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6 changed files with 3416 additions and 99 deletions
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@ -182,6 +182,7 @@
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<ClCompile Include="ext\src\clipper2\clipper.rectclip.cpp" />
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<ClCompile Include="ext\src\clipper\clipper.cpp" />
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<ClCompile Include="ext\src\imgui\imgui.cpp" />
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<ClCompile Include="ext\src\imgui\ImGuizmo.cpp" />
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<ClCompile Include="ext\src\imgui\imgui_demo.cpp" />
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<ClCompile Include="ext\src\imgui\imgui_draw.cpp" />
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<ClCompile Include="ext\src\imgui\imgui_impl_opengl3.cpp" />
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@ -99,6 +99,7 @@
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<ClCompile Include="src\KP3D_Raycast.cpp" />
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<ClCompile Include="src\KP3D_Material.cpp" />
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<ClCompile Include="src\KP3D_Resources.cpp" />
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<ClCompile Include="ext\src\imgui\ImGuizmo.cpp" />
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</ItemGroup>
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<ItemGroup>
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<None Include=".clang-format" />
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272
KP3Dii/ext/include/ImGuizmo.h
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272
KP3Dii/ext/include/ImGuizmo.h
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@ -0,0 +1,272 @@
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// https://github.com/CedricGuillemet/ImGuizmo
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// v 1.89 WIP
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//
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// The MIT License(MIT)
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//
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// Copyright(c) 2021 Cedric Guillemet
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -------------------------------------------------------------------------------------------
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// History :
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// 2019/11/03 View gizmo
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// 2016/09/11 Behind camera culling. Scaling Delta matrix not multiplied by source matrix scales. local/world rotation and translation fixed. Display message is incorrect (X: ... Y:...) in local mode.
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// 2016/09/09 Hatched negative axis. Snapping. Documentation update.
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// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved
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// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results.
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// 2016/08/31 First version
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//
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// -------------------------------------------------------------------------------------------
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// Future (no order):
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//
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// - Multi view
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// - display rotation/translation/scale infos in local/world space and not only local
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// - finish local/world matrix application
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// - OPERATION as bitmask
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//
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// -------------------------------------------------------------------------------------------
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// Example
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#if 0
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void EditTransform(const Camera& camera, matrix_t& matrix)
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{
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static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
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static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
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if (ImGui::IsKeyPressed(90))
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mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
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if (ImGui::IsKeyPressed(69))
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mCurrentGizmoOperation = ImGuizmo::ROTATE;
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if (ImGui::IsKeyPressed(82)) // r Key
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mCurrentGizmoOperation = ImGuizmo::SCALE;
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if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
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mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
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ImGui::SameLine();
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if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
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mCurrentGizmoOperation = ImGuizmo::ROTATE;
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ImGui::SameLine();
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if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
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mCurrentGizmoOperation = ImGuizmo::SCALE;
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float matrixTranslation[3], matrixRotation[3], matrixScale[3];
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ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale);
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ImGui::InputFloat3("Tr", matrixTranslation, 3);
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ImGui::InputFloat3("Rt", matrixRotation, 3);
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ImGui::InputFloat3("Sc", matrixScale, 3);
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ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16);
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if (mCurrentGizmoOperation != ImGuizmo::SCALE)
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{
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if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
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mCurrentGizmoMode = ImGuizmo::LOCAL;
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ImGui::SameLine();
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if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD))
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mCurrentGizmoMode = ImGuizmo::WORLD;
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}
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static bool useSnap(false);
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if (ImGui::IsKeyPressed(83))
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useSnap = !useSnap;
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ImGui::Checkbox("", &useSnap);
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ImGui::SameLine();
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vec_t snap;
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switch (mCurrentGizmoOperation)
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{
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case ImGuizmo::TRANSLATE:
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snap = config.mSnapTranslation;
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ImGui::InputFloat3("Snap", &snap.x);
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break;
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case ImGuizmo::ROTATE:
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snap = config.mSnapRotation;
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ImGui::InputFloat("Angle Snap", &snap.x);
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break;
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case ImGuizmo::SCALE:
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snap = config.mSnapScale;
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ImGui::InputFloat("Scale Snap", &snap.x);
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break;
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}
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ImGuiIO& io = ImGui::GetIO();
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ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
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ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL);
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}
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#endif
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#pragma once
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#ifdef USE_IMGUI_API
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#include "imconfig.h"
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#endif
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#ifndef IMGUI_API
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#define IMGUI_API
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#endif
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#ifndef IMGUIZMO_NAMESPACE
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#define IMGUIZMO_NAMESPACE ImGuizmo
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#endif
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namespace IMGUIZMO_NAMESPACE
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{
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// call inside your own window and before Manipulate() in order to draw gizmo to that window.
