#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 "math_util.h" #include "math_util_2.h" #include "camera.h" } ObjectPicker::ObjectPicker() { } void ObjectPicker::Load() { eGizmo.Load(); } void ObjectPicker::Tick() { eGizmo.Tick(); } void ObjectPicker::SelectObject(std::vector& objects) { Ray ray; ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]); ray.Direction = ScreenRayTrace(); ObjectPicker::FindObject(ray, objects); if (_selected != nullptr) { eGizmo.Enable(_selected, ray); eGizmo.Enabled = true; } else { //eGizmo.Disable(); eGizmo.Enabled = false; } } 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; return; } // Is the gizmo being dragged? if (eGizmo.Enabled) { for (auto tri = eGizmo.RedCollision.Triangles.begin(); tri < eGizmo.RedCollision.Triangles.end(); tri++) { float t; FVector pos = FVector(eGizmo.Pos.x, eGizmo.Pos.y, eGizmo.Pos.z - eGizmo._gizmoOffset); if (IntersectRayTriangle(ray, *tri, pos, t)) { //eGizmo.StartManipulation(Gizmo::GizmoHandle::X_Axis); eGizmo.SelectedHandle = Gizmo::GizmoHandle::Z_Axis; eGizmo._ray = ray.Direction; return; // Stop checking objects if we selected a Gizmo handle } } for (auto tri = eGizmo.GreenCollision.Triangles.begin(); tri < eGizmo.GreenCollision.Triangles.end(); tri++) { float t; FVector pos = FVector(eGizmo.Pos.x - eGizmo._gizmoOffset, eGizmo.Pos.y, eGizmo.Pos.z); if (IntersectRayTriangle(ray, *tri, pos, t)) { //eGizmo.StartManipulation(Gizmo::GizmoHandle::Y_Axis); eGizmo.SelectedHandle = Gizmo::GizmoHandle::X_Axis; eGizmo._ray = ray.Direction; return; // Stop checking objects if we selected a Gizmo handle } } for (auto tri = eGizmo.BlueCollision.Triangles.begin(); tri < eGizmo.BlueCollision.Triangles.end(); tri++) { float t; FVector pos = FVector(eGizmo.Pos.x, eGizmo.Pos.y + eGizmo._gizmoOffset, eGizmo.Pos.z); if (IntersectRayTriangle(ray, *tri, pos, t)) { eGizmo.SelectedHandle = Gizmo::GizmoHandle::Y_Axis; eGizmo._ray = ray.Direction; return; // Stop checking objects if we selected a Gizmo handle } } } } void ObjectPicker::Draw() { if (_selected != nullptr) { eGizmo.Draw(); } } void ObjectPicker::FindObject(Ray ray, std::vector& objects) { bool found = false; for (auto& object : objects) { float boundingBox = object.BoundingBoxSize; if (boundingBox == 0.0f) { boundingBox = 2.0f; } float t; switch(object.Collision) { case CollisionType::VTX_INTERSECT: for (const auto& tri : object.Triangles) { if (IntersectRayTriangle(ray, tri, *object.Pos, t)) { printf("\nSELECTED OBJECT\n\n"); _selected = &object; } } break; case 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 }; if (QueryCollisionRayActor(&ray.Origin.x, &ray.Direction.x, boxMin, boxMax, &t)) { // if (actor == _selected) { // _selected = nullptr; // break; // } printf("FOUND BOUNDING BOX OBJECT\n"); found = true; //foundActor = &actor; //type = object.Type; _selected = &object; break; } break; } case CollisionType::BOUNDING_SPHERE: printf("Editor::ObjectPicker.cpp Bounding sphere collision type not yet supported\n"); break; } } if (found) { // printf("FOUND COLLISION %d\n", type); } else { // printf("NO COLLISION\n"); _selected = nullptr; } }