diff options
Diffstat (limited to 'src/engine/editor/ObjectPicker.cpp')
| -rw-r--r-- | src/engine/editor/ObjectPicker.cpp | 178 |
1 files changed, 133 insertions, 45 deletions
diff --git a/src/engine/editor/ObjectPicker.cpp b/src/engine/editor/ObjectPicker.cpp index 9cfeed5f8..a59cd507a 100644 --- a/src/engine/editor/ObjectPicker.cpp +++ b/src/engine/editor/ObjectPicker.cpp @@ -2,7 +2,9 @@ #include <libultra/gbi.h> #include "../CoreMath.h" #include <libultra/types.h> -#include "../World.h" +#include "engine/World.h" +#include "engine/Actor.h" +#include "engine/objects/Object.h" #include "ObjectPicker.h" #include "port/Engine.h" @@ -33,8 +35,9 @@ void ObjectPicker::Tick() { } void ObjectPicker::SelectObject(std::vector<GameObject*> objects) { + Camera* camera = gEditor.eCamera; Ray ray; - ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]); + ray.Origin = FVector(camera->pos[0], camera->pos[1], camera->pos[2]); // This allows selection of objects in the scene explorer. // Otherwise this would still run when selecting buttons in editor windows. @@ -43,22 +46,23 @@ void ObjectPicker::SelectObject(std::vector<GameObject*> objects) { ObjectPicker::FindObject(ray, objects); - if (_selected != nullptr) { - eGizmo.SetGizmo(_selected, ray); - eGizmo.Enabled = true; - } else { - //eGizmo.Disable(); - eGizmo.Enabled = false; - eGizmo._selected = nullptr; - } + std::visit([this, ray](auto* obj) { + if (obj) { + eGizmo.SetGizmo(_selected, ray); + eGizmo.Enabled = true; + } else { + eGizmo.Enabled = false; + _selected = static_cast<GameObject*>(nullptr); + } + }, _selected); } } void ObjectPicker::DragHandle() { + Camera* camera = gEditor.eCamera; Ray ray; - ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]); + ray.Origin = FVector(camera->pos[0], camera->pos[1], camera->pos[2]); ray.Direction = ScreenRayTrace(); - // Skip if a drag is already in progress if (eGizmo.SelectedHandle != Gizmo::GizmoHandle::None) { eGizmo._ray = ray.Direction; @@ -116,7 +120,6 @@ void ObjectPicker::DragHandle() { break; } - if (closestHandle != Gizmo::GizmoHandle::None && closestClickPos.has_value()) { eGizmo.SelectedHandle = closestHandle; eGizmo._ray = ray.Direction; @@ -126,32 +129,68 @@ void ObjectPicker::DragHandle() { } void ObjectPicker::Draw() { - if (_selected != NULL) { - eGizmo.Draw(); - } + std::visit([](auto* obj) { + if (obj) { + gEditor.eObjectPicker.eGizmo.Draw(); + } + }, _selected); if (Debug) { + Camera* camera = gEditor.eCamera; Mat4 CursorMtx; IRotator rot = IRotator(0,0,0); - FVector scale = FVector(0.1, 0.1, 0.1); + FVector scale = FVector(1, 1, 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); + float x = (camera->pos[0] + ray.x * 800); + float y = (camera->pos[1] + ray.y * 800); + float z = (camera->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"); + gSPDisplayList(gDisplayListHead++, (Gfx*)"__OTR__gizmo/gizmo_center_button"); } } void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) { - bool found = false; - GameObject* closestObject = nullptr; - float closestDistance = FLT_MAX; + float distance = FLT_MAX; + std::variant<AActor*, OObject*, GameObject*> object; + + _selected = static_cast<GameObject*>(nullptr); - for (auto& object : objects) { + auto [hitActor, hitActorDist] = ObjectPicker::CheckAActorRay(ray); + if (hitActor) { + object = hitActor; + distance = hitActorDist; + } + + // OObjects + auto [hitObject, hitObjectDist] = ObjectPicker::CheckOObjectRay(ray); + if (hitObject && (hitObjectDist < distance)) { + object = hitObject; + distance = hitObjectDist; + } + + // Editor objects + auto [hitEditorObject, hitEditorObjectDist] = ObjectPicker::CheckEditorObjectRay(ray); + if (hitEditorObject && (hitEditorObjectDist < distance)) { + object = hitEditorObject; + distance = hitEditorObjectDist; + } + + // Set _selected from object variant + _selected = object; + std::visit([this](auto* obj) { + if (obj) { + } + }, object); +} + +std::pair<GameObject*, float> ObjectPicker::CheckEditorObjectRay(Ray ray) { + GameObject* hitObject = nullptr; + float hitDistance = FLT_MAX; + + for (auto& object : gEditor.eGameObjects) { float boundingBox = object->BoundingBoxSize; if (boundingBox == 0.0f) { boundingBox = 2.0f; @@ -161,11 +200,10 @@ void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) { 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"); + if (IntersectRayTriangleAndTransform(ray, object->Pos, tri, t)) { + if (t < hitDistance) { + hitDistance = t; + hitObject = object; } } } @@ -173,18 +211,18 @@ void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) { 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 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 }; + 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; + if (t < hitDistance) { + hitDistance = t; + hitObject = object; printf("FOUND BOUNDING BOX OBJECT\n"); } break; @@ -196,12 +234,62 @@ void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) { break; } } - if (closestObject != nullptr) { - _selected = closestObject; - // printf("FOUND COLLISION %d\n", type); - } else { - // printf("NO COLLISION\n"); - _selected = nullptr; + return std::pair(hitObject, hitDistance); +} + +std::pair<OObject*, float> ObjectPicker::CheckOObjectRay(Ray ray) { + OObject* hitObject = nullptr; + float hitDistance = FLT_MAX; + + + return std::pair(hitObject, hitDistance); +} + +std::pair<AActor*, float> ObjectPicker::CheckAActorRay(Ray ray) { + AActor* hitActor = nullptr; + float hitDistance = FLT_MAX; + + for (auto actor : gWorldInstance.Actors) { + if ((actor->bPendingDestroy) && (!actor->IsMod())) { + continue; + } + + float boundingBox = actor->BoundingBoxSize; + if (boundingBox == 0.0f) { + boundingBox = 2.0f; + } + + if (actor->Triangles.size()) { + for (const auto& tri : actor->Triangles) { + float t; + if (IntersectRayTriangleAndTransform(ray, FVector(actor->Pos[0], actor->Pos[1], actor->Pos[2]), tri, t)) { + if (t < hitDistance) { + hitDistance = t; + hitActor = static_cast<AActor*>(actor); + } + } + } + } else { + float max = 1.2f; + float min = -1.2f; + Vec3f boxMin = { actor->Pos[0] + boundingBox * min, + actor->Pos[1] + boundingBox * min, + actor->Pos[2] + boundingBox * min }; + + Vec3f boxMax = { actor->Pos[0] + boundingBox * max, + actor->Pos[1] + boundingBox * max, + actor->Pos[2] + boundingBox * max }; + float t; + if (QueryCollisionRayActor(&ray.Origin.x, &ray.Direction.x, boxMin, boxMax, &t)) { + if (t < hitDistance) { + hitDistance = t; + hitActor = static_cast<AActor*>(actor); + } + } + } } + + return std::pair(hitActor, hitDistance); } + } |
