4#include <glm/ext/matrix_transform.hpp>
5#include <glm/gtc/type_ptr.hpp>
13 glm::vec3 axisDirection =
axisDir(axis);
14 glm::vec3& planeNormal = axisDirection;
18 float denom = glm::dot(ray.
dir, planeNormal);
19 if (glm::abs(denom) < 1e-6f)
return;
21 float t = glm::dot(center - ray.
origin, planeNormal) / denom;
22 glm::vec3 currentHitPoint = ray.
origin + t * ray.
dir;
24 glm::vec3 from = glm::normalize(initialHitPoint - center);
25 glm::vec3 to = glm::normalize(currentHitPoint - center);
27 float angle = glm::atan(glm::dot(glm::cross(from, to), axisDirection), glm::dot(from, to));
29 glm::quat delta = glm::angleAxis(angle, axisDirection);
31 glm::quat finalQuat = delta * originalQuat;
37 initialHitPoint = initHitPos;
42 glm::mat4 model(1.0f);
43 model = glm::translate(model, target->
getPosition());
45 model = glm::scale(model, glm::vec3(scale, scale, scale));
Axis
Cardinal axes for handle orientation.
constexpr glm::vec3 axisDir(Axis a)
Converts an axis enum to its corresponding unit vector.
static glm::mat4 rotateFromYToAxis(Axis axis)
Computes rotation matrix to align mesh from +Y to target axis.
glm::mat4 getModelMatrix() const override
Gets the model transformation matrix for rendering this handle.
void onDrag(const Math::Ray &ray) override
Handles continuous dragging motion.
RotateHandle(SceneObject *tgt, Axis ax)
void setDragState(glm::vec3 initHitPos) override
Initializes the drag operation state.
glm::vec3 getPosition() const
void setRotationQuat(const glm::quat &q)
glm::quat getRotationQuat() const
glm::vec3 origin
Starting point of the ray in world space.
glm::vec3 dir
Direction vector (should be normalized)
Represents a ray in 3D space.