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// Or pass a specific ImDrawList to draw to (e.g. ImGui::GetForegroundDrawList()).
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IMGUI_API void SetDrawlist(ImDrawList* drawlist = nullptr);
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// call BeginFrame right after ImGui_XXXX_NewFrame();
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IMGUI_API void BeginFrame();
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// this is necessary because when imguizmo is compiled into a dll, and imgui into another
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// globals are not shared between them.
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// More details at https://stackoverflow.com/questions/19373061/what-happens-to-global-and-static-variables-in-a-shared-library-when-it-is-dynam
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// expose method to set imgui context
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IMGUI_API void SetImGuiContext(ImGuiContext* ctx);
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// return true if mouse cursor is over any gizmo control (axis, plan or screen component)
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IMGUI_API bool IsOver();
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// return true if mouse IsOver or if the gizmo is in moving state
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IMGUI_API bool IsUsing();
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// return true if any gizmo is in moving state
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IMGUI_API bool IsUsingAny();
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// enable/disable the gizmo. Stay in the state until next call to Enable.
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// gizmo is rendered with gray half transparent color when disabled
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IMGUI_API void Enable(bool enable);
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// helper functions for manualy editing translation/rotation/scale with an input float
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// translation, rotation and scale float points to 3 floats each
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// Angles are in degrees (more suitable for human editing)
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// example:
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// float matrixTranslation[3], matrixRotation[3], matrixScale[3];
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// ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale);
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// ImGui::InputFloat3("Tr", matrixTranslation, 3);
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// ImGui::InputFloat3("Rt", matrixRotation, 3);
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// ImGui::InputFloat3("Sc", matrixScale, 3);
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// ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16);
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//
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// These functions have some numerical stability issues for now. Use with caution.
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IMGUI_API void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale);
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IMGUI_API void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix);
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IMGUI_API void SetRect(float x, float y, float width, float height);
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// default is false
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IMGUI_API void SetOrthographic(bool isOrthographic);
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// Render a cube with face color corresponding to face normal. Usefull for debug/tests
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IMGUI_API void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount);
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IMGUI_API void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize);
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// call it when you want a gizmo
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// Needs view and projection matrices.
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// matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional
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// translation is applied in world space
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enum OPERATION
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{
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TRANSLATE_X = (1u << 0),
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TRANSLATE_Y = (1u << 1),
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TRANSLATE_Z = (1u << 2),
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ROTATE_X = (1u << 3),
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ROTATE_Y = (1u << 4),
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ROTATE_Z = (1u << 5),
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ROTATE_SCREEN = (1u << 6),
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SCALE_X = (1u << 7),
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SCALE_Y = (1u << 8),
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SCALE_Z = (1u << 9),
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BOUNDS = (1u << 10),
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SCALE_XU = (1u << 11),
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SCALE_YU = (1u << 12),
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SCALE_ZU = (1u << 13),
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TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z,
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ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN,
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SCALE = SCALE_X | SCALE_Y | SCALE_Z,
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SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU, // universal
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UNIVERSAL = TRANSLATE | ROTATE | SCALEU
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};
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inline OPERATION operator|(OPERATION lhs, OPERATION rhs)
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{
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return static_cast<OPERATION>(static_cast<int>(lhs) | static_cast<int>(rhs));
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}
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enum MODE
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{
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LOCAL,
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WORLD
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};
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IMGUI_API bool Manipulate(const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix = NULL, const float* snap = NULL, const float* localBounds = NULL, const float* boundsSnap = NULL);
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//
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// Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en
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// It seems to be a defensive patent in the US. I don't think it will bring troubles using it as
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// other software are using the same mechanics. But just in case, you are now warned!
