#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; } } }