gizmo work

This commit is contained in:
MegaMech
2025-02-28 20:46:04 -07:00
parent 7a31679c2d
commit 3bb80b8464
11 changed files with 145 additions and 66 deletions
+40 -6
View File
@@ -35,28 +35,62 @@ Editor::Editor() {
void Editor::Load() {
eObjectPicker.Load();
for (auto& object : eGameObjects) {
GenerateCollisionMesh(object, object.Model);
GenerateCollisionMesh(object, object.Model, 1.0f);
}
}
void Editor::Tick() {
auto wnd = GameEngine::Instance->context->GetWindow();
// GetMouseState
if (wnd->MouseClick(Ship::LUS_MOUSE_BTN_LEFT)) {
eObjectPicker.SelectObject(eGameObjects);
static bool wasMouseDown = false;
static bool isDragging = false;
static Ship::Coords mouseStartPos;
Ship::Coords mousePos = wnd->GetMousePos();
bool isMouseDown = wnd->GetMouseState(Ship::LUS_MOUSE_BTN_LEFT);
if (isMouseDown && !wasMouseDown) {
// Mouse just pressed (Pressed state)
mouseStartPos = mousePos;
isDragging = false;
}
if (isMouseDown) {
// Mouse is being held (Held state)
int dx = mousePos.x - mouseStartPos.x;
int dy = mousePos.y - mouseStartPos.y;
int dragThreshold = 5; // Adjust as needed
if ((dx * dx + dy * dy) > (dragThreshold * dragThreshold)) {
// Squared distance check to avoid unnecessary sqrt()
isDragging = true;
eObjectPicker.DragHandle(); // Call drag logic
}
}
if (!isMouseDown && wasMouseDown) {
// Mouse just released (Released state)
eObjectPicker.eGizmo.SelectedHandle = Gizmo::GizmoHandle::None;
if (!isDragging) {
eObjectPicker.SelectObject(eGameObjects);
}
}
wasMouseDown = isMouseDown; // Update previous state
eObjectPicker.Tick();
}
void Editor::Draw() {
eObjectPicker.Draw();
}
void Editor::AddObject(FVector* pos, Gfx* model, CollisionType collision, float boundingBoxSize) {
void Editor::AddObject(FVector* pos, Gfx* model, float scale, CollisionType collision, float boundingBoxSize) {
if (model != NULL) {
eGameObjects.push_back({pos, model, {}, collision, boundingBoxSize});
GenerateCollisionMesh(eGameObjects.back(), model);
GenerateCollisionMesh(eGameObjects.back(), model, scale);
} else { // to bounding box or sphere collision
eGameObjects.push_back({pos, model, {}, CollisionType::BOUNDING_BOX, 2.0f});
}