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authorMegaMech <MegaMech@users.noreply.github.com>2025-05-14 18:30:32 -0600
committerGitHub <noreply@github.com>2025-05-14 18:30:32 -0600
commit32632cacdb316d7f2d3b6ecdb634f0ef9aebadf0 (patch)
treed374a84675fc0f49100c275aa34828bc9db538f8 /src/engine/editor/ObjectPicker.cpp
parent70f049cb6c326dede27e0ba7e88ac0d67b7651a4 (diff)
Impl new intro (#193)
* Update menus * Update CMakeLists.txt * Add Ship * Impl hm ship actors * Update HM course * Impl new intro * Finish intro scene * Rename * Start Editor Work * raycast works * Fix ScreenRayTrace in widescreen * Basic Actor Picking * wip * Editor use vtx collision * gizmo work * otr works for object picking * Impl objects for editor * actor init * Update * Add all axis move (freemove) * Docking Windows works here * Setup imgui layout for editor * Editor Snap to Ground works * Basic Scene Explorer Works * Editor get actor names * Impl editor object names * impl Editor Play and Pause buttons * Editor translate works while paused * Fix freecam lighting * Added adjustable track properties to editor * Editor matrix, icons, rotation, impl light * Setup Track Properties 1 * Editor tooling wip * Load modded o2rs * Don't enable hud if editor is enabled * Updates * SceneManager nearly working * Fix mario kart 64 intro logo sizing * Fix Rotator * Finish new matrix translation code * Cleanup headers * Cleanup * Cleanup 2 * Cleanup 3 * Prevent divize by zero crash * Add visible circle for translate in all axis * Editor scaling/rot works properly now * Scale All_Axis evenly * Fixes to includes to work on Linux. * Removed overfilled arguments in gfx_create_framebuffer() * Added missing function definitions to Game.h * Editor sun face the camera * Add rotation model to gizmo * Add new handles * Failed attempt at transforming collision * Impl water volume * Import fast64 paths * water surface * Scene Setup 1 * Custom Track O2R almost working needs testing * Custom Track Load path O2r * Render custom track. Wip collision * Add missing function * Debug Spawning Custom O2R Track * Import courses working now * Fix memory leak * Remove New Track Button * Engine.cpp more consistent with sf64 * Fix Editor Enable Button * Editor Accurate mouse click drag objects * Editor selects closest object and cleanup * Gizmo rot and scale collision working * Remove constexpr from IRotator * Impl properties for location/rot/scale * Better Properties display, swap rot handles * Fix content browser dock and editor now disabled by default * Remove GameInfoWindow, Multiplayer Button, and FPS Slider * Disable Editor when its disabled * Add new logo to hm intro * Fix pause menu item box cursor * Remove minimap from Course::from_json and to_json * Impl Import Minimap * Fix custom minimap rendering * minimap uses extension .png * Refactor minimap * Freecam only for player 1 * GrandPrix Balloons work in custom track * Track Id is now std::string and outside of Props * Moved editor assets to be included in ship.o2r * Fixed GenerateO2R to package the correct folder and save to the correct filename * Linux specific changes. * Added "#include <stdio.h>" that required them * Changed how the "ship.o2r" file is loaded to allow it to load the file from within appimages. * Changed the Linuxdeploy version to avoid errors later when the Github Actions creates appimages(same fix applied to other ports.) * Revert "Moved editor assets to be included in ship.o2r" This reverts commit 