mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-08-23 23:53:21 -04:00
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 05704c01f7.
* 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>
This commit is contained in:
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#include <libultraship/libultraship.h>
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#include <libultra/gbi.h>
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#include "../CoreMath.h"
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#include <libultra/types.h>
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#include "../World.h"
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#include "ObjectPicker.h"
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#include "port/Engine.h"
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#include <controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h>
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#include <window/Window.h>
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#include "engine/actors/Ship.h"
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#include "port/Game.h"
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#include "Gizmo.h"
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#include "EditorMath.h"
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extern "C" {
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#include "common_structs.h"
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#include "main.h"
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#include "defines.h"
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#include "actors.h"
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#include "camera.h"
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}
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namespace Editor {
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void ObjectPicker::Load() {
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eGizmo.Load();
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}
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void ObjectPicker::Tick() {
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}
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void ObjectPicker::SelectObject(std::vector<GameObject*> objects) {
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Ray ray;
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ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]);
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// This allows selection of objects in the scene explorer.
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// Otherwise this would still run when selecting buttons in editor windows.
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if (IsInGameScreen()) {
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ray.Direction = ScreenRayTrace();
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ObjectPicker::FindObject(ray, objects);
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if (_selected != nullptr) {
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eGizmo.SetGizmo(_selected, ray);
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eGizmo.Enabled = true;
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} else {
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//eGizmo.Disable();
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eGizmo.Enabled = false;
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eGizmo._selected = nullptr;
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}
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}
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}
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void ObjectPicker::DragHandle() {
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Ray ray;
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ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]);
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ray.Direction = ScreenRayTrace();
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// Skip if a drag is already in progress
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if (eGizmo.SelectedHandle != Gizmo::GizmoHandle::None) {
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eGizmo._ray = ray.Direction;
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eGizmo.Tick();
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return;
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}
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// Is the gizmo being dragged?
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if (!eGizmo.Enabled) { return; }
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float closestDistance = FLT_MAX;
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std::optional<FVector> closestClickPos;
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Gizmo::GizmoHandle closestHandle = Gizmo::GizmoHandle::None;
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// All axis grab. Not used in rotate mode rotate
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if (static_cast<Gizmo::TranslationMode>(CVarGetInteger("eGizmoMode", 0)) != Gizmo::TranslationMode::Rotate) {
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float t;
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if (IntersectRaySphere(ray, eGizmo.Pos, eGizmo.AllAxisRadius, t)) {
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if (t < closestDistance) {
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closestDistance = t;
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closestClickPos = ray.Origin + ray.Direction * t;
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closestHandle = Gizmo::GizmoHandle::All_Axis;
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}
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}
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}
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// Arrow handles
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auto tryHandle = [&](Gizmo::GizmoHandle handle, MtxF mtx, const std::vector<Triangle>& tris) {
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for (const auto& tri : tris) {
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if (auto clickPos = QueryHandleIntersection(mtx, ray, tri)) {
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float dist = (*clickPos - ray.Origin).Magnitude();
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if (dist < closestDistance) {
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closestDistance = dist;
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closestClickPos = *clickPos;
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closestHandle = handle;
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}
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}
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}
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};
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switch(static_cast<Gizmo::TranslationMode>(CVarGetInteger("eGizmoMode", 0))) {
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case Gizmo::TranslationMode::Move:
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tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_RedX, eGizmo.RedCollision.Triangles);
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tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenCollision.Triangles);
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tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueCollision.Triangles);
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break;
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case Gizmo::TranslationMode::Rotate:
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tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_RedX, eGizmo.RedRotateCollision.Triangles);
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tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenRotateCollision.Triangles);
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tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueRotateCollision.Triangles);
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break;
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case Gizmo::TranslationMode::Scale:
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tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_RedX, eGizmo.RedScaleCollision.Triangles);
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tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenScaleCollision.Triangles);
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tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueScaleCollision.Triangles);
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break;
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}
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if (closestHandle != Gizmo::GizmoHandle::None && closestClickPos.has_value()) {
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eGizmo.SelectedHandle = closestHandle;
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eGizmo._ray = ray.Direction;
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eGizmo._cursorOffset = eGizmo.Pos - *closestClickPos;
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eGizmo.PickDistance = closestDistance;
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}
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}
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void ObjectPicker::Draw() {
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if (_selected != NULL) {
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eGizmo.Draw();
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}
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if (Debug) {
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Mat4 CursorMtx;
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IRotator rot = IRotator(0,0,0);
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FVector scale = FVector(0.1, 0.1, 0.1);
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FVector ray = ScreenRayTrace();
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float x = (cameras[0].pos[0] + ray.x * 800);
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float y = (cameras[0].pos[1] + ray.y * 800);
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float z = (cameras[0].pos[2] + ray.z * 800);
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ApplyMatrixTransformations((float(*)[4])&CursorMtx, FVector(x, y, z), rot, scale);
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Editor_AddMatrix((float(*)[4])&CursorMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gDisplayListHead++, (Gfx*)"__OTR__tracks/sphere");
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}
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}
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void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) {
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bool found = false;
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GameObject* closestObject = nullptr;
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float closestDistance = FLT_MAX;
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for (auto& object : objects) {
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float boundingBox = object->BoundingBoxSize;
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if (boundingBox == 0.0f) {
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boundingBox = 2.0f;
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}
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switch(object->Collision) {
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case GameObject::CollisionType::VTX_INTERSECT:
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for (const auto& tri : object->Triangles) {
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float t;
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if (IntersectRayTriangleAndTransform(ray, *object->Pos, tri, t)) {
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if (t < closestDistance) {
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closestDistance = t;
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closestObject = object;
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printf("SELECTED OBJECT\n");
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}
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}
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}
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break;
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case GameObject::CollisionType::BOUNDING_BOX: {
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float max = 2.0f;
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float min = -2.0f;
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Vec3f boxMin = { object->Pos->x + boundingBox * min,
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object->Pos->y + boundingBox * min,
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object->Pos->z + boundingBox * min };
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Vec3f boxMax = { object->Pos->x + boundingBox * max,
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object->Pos->y + boundingBox * max,
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object->Pos->z + boundingBox * max };
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float t;
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if (QueryCollisionRayActor(&ray.Origin.x, &ray.Direction.x, boxMin, boxMax, &t)) {
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if (t < closestDistance) {
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closestDistance = t;
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closestObject = object;
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printf("FOUND BOUNDING BOX OBJECT\n");
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}
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break;
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}
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break;
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}
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case GameObject::CollisionType::BOUNDING_SPHERE:
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printf("Editor::ObjectPicker.cpp Bounding sphere collision type not yet supported\n");
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break;
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}
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}
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if (closestObject != nullptr) {
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_selected = closestObject;
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// printf("FOUND COLLISION %d\n", type);
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} else {
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// printf("NO COLLISION\n");
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_selected = nullptr;
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}
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}
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}
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