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//
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IMGUI_API void ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
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// use this version if you did not call Manipulate before and you are just using ViewManipulate
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IMGUI_API void ViewManipulate(float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
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IMGUI_API void SetID(int id);
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// return true if the cursor is over the operation's gizmo
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IMGUI_API bool IsOver(OPERATION op);
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IMGUI_API void SetGizmoSizeClipSpace(float value);
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// Allow axis to flip
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// When true (default), the guizmo axis flip for better visibility
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// When false, they always stay along the positive world/local axis
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IMGUI_API void AllowAxisFlip(bool value);
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// Configure the limit where axis are hidden
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IMGUI_API void SetAxisLimit(float value);
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// Configure the limit where planes are hiden
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IMGUI_API void SetPlaneLimit(float value);
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enum COLOR
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{
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DIRECTION_X, // directionColor[0]
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DIRECTION_Y, // directionColor[1]
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DIRECTION_Z, // directionColor[2]
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PLANE_X, // planeColor[0]
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PLANE_Y, // planeColor[1]
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PLANE_Z, // planeColor[2]
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SELECTION, // selectionColor
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INACTIVE, // inactiveColor
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TRANSLATION_LINE, // translationLineColor
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SCALE_LINE,
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ROTATION_USING_BORDER,
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ROTATION_USING_FILL,
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HATCHED_AXIS_LINES,
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TEXT,
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TEXT_SHADOW,
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COUNT
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};
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struct Style
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{
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IMGUI_API Style();
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float TranslationLineThickness; // Thickness of lines for translation gizmo
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float TranslationLineArrowSize; // Size of arrow at the end of lines for translation gizmo
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float RotationLineThickness; // Thickness of lines for rotation gizmo
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float RotationOuterLineThickness; // Thickness of line surrounding the rotation gizmo
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float ScaleLineThickness; // Thickness of lines for scale gizmo
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float ScaleLineCircleSize; // Size of circle at the end of lines for scale gizmo
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float HatchedAxisLineThickness; // Thickness of hatched axis lines
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float CenterCircleSize; // Size of circle at the center of the translate/scale gizmo
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ImVec4 Colors[COLOR::COUNT];
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};
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IMGUI_API Style& GetStyle();
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}
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2996
KP3Dii/ext/src/imgui/ImGuizmo.cpp
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2996
KP3Dii/ext/src/imgui/ImGuizmo.cpp
Normal file
File diff suppressed because it is too large
Load diff
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#include "Editor.h"
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#include <imgui.h>
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#include <ImGuizmo.h>
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#include "KP3D_Renderer3D.h"
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#include "KP3D_StaticMesh.h"
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#include "Sandbox.h"
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namespace {
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constexpr float MIN_DISTANCE_FROM_PLAYER = 0.1f;
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constexpr float MAX_DISTANCE_FROM_PLAYER = 100.0f;
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@ -58,116 +60,26 @@ void Editor::Update()
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KEY_SHORTCUT(SPACE, m_mode = MODE_NORMAL);
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KEY_SHORTCUT(V, m_mode = MODE_BUILD);
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KEY_SHORTCUT(C, m_mode = MODE_SECTOR_EDIT);
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if (anything_hovered)
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return;
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if (m_mode == MODE_BUILD)
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switch (m_mode)
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{
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UpdateModeBuild();
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return;
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}