05704c01f761baa67a83e357d9765f5c6b5e3fdb. * Added back files(this time without LUS changes) * Changed workflow file to use correct filename for assets file. * Missed a few spots in the workflow file. * Added .desktop file and made corrections to the main workflow. * Added the rest of upstream CMakeLists.txt * disabled USE_NETWORKING * New InverseMatrix * Renamed both .o2r files to be more accurate to its contents. * Reverted CmakeList.txt --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com> Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
Diffstat (limited to 'src/engine/editor/ObjectPicker.cpp')
-rw-r--r--src/engine/editor/ObjectPicker.cpp207
1 files changed, 207 insertions, 0 deletions
diff --git a/src/engine/editor/ObjectPicker.cpp b/src/engine/editor/ObjectPicker.cpp
new file mode 100644
index 000000000..9cfeed5f8
--- /dev/null
+++ b/src/engine/editor/ObjectPicker.cpp
@@ -0,0 +1,207 @@
+#include <libultraship/libultraship.h>
+#include <libultra/gbi.h>
+#include "../CoreMath.h"
+#include <libultra/types.h>
+#include "../World.h"
+
+#include "ObjectPicker.h"
+#include "port/Engine.h"
+#include <controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h>
+#include <window/Window.h>
+
+#include "engine/actors/Ship.h"
+#include "port/Game.h"
+#include "Gizmo.h"
+
+#include "EditorMath.h"
+
+extern "C" {
+#include "common_structs.h"
+#include "main.h"
+#include "defines.h"
+#include "actors.h"
+#include "camera.h"
+}
+
+namespace Editor {
+
+void ObjectPicker::Load() {
+ eGizmo.Load();
+}
+
+void ObjectPicker::Tick() {
+}
+
+void ObjectPicker::SelectObject(std::vector<GameObject*> objects) {
+ Ray ray;
+ ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]);
+
+ // This allows selection of objects in the scene explorer.
+ // Otherwise this would still run when selecting buttons in editor windows.
+ if (IsInGameScreen()) {
+ ray.Direction = ScreenRayTrace();
+
+ ObjectPicker::FindObject(ray, objects);
+
+ if (_selected != nullptr) {
+ eGizmo.SetGizmo(_selected, ray);
+ eGizmo.Enabled = true;
+ } else {
+ //eGizmo.Disable();
+ eGizmo.Enabled = false;
+ eGizmo._selected = nullptr;
+ }
+ }
+}
+
+void ObjectPicker::DragHandle() {
+ Ray ray;
+ ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]);
+ ray.Direction = ScreenRayTrace();
+
+ // Skip if a drag is already in progress
+ if (eGizmo.SelectedHandle != Gizmo::GizmoHandle::None) {
+ eGizmo._ray = ray.Direction;
+ eGizmo.Tick();
+ return;
+ }
+
+ // Is the gizmo being dragged?
+ if (!eGizmo.Enabled) { return; }
+ float closestDistance = FLT_MAX;
+ std::optional<FVector> closestClickPos;
+ Gizmo::GizmoHandle closestHandle = Gizmo::GizmoHandle::None;
+
+ // All axis grab. Not used in rotate mode rotate
+ if (static_cast<Gizmo::TranslationMode>(CVarGetInteger("eGizmoMode", 0)) != Gizmo::TranslationMode::Rotate) {
+ float t;
+ if (IntersectRaySphere(ray, eGizmo.Pos, eGizmo.AllAxisRadius, t)) {
+ if (t < closestDistance) {
+ closestDistance = t;
+ closestClickPos = ray.Origin + ray.Direction * t;
+ closestHandle = Gizmo::GizmoHandle::All_Axis;
+ }
+ }
+ }
+
+ // Arrow handles
+ auto tryHandle = [&](Gizmo::GizmoHandle handle, MtxF mtx, const std::vector<Triangle>& tris) {
+ for (const auto& tri : tris) {
+ if (auto clickPos = QueryHandleIntersection(mtx, ray, tri)) {
+ float dist = (*clickPos - ray.Origin).Magnitude();
+ if (dist < closestDistance) {
+ closestDistance = dist;
+ closestClickPos = *clickPos;
+ closestHandle = handle;
+ }
+ }
+ }
+ };
+
