From 32632cacdb316d7f2d3b6ecdb634f0ef9aebadf0 Mon Sep 17 00:00:00 2001 From: MegaMech Date: Wed, 14 May 2025 18:30:32 -0600 Subject: 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 " 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> --- src/engine/editor/ObjectPicker.cpp | 207 +++++++++++++++++++++++++++++++++++++ 1 file changed, 207 insertions(+) create mode 100644 src/engine/editor/ObjectPicker.cpp (limited to 'src/engine/editor/ObjectPicker.cpp') 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 +#include +#include "../CoreMath.h" +#include +#include "../World.h" + +#include "ObjectPicker.h" +#include "port/Engine.h" +#include +#include + +#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 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 closestClickPos; + Gizmo::GizmoHandle closestHandle = Gizmo::GizmoHandle::None; + + // All axis grab. Not used in rotate mode rotate + if (static_cast(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& 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(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 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; + } +} +} -- cgit v1.2.3