenBBoxL() = FLOATaabbox2D(
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FLOAT2D(0.0f, 0.0f),
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FLOAT2D((float)sv_pdpDrawPort->GetWidth(), (float)sv_pdpDrawPort->GetHeight())
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);
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wed_fFrontClipDistance = Clamp( wed_fFrontClipDistance, 0.02f, 2.00f);
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prIsometricProjection.AspectRatioL() = 1.0f;
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prIsometricProjection.FrontClipDistanceL() = wed_fFrontClipDistance;
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prIsometricProjection.ObjectStretchL() = FLOAT3D(1.0f, 1.0f, 1.0f);
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// set up viewer position and placement
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prIsometricProjection.ViewerPlacementL() = sv_plViewer;
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prIsometricProjection.ObjectPlacementL().pl_PositionVector = FLOAT3D(0.0f, 0.0f, 0.0f);
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prIsometricProjection.ObjectPlacementL().pl_OrientationAngle = ANGLE3D(0, 0, 0);
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// return the result
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prProjection = prIsometricProjection;
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}
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}
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/*
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* Translate slave viewer in his own system
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*/
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void CSlaveViewer::Translate_OwnSystem( PIX pixDI, PIX pixDJ, PIX pixDK)
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{
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FLOAT fZoom = GetZoomFactor();
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sv_fTargetDistance += pixDK/fZoom;
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if( sv_fTargetDistance < MIN_TARGET_DISTANCE)
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{
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sv_fTargetDistance = MIN_TARGET_DISTANCE;
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return;
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}
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if( sv_fTargetDistance > MAX_TARGET_DISTANCE)
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{
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sv_fTargetDistance = MAX_TARGET_DISTANCE;
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return;
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}
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ASSERT( sv_fTargetDistance > 0);
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sv_plViewer.Translate_OwnSystem( FLOAT3D(-pixDI/fZoom, pixDJ/fZoom, pixDK/fZoom));
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}
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/*
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* Translate slave viewer without stretching zoom factor
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*/
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void CSlaveViewer::Translate_Local_OwnSystem(FLOAT fdX, FLOAT fdY, FLOAT fdZ)
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{
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sv_plViewer.Translate_OwnSystem( FLOAT3D(fdX, fdY, fdZ));
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}
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/*
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* Scales target distance using given factor
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*/
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void CSlaveViewer::ScaleTargetDistance( FLOAT fFactor)
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{
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// if very close to the target, and trying to go even closer or
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// if very far away and trying to move further away
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if( (sv_fTargetDistance <MIN_TARGET_DISTANCE && fFactor<1.0f) ||
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(sv_fTargetDistance >MAX_TARGET_DISTANCE && fFactor>1.0f) )
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{
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// don't do anything
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return;
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}
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// change along z axis
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FLOAT dz = sv_fTargetDistance * fFactor;
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sv_plViewer.Translate_OwnSystem( FLOAT3D( 0.0f, 0.0f, dz));
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sv_fTargetDistance += dz;
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}
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/*
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* Rotate slave viewer arround target using HPB method
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*/
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void CSlaveViewer::Rotate_HPB( PIX pixDI, PIX pixDJ, PIX pixDK)
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{
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// if is perspective
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if( IsPerspective())
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{
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// get target placement
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CPlacement3D plTarget = GetTargetPlacement();
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// project viewer placement to the target placement
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sv_plViewer.AbsoluteToRelative(plTarget);
