Fixed issue of mis-transforming child objects so rotation would be weird when rotating subscenes

Fixed issue of action buttons breaking with subscenes when going between child-object manip modes and not
This commit is contained in:
JeffR 2024-11-13 17:10:27 -06:00
parent e2d0cc1981
commit 9ff2a56466
2 changed files with 45 additions and 36 deletions

View file

@ -164,9 +164,8 @@ void SceneGroup::setTransform(const MatrixF& mat)
Parent::setTransform(mat);
// Calculate the delta transformation
MatrixF deltaTransform;
oldTransform.inverse();
deltaTransform.mul(oldTransform, getTransform());
MatrixF deltaTransform = mat;
deltaTransform.mul(oldTransform.inverse());
if (isServerObject())
{
@ -178,11 +177,19 @@ void SceneGroup::setTransform(const MatrixF& mat)
SceneObject* child = dynamic_cast<SceneObject*>(*itr);
if (child)
{
// Get the child's current transform
MatrixF childTransform = child->getTransform();
MatrixF relativeTransform;
relativeTransform.mul(deltaTransform, childTransform);
child->setTransform(relativeTransform);
child->setScale(childTransform.getScale()); //we don't modify scale
// Apply the delta transformation (ignoring scale)
MatrixF updatedTransform = childTransform;
updatedTransform.mul(deltaTransform);
// Update the child's transform
child->setTransform(updatedTransform);
PhysicsShape* childPS = dynamic_cast<PhysicsShape*>(child);
if (childPS)
childPS->storeRestorePos();
}
}
}
@ -196,9 +203,8 @@ void SceneGroup::setRenderTransform(const MatrixF& mat)
Parent::setRenderTransform(mat);
// Calculate the delta transformation
MatrixF deltaTransform;
oldTransform.inverse();
deltaTransform.mul(oldTransform, getRenderTransform());
MatrixF deltaTransform = mat;
deltaTransform.mul(oldTransform.inverse());
// Update all child transforms
for (SimSetIterator itr(this); *itr; ++itr)
@ -206,11 +212,19 @@ void SceneGroup::setRenderTransform(const MatrixF& mat)
SceneObject* child = dynamic_cast<SceneObject*>(*itr);
if (child)
{
MatrixF childTransform = child->getRenderTransform();
MatrixF relativeTransform;
relativeTransform.mul(deltaTransform, childTransform);
child->setRenderTransform(relativeTransform);
child->setScale(childTransform.getScale()); //we don't modify scale
// Get the child's current transform
MatrixF childTransform = child->getTransform();
// Apply the delta transformation (ignoring scale)
MatrixF updatedTransform = childTransform;
updatedTransform.mul(deltaTransform);
// Update the child's transform
child->setTransform(updatedTransform);
PhysicsShape* childPS = dynamic_cast<PhysicsShape*>(child);
if (childPS)
childPS->storeRestorePos();
}
}
}

View file

@ -1,33 +1,28 @@
function SubScene::onSelected(%this)
{
echo("SELECTED SUBSCENE");
EWToolsPaletteWindow.clearButtons();
//Adds a button to the pallete stack
EWToolsPaletteWindow.addButton("Select", "ToolsModule:arrow_n_image", "EWorldEditorNoneModeBtn::onClick();", "", "Select Arrow", "1");
EWToolsPaletteWindow.addButton("Move", "ToolsModule:translate_n_image", "SubSceneMoveModeBtn::onClick();", "", "Move Selection", "2");
EWToolsPaletteWindow.addButton("Rotate", "ToolsModule:rotate_n_image", "SubSceneRotateModeBtn::onClick();", "", "Rotate Selection", "3");
EWToolsPaletteWindow.addButton("Scale", "ToolsModule:Scale_n_image", "EWorldEditorScaleModeBtn::onClick();", "", "Scale Selection", "4");
%moveButton = EWToolsPaletteWindow.findButton("Move");
%rotateButton = EWToolsPaletteWindow.findButton("Rotate");
%moveButton.originalCommand = %moveButton.command;
%moveButton.command = "SubSceneMoveModeBtn::onClick();";
%rotateButton.originalCommand = %rotateButton.command;
%rotateButton.command = "SubSceneRotateModeBtn::onClick();";
EWToolsPaletteWindow.addButton("SubSceneMove", "ToolsModule:translate_n_image", "SubSceneChildMoveModeBtn::onClick();", "", "Move SubScene + Children", "1");
EWToolsPaletteWindow.addButton("SubSceneRotate", "ToolsModule:rotate_n_image", "SubSceneChildRotateModeBtn::onClick();", "", "Rotate SubScene + Children", "2");
EWToolsPaletteWindow.addButton("SubSceneMove", "ToolsModule:translate_n_image", "SubSceneChildMoveModeBtn::onClick();", "", "Move SubScene + Children", "5");
EWToolsPaletteWindow.addButton("SubSceneRotate", "ToolsModule:rotate_n_image", "SubSceneChildRotateModeBtn::onClick();", "", "Rotate SubScene + Children", "6");
EWToolsPaletteWindow.refresh();
}
function SubScene::onUnselected(%this)
{
echo("UN-SELECTED SUBSCENE");
EWToolsPaletteWindow.removeButton("SubSceneMove");
EWToolsPaletteWindow.removeButton("SubSceneRotate");
%moveButton = EWToolsPaletteWindow.findButton("Move");
%rotateButton = EWToolsPaletteWindow.findButton("Rotate");
%moveButton.command = %moveButton.originalCommand;
%rotateButton.command = %rotateButton.originalCommand;
EWToolsPaletteWindow.clearButtons();
//Adds a button to the pallete stack
EWToolsPaletteWindow.addButton("Select", "ToolsModule:arrow_n_image", "EWorldEditorNoneModeBtn::onClick();", "", "Select Arrow", "1");
EWToolsPaletteWindow.addButton("Move", "ToolsModule:translate_n_image", "EWorldEditorMoveModeBtn::onClick();", "", "Move Selection", "2");
EWToolsPaletteWindow.addButton("Rotate", "ToolsModule:rotate_n_image", "EWorldEditorRotateModeBtn::onClick();", "", "Rotate Selection", "3");
EWToolsPaletteWindow.addButton("Scale", "ToolsModule:Scale_n_image", "EWorldEditorScaleModeBtn::onClick();", "", "Scale Selection", "4");
$SubScene::transformChildren = false;