4#include <glm/ext/matrix_transform.hpp>
5#include <glm/gtc/type_ptr.hpp>
11 glm::mat4 model(1.0f);
12 model = glm::translate(model, target->
getPosition());
14 model = glm::scale(model, glm::vec3(thickness, length, thickness));
19 glm::vec3 axisDirection =
axisDir(axis);
21 float t = glm::dot(-(ray.
origin - initialHitPoint), ray.
dir);
23 glm::vec3 delta = (ray.
origin + ray.
dir * t) - initialHitPoint;
25 float moveAmount = glm::dot(delta, axisDirection);
26 target->
setPosition(originalPosition + axisDirection * moveAmount);
30 initialHitPoint = initHitPos;
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::vec3 getPosition() const
void setPosition(const glm::vec3 &pos)
TranslateHandle(SceneObject *tgt, Axis ax)
void setDragState(glm::vec3 initHitPos) override
Initializes the drag operation state.
void onDrag(const Math::Ray &ray) override
Handles continuous dragging motion.
glm::mat4 getModelMatrix() const override
Gets the model transformation matrix for rendering this handle.
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.