diff options
| author | MegaMech <MegaMech@users.noreply.github.com> | 2025-05-14 18:30:32 -0600 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-05-14 18:30:32 -0600 |
| commit | 32632cacdb316d7f2d3b6ecdb634f0ef9aebadf0 (patch) | |
| tree | d374a84675fc0f49100c275aa34828bc9db538f8 /src/engine/editor/ObjectPicker.cpp | |
| parent | 70f049cb6c326dede27e0ba7e88ac0d67b7651a4 (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.cpp | 207 |
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; + } +} +} |