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// Raycast through everything on the map
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if (sandbox->IsMouseButtonDown(kp3d::MOUSE_BUTTON_LEFT))
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{
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using namespace kp3d;
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struct Target
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{
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Vec3 position;
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float distance;
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RenderBatch3D* b;
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};
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std::vector<Target> targets;
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for (RenderBatch3D& b : sandbox->map.GetMeshRef().GetBatchesRef())
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{
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for (size_t i = 0; i < b.vertex_data.size(); i += 3)
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{
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Vec3 pos;
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Triangle tri = { b.vertex_data[i].position, b.vertex_data[i + 1].position, b.vertex_data[i + 2].position };
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auto ray = GetRayFromCamera(sandbox->camera);
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bool raycast = RayIntersectsTriangle(ray[0], ray[1], &tri, pos);
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if (raycast)
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{
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float dist = sqrtf(
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pow(pos.x - sandbox->camera.position.x, 2) +
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pow(pos.y - sandbox->camera.position.y, 2) +
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pow(pos.z - sandbox->camera.position.z, 2)
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);
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targets.push_back({ pos, dist, &b });
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}
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}
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if (!targets.empty())
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{
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std::sort(targets.begin(), targets.end(), [&](const Target& a, const Target& b) { return a.distance > b.distance; });
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const Target& target = targets.back();
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if (editor_hovered_batch.empty())
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{
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if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
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editor_hovered_batch.push_back(target.b);
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}
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else
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{
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try
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{
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const auto& info = std::any_cast<kp3d::BatchSectorInfo>(kp3d::editor_hovered_batch[0]->userdata);
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const auto& target_info = std::any_cast<kp3d::BatchSectorInfo>(target.b->userdata);
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if (info.wall && target_info.wall)
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{
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if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
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editor_hovered_batch.push_back(target.b);
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}
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else if (info.flat && target_info.flat)
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{
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if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
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editor_hovered_batch.push_back(target.b);
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}
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}
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catch (std::bad_any_cast& e)
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{
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KP3D_LOG_ERROR("Bad any cast: {}", e.what());
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}
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}
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||||
}
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||||
else
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{
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// editor_hovered_batch = nullptr;
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if (!sandbox->IsKeyDown(kp3d::KEY_LSHIFT))
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||||
{
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editor_hovered_batch.clear();
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}
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||||
}
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||||
}
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sandbox->MouseButtonReset(kp3d::MOUSE_BUTTON_LEFT);
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||||
case MODE_BUILD: UpdateModeBuild(); break;
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case MODE_NORMAL: UpdateModeNormal(); break;
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||||
}
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}
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||||
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||||
void Editor::RenderMap()
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{
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||||
// Render the map grid
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sandbox->map.RenderGrid();
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||||
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||||
// Render the points we're drawing
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||||
