Compare commits
6 commits
1a1db6926d
...
3bd0e77c8f
| Author | SHA1 | Date | |
|---|---|---|---|
| 3bd0e77c8f | |||
| d7532587ec | |||
| 1d6c931b86 | |||
| 6c2650c0f7 | |||
| 99d97b7507 | |||
| 51546c320c |
12 changed files with 312 additions and 93 deletions
1
.vscode/launch.json
vendored
1
.vscode/launch.json
vendored
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@ -18,6 +18,7 @@
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"program": "${workspaceFolder}/build/bin/editor",
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"args": [],
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"cwd": "${workspaceFolder}",
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"preLaunchTask": "buildDebug"
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},
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{
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"type": "lldb",
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11
.vscode/tasks.json
vendored
Normal file
11
.vscode/tasks.json
vendored
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@ -0,0 +1,11 @@
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{
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"version": "2.0.0",
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"tasks": [
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{
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"label": "buildDebug",
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"type": "process",
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"command": "cmake",
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"args": ["--build", "build", "-j16"]
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}
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]
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}
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17
.zed/debug.json
Normal file
17
.zed/debug.json
Normal file
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@ -0,0 +1,17 @@
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// Project-local debug tasks
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//
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// For more documentation on how to configure debug tasks,
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// see: https://zed.dev/docs/debugger
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[
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{
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"label": "Debug editor",
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"build": {
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"command": "cmake",
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"args": ["--build", "build", "-j16"],
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"cwd": "$ZED_WORKTREE_ROOT"
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},
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"program": "$ZED_WORKTREE_ROOT/build/bin/editor",
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"request": "launch",
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"adapter": "CodeLLDB"
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}
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]
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@ -57,6 +57,8 @@ set(SOURCES
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src/rendering/font.h
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src/rendering/defaultmeshes.h
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src/rendering/texture3d.cpp
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src/rendering/frustum.h
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src/rendering/frustum.cpp
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src/physics/world.h
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src/physics/world.cpp
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src/logger.cpp
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@ -66,4 +66,19 @@ void Workspace::PhysicsStep(float deltaTime) {
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parent->Destroy();
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}
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}
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}
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std::vector<std::shared_ptr<Instance>> Workspace::CastFrustum(Frustum frustum) {
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std::vector<std::shared_ptr<Instance>> parts;
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for (auto it = GetDescendantsStart(); it != GetDescendantsEnd(); it++) {
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if (!it->IsA<BasePart>()) continue;
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std::shared_ptr<BasePart> part = std::dynamic_pointer_cast<BasePart>(*it);
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if (!part->locked && frustum.checkAABB(part->position(), part->GetAABB())) {
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parts.push_back(part);
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}
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}
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return parts;
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}
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@ -4,6 +4,7 @@
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#include "objects/base/service.h"
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#include "objects/joint/jointinstance.h"
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#include "physics/world.h"
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#include "rendering/frustum.h"
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#include <glm/ext/vector_float3.hpp>
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#include <memory>
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#include <mutex>
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@ -61,4 +62,5 @@ public:
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void PhysicsStep(float deltaTime);
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inline std::optional<const RaycastResult> CastRayNearest(glm::vec3 point, glm::vec3 rotation, float maxLength, std::optional<RaycastFilter> filter = std::nullopt, unsigned short categoryMaskBits = 0xFFFF) { return physicsWorld->castRay(point, rotation, maxLength, filter, categoryMaskBits); }
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std::vector<std::shared_ptr<Instance>> CastFrustum(Frustum frustum);
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};
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@ -144,6 +144,7 @@ void drawText(std::shared_ptr<Font> font, std::string text, float x, float y, fl
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// activate corresponding render state
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // TODO: Figure out why when changed to GL_ONE this causes graphical errors
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fontShader->use();
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fontShader->set("textColor", color);
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100
core/src/rendering/frustum.cpp
Normal file
100
core/src/rendering/frustum.cpp
Normal file
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@ -0,0 +1,100 @@
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#include "frustum.h"
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#include "datatypes/vector.h"
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#include <glm/ext/matrix_clip_space.hpp>
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// https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling
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// https://stackoverflow.com/q/66227192/16255372
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FrustumPlane::FrustumPlane(Vector3 point, Vector3 normal) : normal(normal.Unit()), distance(normal.Unit().Dot(point)) {}
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Frustum::Frustum() {}
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Frustum::Frustum(const Camera cam, float aspect, float fovY, float zNear, float zFar) {
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const float halfVSide = zFar * tanf(fovY * 0.5f);
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const float halfHSide = halfVSide * aspect;
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const glm::vec3 frontMultFar = zFar * -cam.cameraFront;
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// Don't forget to normalize!!!
