misc(editor): slightly cleaned up code from previous commit
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4a50ed159b
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375d6c89b9
1 changed files with 10 additions and 4 deletions
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@ -138,14 +138,20 @@ void MainGLWidget::handleObjectDrag(QMouseEvent* evt) {
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if (!rayHit) return;
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Data::Vector3 vec = rayHit->worldPoint;
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Data::CFrame targetFrame = partFromBody(rayHit->body)->cframe.Rotation();
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Data::CFrame targetFrame = partFromBody(rayHit->body)->cframe;
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Data::Vector3 surfaceNormal = targetFrame.Inverse().Rotation() * rayHit->worldNormal;
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// The part being dragged's frame local to the hit target's frame, but without its position component
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Data::CFrame localFrame = (targetFrame.Inverse() * draggingObject->lock()->cframe).Rotation();
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// Snap axis
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localFrame = snapCFrame(localFrame);
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localFrame = localFrame;
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Data::CFrame newFrame = targetFrame * localFrame;
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draggingObject->lock()->cframe = newFrame + vec + localFrame.Rotation() * ((localFrame.Inverse().Rotation() * rayHit->worldNormal) * draggingObject->lock()->size / 2);
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// Unsink the object
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// Get the normal of the surface relative to the part's frame, and get the size along that vector
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Data::Vector3 partOffset = localFrame * ((localFrame.Inverse() * rayHit->worldNormal) * draggingObject->lock()->size / 2);
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Data::CFrame newFrame = targetFrame.Rotation() * localFrame;
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draggingObject->lock()->cframe = newFrame + vec + partOffset;
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syncPartPhysics(draggingObject->lock());
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}
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