+ switch(static_cast<Gizmo::TranslationMode>(CVarGetInteger("eGizmoMode", 0))) {
+ case Gizmo::TranslationMode::Move:
+ tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_RedX, eGizmo.RedCollision.Triangles);
+ tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenCollision.Triangles);
+ tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueCollision.Triangles);
+ break;
+ case Gizmo::TranslationMode::Rotate:
+ tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_RedX, eGizmo.RedRotateCollision.Triangles);
+ tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenRotateCollision.Triangles);
+ tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueRotateCollision.Triangles);
+ break;
+ case Gizmo::TranslationMode::Scale:
+ tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_RedX, eGizmo.RedScaleCollision.Triangles);
+ tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenScaleCollision.Triangles);
+ tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueScaleCollision.Triangles);
+ break;
+
+ }
+
+ if (closestHandle != Gizmo::GizmoHandle::None && closestClickPos.has_value()) {
+ eGizmo.SelectedHandle = closestHandle;
+ eGizmo._ray = ray.Direction;
+ eGizmo._cursorOffset = eGizmo.Pos - *closestClickPos;
+ eGizmo.PickDistance = closestDistance;
+ }
+}
+
+void ObjectPicker::Draw() {
+ if (_selected != NULL) {
+ eGizmo.Draw();
+ }
+
+ if (Debug) {
+ Mat4 CursorMtx;
+ IRotator rot = IRotator(0,0,0);
+ FVector scale = FVector(0.1, 0.1, 0.1);
+ FVector ray = ScreenRayTrace();
+
+ float x = (cameras[0].pos[0] + ray.x * 800);
+ float y = (cameras[0].pos[1] + ray.y * 800);
+ float z = (cameras[0].pos[2] + ray.z * 800);
+
+ ApplyMatrixTransformations((float(*)[4])&CursorMtx, FVector(x, y, z), rot, scale);
+ Editor_AddMatrix((float(*)[4])&CursorMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ gSPDisplayList(gDisplayListHead++, (Gfx*)"__OTR__tracks/sphere");
+ }
+}
+
+void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) {
+ bool found = false;
+ GameObject* closestObject = nullptr;
+ float closestDistance = FLT_MAX;
+
+ for (auto& object : objects) {
+ float boundingBox = object->BoundingBoxSize;
+ if (boundingBox == 0.0f) {
+ boundingBox = 2.0f;
+ }
+
+ switch(object->Collision) {
+ case GameObject::CollisionType::VTX_INTERSECT:
+ for (const auto& tri : object->Triangles) {
+ float t;
+ if (IntersectRayTriangleAndTransform(ray, *object->Pos, tri, t)) {
+ if (t < closestDistance) {
+ closestDistance = t;
+ closestObject = object;
+ printf("SELECTED OBJECT\n");
+ }
+ }
+ }
+ break;
+ case GameObject::CollisionType::BOUNDING_BOX: {
+ float max = 2.0f;
+ float min = -2.0f;
+ Vec3f boxMin = { object->Pos->x + boundingBox * min,
+ object->Pos->y + boundingBox * min,
+ object->Pos->z + boundingBox * min };
+
+ Vec3f boxMax = { object->Pos->x + boundingBox * max,
+ object->Pos->y + boundingBox * max,
+ object->Pos->z + boundingBox * max };
+ float t;
+ if (QueryCollisionRayActor(&ray.Origin.x, &ray.Direction.x, boxMin, boxMax, &t)) {
+ if (t < closestDistance) {
+ closestDistance = t;
+ closestObject = object;
+ printf("FOUND BOUNDING BOX OBJECT\n");
+ }
+ break;
+ }
+ break;
+ }
+ case GameObject::CollisionType::BOUNDING_SPHERE:
+ printf("Editor::ObjectPicker.cpp Bounding sphere collision type not yet supported\n");
+ break;
+ }
+ }
+ if (closestObject != nullptr) {
+ _selected = closestObject;
+ // printf("FOUND COLLISION %d\n", type);
+ } else {
+ // printf("NO COLLISION\n");
+ _selected = nullptr;
+ }
+}
+}