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Diffstat (limited to 'src/engine/editor/ObjectPicker.cpp')
-rw-r--r--src/engine/editor/ObjectPicker.cpp178
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);
}
+
}