SpaghettiKart/src/engine/editor/ObjectPicker.cpp

296 lines
10 KiB
C++

#include <libultraship/libultraship.h>
#include <libultra/gbi.h>
#include "../CoreMath.h"
#include <libultra/types.h>
#include "engine/World.h"
#include "engine/Actor.h"
#include "engine/objects/Object.h"
#include "ObjectPicker.h"
#include "port/Engine.h"
#include <ship/controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h>
#include <ship/window/Window.h>
#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 TrackEditor {
void ObjectPicker::Load() {
eGizmo.Load();
}
void ObjectPicker::Tick() {
}
void ObjectPicker::SelectObject(std::vector<GameObject*> objects) {
Camera* camera = gScreenOneCtx->camera;
Ray ray;
ray.Origin = FVector(camera->pos[0], camera->pos[1], camera->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);
std::visit([this, ray](auto* obj) {
if (obj) {
eGizmo.SetGizmo(_selected, ray);
eGizmo.Enabled = true;
} else {
eGizmo.Enabled = false;
_selected = static_cast<GameObject*>(nullptr);
}
}, _selected);
}
}
void ObjectPicker::DragHandle() {
Camera* camera = gScreenOneCtx->camera;
Ray ray;
ray.Origin = FVector(camera->pos[0], camera->pos[1], camera->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<FVector> closestClickPos;
Gizmo::GizmoHandle closestHandle = Gizmo::GizmoHandle::None;
// All axis grab. Not used in rotate mode rotate
if (static_cast<Gizmo::TranslationMode>(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<Triangle>& 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<Gizmo::TranslationMode>(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() {
std::visit([](auto* obj) {
if (obj) {
gEditor.eObjectPicker.eGizmo.Draw();
}
}, _selected);
if (Debug) {
Camera* camera = gScreenOneCtx->camera;
Mat4 CursorMtx;
IRotator rot = IRotator(0,0,0);
FVector scale = FVector(1, 1, 1);
FVector ray = ScreenRayTrace();
float x = (camera->pos[0] + ray.x * 800);
float y = (camera->pos[1] + ray.y * 800);
float z = (camera->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__gizmo/gizmo_center_button");
}
}
void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) {
float distance = FLT_MAX;
std::variant<AActor*, OObject*, GameObject*> object;
_selected = static_cast<GameObject*>(nullptr);
auto [hitActor, hitActorDist] = ObjectPicker::CheckAActorRay(ray);
if (hitActor) {
object = hitActor;
distance = hitActorDist;
}
// OObjects
auto [hitObject, hitObjectDist] = ObjectPicker::CheckOObjectRay(ray);
if (hitObject && (hitObjectDist < distance)) {
object = hitObject;
distance = hitObjectDist;
}
// Editor objects
auto [hitEditorObject, hitEditorObjectDist] = ObjectPicker::CheckEditorObjectRay(ray);
if (hitEditorObject && (hitEditorObjectDist < distance)) {
object = hitEditorObject;
distance = hitEditorObjectDist;
}
// Set _selected from object variant
_selected = object;
std::visit([this](auto* obj) {
if (obj) {
}
}, object);
}
std::pair<GameObject*, float> ObjectPicker::CheckEditorObjectRay(Ray ray) {
GameObject* hitObject = nullptr;
float hitDistance = FLT_MAX;
for (auto& object : gEditor.eGameObjects) {
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 < hitDistance) {
hitDistance = t;
hitObject = object;
}
}
}
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 < hitDistance) {
hitDistance = t;
hitObject = object;
printf("FOUND BOUNDING BOX OBJECT\n");
}
break;
}
break;
}
case GameObject::CollisionType::BOUNDING_SPHERE:
printf("[ObjectPicker] [CheckEditorObjectRay] Bounding sphere collision type not yet supported\n");
break;
}
}
return std::pair(hitObject, hitDistance);
}
std::pair<OObject*, float> ObjectPicker::CheckOObjectRay(Ray ray) {
OObject* hitObject = nullptr;
float hitDistance = FLT_MAX;
return std::pair(hitObject, hitDistance);
}
std::pair<AActor*, float> ObjectPicker::CheckAActorRay(Ray ray) {
AActor* hitActor = nullptr;
float hitDistance = FLT_MAX;
for (const auto& actor : GetWorld()->Actors) {
if ((actor->bPendingDestroy) && (!actor->IsMod())) {
continue;
}
float boundingBox = actor->BoundingBoxSize;
if (boundingBox == 0.0f) {
boundingBox = 2.0f;
}
if (actor->Triangles.size()) {
for (const auto& tri : actor->Triangles) {
float t;
if (IntersectRayTriangleAndTransform(ray, FVector(actor->Pos[0], actor->Pos[1], actor->Pos[2]), tri, t)) {
if (t < hitDistance) {
hitDistance = t;
hitActor = actor.get();
}
}
}
} else {
float max = 1.2f;
float min = -1.2f;
Vec3f boxMin = { actor->Pos[0] + boundingBox * min,
actor->Pos[1] + boundingBox * min,
actor->Pos[2] + boundingBox * min };
Vec3f boxMax = { actor->Pos[0] + boundingBox * max,
actor->Pos[1] + boundingBox * max,
actor->Pos[2] + boundingBox * max };
float t;
if (QueryCollisionRayActor(&ray.Origin.x, &ray.Direction.x, boxMin, boxMax, &t)) {
if (t < hitDistance) {
hitDistance = t;
hitActor = actor.get();
}
}
}
}
return std::pair(hitActor, hitDistance);
}
}