if (points.size() > 1)
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||||
switch (m_mode)
|
||||
{
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||||
for (int i = 0; i < points.size() - 1; i++)
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||||
RenderLine(points[i], points[i + 1], 0xFF00FFFF);
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||||
case MODE_BUILD: RenderModeBuild(); break;
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||||
case MODE_NORMAL: RenderModeNormal(); break;
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||||
}
|
||||
if (points.size() > 0)
|
||||
RenderLine(points.back(), m_stem_pos, 0xFFFF00FF);
|
||||
|
||||
// Render the "stem"
|
||||
auto ray = kp3d::GetRayFromCamera(sandbox->camera);
|
||||
kp3d::Vec3 pos{5,0,0};
|
||||
float dist = 0.0f;
|
||||
kp3d::Triangle tri0 = {{sandbox->map.grid_box[0], sandbox->map.grid_box[1], sandbox->map.grid_box[2]}, 0, 0};
|
||||
kp3d::Triangle tri1 = {{sandbox->map.grid_box[3], sandbox->map.grid_box[4], sandbox->map.grid_box[5]}, 0, 0};
|
||||
bool on_grid = kp3d::RayIntersectsTriangle(ray[0], ray[1], &tri0, pos) || kp3d::RayIntersectsTriangle(ray[0], ray[1], &tri1, pos);
|
||||
pos.x = Align(pos.x, 1.0f);
|
||||
pos.z = Align(pos.z, 1.0f);
|
||||
RenderStem(pos);
|
||||
m_stem_pos = pos;
|
||||
}
|
||||
|
||||
void Editor::RenderStem(kp3d::Vec3 position)
|
||||
|
@ -285,6 +197,142 @@ void Editor::UpdateModeBuild()
|
|||
}
|
||||
}
|
||||
|
||||
void Editor::RenderModeBuild()
|
||||
{
|
||||
// Render the points we're drawing
|
||||
if (points.size() > 1)
|
||||
{
|
||||
for (int i = 0; i < points.size() - 1; i++)
|
||||
RenderLine(points[i], points[i + 1], 0xFF00FFFF);
|
||||
}
|
||||
if (points.size() > 0)
|
||||
RenderLine(points.back(), m_stem_pos, 0xFFFF00FF);
|
||||
|
||||
// Render the "stem"
|
||||
auto ray = kp3d::GetRayFromCamera(sandbox->camera);
|
||||
kp3d::Vec3 pos{5,0,0};
|
||||
float dist = 0.0f;
|
||||
kp3d::Triangle tri0 = {{sandbox->map.grid_box[0], sandbox->map.grid_box[1], sandbox->map.grid_box[2]}, 0, 0};
|
||||
kp3d::Triangle tri1 = {{sandbox->map.grid_box[3], sandbox->map.grid_box[4], sandbox->map.grid_box[5]}, 0, 0};
|
||||
bool on_grid = kp3d::RayIntersectsTriangle(ray[0], ray[1], &tri0, pos) || kp3d::RayIntersectsTriangle(ray[0], ray[1], &tri1, pos);
|
||||
pos.x = Align(pos.x, 1.0f);
|
||||
pos.z = Align(pos.z, 1.0f);
|
||||
RenderStem(pos);
|
||||
m_stem_pos = pos;
|
||||
}
|
||||
|
||||
void Editor::UpdateModeNormal()
|
||||
{
|
||||
using namespace kp3d;
|
||||
|
||||
// Raycast through everything on the map
|
||||
if (sandbox->IsMouseButtonDown(kp3d::MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
struct Target
|
||||
{
|
||||
Vec3 position;
|
||||
float distance;
|
||||
RenderBatch3D* b;
|
||||
};
|
||||
std::vector<Target> targets;
|
||||
for (RenderBatch3D& b : sandbox->map.GetMeshRef().GetBatchesRef())
|
||||
{
|
||||
for (size_t i = 0; i < b.vertex_data.size(); i += 3)
|
||||
{
|
||||
Vec3 pos;
|
||||
Triangle tri = { b.vertex_data[i].position, b.vertex_data[i + 1].position, b.vertex_data[i + 2].position };
|
||||
auto ray = GetRayFromCamera(sandbox->camera);
|
||||
bool raycast = RayIntersectsTriangle(ray[0], ray[1], &tri, pos);
|
||||
if (raycast)
|
||||
{
|
||||
float dist = sqrtf(
|
||||
pow(pos.x - sandbox->camera.position.x, 2) +
|
||||
pow(pos.y - sandbox->camera.position.y, 2) +
|
||||
pow(pos.z - sandbox->camera.position.z, 2)
|
||||
);
|
||||
targets.push_back({ pos, dist, &b });
|
||||
}
|
||||
}
|
||||
if (!targets.empty())
|
||||
{
|
||||
std::sort(targets.begin(), targets.end(), [&](const Target& a, const Target& b) { return a.distance > b.distance; });
|
||||
const Target& target = targets.back();
|
||||
if (editor_hovered_batch.empty())
|
||||
{
|
||||
if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
|
||||
editor_hovered_batch.push_back(target.b);
|
||||
}
|
||||
else
|
||||
{
|
||||
try
|
||||
{
|
||||
const auto& info = std::any_cast<kp3d::BatchSectorInfo>(kp3d::editor_hovered_batch[0]->userdata);
|
||||
const auto& target_info = std::any_cast<kp3d::BatchSectorInfo>(target.b->userdata);
|
||||
if (info.wall && target_info.wall)
|
||||
{
|
||||
if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
|
||||
editor_hovered_batch.push_back(target.b);
|
||||
}
|
||||
else if (info.flat && target_info.flat)
|
||||
{
|
||||
if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
|
||||
editor_hovered_batch.push_back(target.b);
|
||||
}
|
||||
}
|
||||
catch (std::bad_any_cast& e)
|
||||
{
|
||||
KP3D_LOG_ERROR("Bad any cast: {}", e.what());
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// editor_hovered_batch = nullptr;
|
||||
if (!sandbox->IsKeyDown(kp3d::KEY_LSHIFT))
|
||||
{
|
||||
editor_hovered_batch.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
sandbox->MouseButtonReset(kp3d::MOUSE_BUTTON_LEFT);
|
||||
}
|
||||
|
||||
if (!editor_hovered_batch.empty())
|
||||
{
|
||||
try
|
||||
{
|
||||
const auto& info = std::any_cast<kp3d::BatchSectorInfo>(kp3d::editor_hovered_batch[0]->userdata);
|
||||
if (info.wall)
|
||||
{
|
||||
// Find where this wall is in the sector graph.
|
||||
// We need the following info:
|
||||
// - The index of this wall and the one it's connected to (i.e. the wall whose end point is the start of this one)
|
||||
// - The indices of any walls in neighboring sectors this one is connected to (e.g. portals)
|
||||
for (const auto& sp: sandbox->map.sectors)
|
||||
{
|
||||
for (int i = 0; i < sp->walls.size(); i++)
|
||||
{
|
||||
const Wall& wall = sp->walls[i];
|
||||
const Wall& neighbor = sp->walls[(i - 1) % sp->walls.size()];
|
||||
if (&wall == info.wall)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (std::bad_any_cast& e)
|
||||
{
|
||||
KP3D_LOG_ERROR("Bad any cast: {}", e.what());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Editor::RenderModeNormal()
|
||||
{
|
||||
}
|
||||
|
||||
void Editor::RenderUI()
|
||||
{
|
||||
// Menu bar
|
||||
|
|
|
@ -9,7 +9,6 @@ enum EditMode
|
|||
{
|
||||
MODE_NORMAL,
|
||||
MODE_BUILD,
|
||||
MODE_SECTOR_EDIT
|
||||
};
|
||||
|
||||
enum MaterialType
|
||||
|
@ -33,9 +32,9 @@ public:
|
|||
void RenderStem(kp3d::Vec3 position);
|
||||
|
||||
void UpdateModeBuild();
|
||||
|
||||
void RenderModeBuild();
|
||||
void RenderModeSectorEdit();
|
||||
void UpdateModeNormal();
|
||||
void RenderModeNormal();
|
||||
|
||||
void RenderUI();
|
||||
void RenderUIInfo();
|
||||
|
|
Loading…
Reference in a new issue