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playcanvas

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PlayCanvas WebGL game engine

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/** * The RotateGizmo provides interactive 3D manipulation handles for rotating/reorienting * {@link Entity}s in a {@link Scene}. It creates a visual widget with a draggable ring for each * axis of rotation, plus a fourth ring for rotation in the camera's view plane, allowing precise * control over object orientation through direct manipulation. The gizmo's visual appearance can * be customized away from the defaults as required. * * Note that the gizmo can be driven by both mouse+keyboard and touch input. * * ```javascript * // Create a layer for rendering all gizmos * const gizmoLayer = pc.Gizmo.createLayer(app); * * // Create a rotate gizmo * const gizmo = new pc.RotateGizmo(cameraComponent, gizmoLayer); * * // Create an entity to attach the gizmo to * const entity = new pc.Entity(); * entity.addComponent('render', { * type: 'box' * }); * app.root.addChild(entity); * * // Attach the gizmo to the entity * gizmo.attach([entity]); * ``` * * Relevant Engine API examples: * * - [Rotate Gizmo](https://playcanvas.github.io/#/gizmos/transform-rotate) * - [Editor](https://playcanvas.github.io/#/misc/editor) * * @category Gizmo */ export class RotateGizmo extends TransformGizmo { _shapes: { z: ArcShape; x: ArcShape; y: ArcShape; face: ArcShape; }; /** * Internal selection starting angle in world space. * * @type {number} * @private */ private _selectionStartAngle; /** * Internal mapping from each attached node to their starting rotation in local space. * * @type {Map<GraphNode, Quat>} * @private */ private _nodeLocalRotations; /** * Internal mapping from each attached node to their starting rotation in world space. * * @type {Map<GraphNode, Quat>} * @private */ private _nodeRotations; /** * Internal mapping from each attached node to their offset position from the gizmo. * * @type {Map<GraphNode, Vec3>} * @private */ private _nodeOffsets; /** * Internal color for guide angle starting line. * * @type {Color} * @private */ private _guideAngleStartColor; /** * Internal vector for the start point of the guide line angle. * * @type {Vec3} * @private */ private _guideAngleStart; /** * Internal vector for the end point of the guide line angle. * * @type {Vec3} * @private */ private _guideAngleEnd; /** * This forces the rotation to always be calculated based on the mouse position around the gizmo. * * @type {boolean} */ orbitRotation: boolean; /** * Sets the XYZ tube radius. * * @type {number} */ set xyzTubeRadius(value: number); /** * Gets the XYZ tube radius. * * @type {number} */ get xyzTubeRadius(): number; /** * Sets the XYZ ring radius. * * @type {number} */ set xyzRingRadius(value: number); /** * Gets the XYZ ring radius. * * @type {number} */ get xyzRingRadius(): number; /** * Sets the face tube radius. * * @type {number} */ set faceTubeRadius(value: number); /** * Gets the face tube radius. * * @type {number} */ get faceTubeRadius(): number; /** * Sets the face ring radius. * * @type {number} */ set faceRingRadius(value: number); /** * Gets the face ring radius. * * @type {number} */ get faceRingRadius(): number; /** * Sets the ring tolerance. * * @type {number} */ set ringTolerance(value: number); /** * Gets the ring tolerance. * * @type {number} */ get ringTolerance(): number; /** * @param {string} prop - The property. * @param {any} value - The value. * @private */ private _setDiskProp; /** * @private */ private _storeGuidePoints; /** * @param {number} angleDelta - The angle delta. * @private */ private _updateGuidePoints; /** * @param {Vec3} pos - The position. * @param {string} axis - The axis. * @param {Vec3} point - The point. * @param {Color} [color] - The color. * @private */ private _drawGuideAngleLine; /** * @param {Vec3} position - The position. * @returns {Vec3} The look at euler angles. * @private */ private _getLookAtEulerAngles; /** * @private */ private _shapesLookAtCamera; /** * @param {boolean} state - The state. * @private */ private _drag; /** * @private */ private _storeNodeRotations; /** * @param {string} axis - The axis. * @param {number} angleDelta - The angle delta. * @private */ private _setNodeRotations; /** * @param {number} x - The x coordinate. * @param {number} y - The y coordinate. * @returns {Vec3} The point in world space. * @protected */ protected _screenToPoint(x: number, y: number): Vec3; /** * @param {Vec3} point - The point. * @param {number} x - The x coordinate. * @param {number} y - The y coordinate. * @returns {number} The angle. * @protected */ protected _calculateAngle(point: Vec3, x: number, y: number): number; } import { TransformGizmo } from './transform-gizmo.js'; import { ArcShape } from './shape/arc-shape.js'; import { Vec3 } from '../../core/math/vec3.js';