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// rotate the target
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plTarget.Rotate_HPB( ANGLE3D( AngleDeg((FLOAT)-pixDI),
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AngleDeg((FLOAT)-pixDJ),
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AngleDeg((FLOAT)-pixDK)));
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// project viewer placement back from the target placement
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sv_plViewer.RelativeToAbsolute(plTarget);
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}
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// if is isometric
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else
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{
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// can't rotate isometric projections
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}
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}
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/*
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* Rotate slave viewer in his own system using HPB method
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*/
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void CSlaveViewer::Rotate_Local_HPB( FLOAT fdX, FLOAT fdY, FLOAT fdZ)
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{
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// if is perspective
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if( IsPerspective())
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{
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// rotate the viewer
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sv_plViewer.Rotate_HPB( ANGLE3D( AngleDeg(-fdX), AngleDeg(-fdY), AngleDeg(-fdZ)));
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}
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// if is isometric
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else
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{
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|
// can't rotate isometric projections
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|
|
|
}
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}
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// translate a placement in given system
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void CSlaveViewer::TranslatePlacement_OtherSystem(CPlacement3D &plToTranslate,
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CPlacement3D &plOtherSystem,
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PIX pixDI, PIX pixDJ, PIX pixDK)
|
|
|
|
{
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|
|
FLOAT fZoom = GetZoomFactor();
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|
|
|
|
|
|
// project the placement to the viewer's system
|
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|
|
plToTranslate.AbsoluteToRelative(sv_plViewer);
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|
|
// project the placement to the given system
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|
|
plToTranslate.AbsoluteToRelative(plOtherSystem);
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|
|
// translate it
|
|
|
|
plToTranslate.Translate_AbsoluteSystem( FLOAT3D(pixDI/fZoom, -pixDJ/fZoom, pixDK/fZoom));
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|
|
// project the placement back from given system
|
|
|
|
plToTranslate.RelativeToAbsolute(plOtherSystem);
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|
|
|
// project the placement back from viewer's system
|
|
|
|
plToTranslate.RelativeToAbsolute(sv_plViewer);
|
|
|
|
}
|
|
|
|
|
|
|
|
// translate a placement in viewer's system
|
|
|
|
void CSlaveViewer::TranslatePlacement_OwnSystem(CPlacement3D &plToTranslate,
|
|
|
|
PIX pixDI, PIX pixDJ, PIX pixDK)
|
|
|
|
{
|
|
|
|
FLOAT fZoom = GetZoomFactor();
|
|
|
|
|
|
|
|
// project the placement to the viewer's system
|
|
|
|
plToTranslate.AbsoluteToRelative(sv_plViewer);
|
|
|
|
// translate it
|
|
|
|
plToTranslate.Translate_AbsoluteSystem( FLOAT3D(pixDI/fZoom, -pixDJ/fZoom, pixDK/fZoom));
|
|
|
|
// project the placement back from viewer's system
|
|
|
|
plToTranslate.RelativeToAbsolute(sv_plViewer);
|
|
|
|
}
|
|
|
|
|
|
|
|
// convert offset from pixels to meters
|
|
|
|
FLOAT CSlaveViewer::PixelsToMeters(PIX pix)
|
|
|
|
{
|
|
|
|
FLOAT fZoom = GetZoomFactor();
|
|
|
|
return pix/fZoom;
|
|
|
|
}
|
|
|
|
|
|
|
|
// translate a placement in viewer's system
|
|
|
|
void CSlaveViewer::RotatePlacement_HPB(CPlacement3D &plToRotate,
|
|
|
|
PIX pixDI, PIX pixDJ, PIX pixDK)
|
|
|
|
{
|
|
|
|
// project the placement to the viewer's system
|
|
|
|
plToRotate.AbsoluteToRelative(sv_plViewer);
|
|
|
|
// rotate it
|
|
|
|
plToRotate.Rotate_HPB( ANGLE3D( AngleDeg((FLOAT)-pixDI),
|
|
|
|
AngleDeg((FLOAT)-pixDJ),
|
|
|
|
AngleDeg((FLOAT)-pixDK)));
|
|
|
|
// project the placement back from viewer's system
|
|
|
|
plToRotate.RelativeToAbsolute(sv_plViewer);
|
|
|
|
}
|
|
|
|
|
|
|
|
// translate a placement in viewer's system
|
|
|
|
void CSlaveViewer::RotatePlacement_TrackBall(CPlacement3D &plToRotate,
|
|
|
|
PIX pixDI, PIX pixDJ, PIX pixDK)
|
|
|
|
{
|
|
|
|
// if viewer is perspective
|
|
|
|
if( IsPerspective()) {
|
|
|
|
// project the placement to the viewer's system
|
|
|
|
plToRotate.AbsoluteToRelative(sv_plViewer);
|
|
|
|
// rotate it
|
|
|
|
plToRotate.Rotate_TrackBall( ANGLE3D( AngleDeg((FLOAT)-pixDI),
|
|
|
|
AngleDeg((FLOAT)-pixDJ),
|
|
|
|
AngleDeg((FLOAT)-pixDK)));
|
|
|
|
// project the placement back from viewer's system
|
|
|
|
plToRotate.RelativeToAbsolute(sv_plViewer);
|
|
|
|
|
|
|
|
// if viewer is isometric
|
|
|
|
} else {
|
|
|
|
// project the placement to the viewer's system
|
|
|
|
plToRotate.AbsoluteToRelative(sv_plViewer);
|
|
|
|
// rotate it only around banking axis
|
|
|
|
plToRotate.Rotate_TrackBall( ANGLE3D( 0,0, AngleDeg((FLOAT)-pixDI)));
|
|
|
|
// project the placement back from viewer's system
|
|
|
|
plToRotate.RelativeToAbsolute(sv_plViewer);
|
|
|
|
}
|
|
|
|
}
|