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glm::vec3 camRight = glm::normalize(glm::cross(cam.cameraFront, cam.cameraUp)); // Technically this is left, but whatever
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glm::vec3 trueCamUp = glm::cross(-cam.cameraFront, camRight);
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near = { cam.cameraPos + zNear * -cam.cameraFront, -cam.cameraFront };
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far = { cam.cameraPos + frontMultFar, cam.cameraFront };
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right = { cam.cameraPos,
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glm::cross(frontMultFar - camRight * halfHSide, trueCamUp) };
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left = { cam.cameraPos,
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glm::cross(trueCamUp,frontMultFar + camRight * halfHSide) };
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top = { cam.cameraPos,
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glm::cross(camRight, frontMultFar - trueCamUp * halfVSide) };
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bottom = { cam.cameraPos,
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glm::cross(frontMultFar + trueCamUp * halfVSide, camRight) };
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}
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Frustum Frustum::createSliced(const Camera cam, float width, float height, float left, float right, float top, float bottom, float fovY, float zNear, float zFar) {
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Frustum frustum;
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float aspect = width / height;
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float halfVSide = zFar * tanf(fovY * 0.5f);
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float halfHSide = halfVSide * aspect;
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const glm::vec3 frontMultFar = zFar * -cam.cameraFront;
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float leftSide = -halfHSide * (left / width * 2 - 1);
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float rightSide = halfHSide * (right / width * 2 - 1);
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float topSide = -halfVSide * (top / height * 2 - 1);
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float bottomSide = halfVSide * (bottom / height * 2 - 1);
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// Don't forget to normalize!!!
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glm::vec3 camRight = glm::normalize(glm::cross(cam.cameraFront, cam.cameraUp)); // Technically this is left, but whatever
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glm::vec3 trueCamUp = glm::cross(-cam.cameraFront, camRight);
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frustum.near = { cam.cameraPos + zNear * -cam.cameraFront, -cam.cameraFront };
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frustum.far = { cam.cameraPos + frontMultFar, cam.cameraFront };
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frustum.right = { cam.cameraPos,
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glm::cross(frontMultFar - camRight * rightSide, trueCamUp) };
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frustum.left = { cam.cameraPos,
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glm::cross(trueCamUp,frontMultFar + camRight * leftSide) };
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frustum.top = { cam.cameraPos,
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glm::cross(camRight, frontMultFar - trueCamUp * topSide) };
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frustum.bottom = { cam.cameraPos,
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glm::cross(frontMultFar + trueCamUp * bottomSide, camRight) };
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return frustum;
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}
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bool FrustumPlane::checkPointForward(Vector3 point) {
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return (normal.Dot(point) - distance) > 0;
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}
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bool FrustumPlane::checkAABBForward(Vector3 center, Vector3 extents) {
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// Not entirely sure how this algorithm works... but hey, when has that ever stopped me?
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// https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling
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// https://gdbooks.gitbooks.io/3dcollisions/content/Chapter2/static_aabb_plane.html
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// Compute the projection interval radius of b onto L(t) = b.c + t * p.n
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extents = extents * 0.5f;
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const float r = extents.X() * std::abs(normal.X()) +
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extents.Y() * std::abs(normal.Y()) + extents.Z() * std::abs(normal.Z());
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return -r <= (normal.Dot(center) - distance);
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}
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bool Frustum::checkPoint(Vector3 point) {
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return true
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// TODO: Near and far are broken for some reason
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// && near.checkPointForward(point)
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// && far.checkPointForward(point)
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&& left.checkPointForward(point)
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&& right.checkPointForward(point)
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&& top.checkPointForward(point)
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&& bottom.checkPointForward(point)
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;
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}
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bool Frustum::checkAABB(Vector3 center, Vector3 extents) {
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return true
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// TODO: Near and far are broken for some reason
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// && near.checkAABBForward(center, extents)
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// && far.checkAABBForward(center, extents)
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&& left.checkAABBForward(center, extents)
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&& right.checkAABBForward(center, extents)
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&& top.checkAABBForward(center, extents)
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&& bottom.checkAABBForward(center, extents)
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;
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}
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35
core/src/rendering/frustum.h
Normal file
35
core/src/rendering/frustum.h
Normal file
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@ -0,0 +1,35 @@
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#pragma once
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#include "camera.h"
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#include "datatypes/vector.h"
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// https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling
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struct FrustumPlane {
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Vector3 normal;
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float distance; // leastPoint = normal * distance
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// leastPoint is the closest point to (0,0)
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FrustumPlane(Vector3 point, Vector3 normal);
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FrustumPlane() = default;
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bool checkPointForward(Vector3);
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bool checkAABBForward(Vector3 center, Vector3 extents);
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};
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struct Frustum {
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FrustumPlane near;
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FrustumPlane far;
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FrustumPlane left;
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FrustumPlane right;
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FrustumPlane top;
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FrustumPlane bottom;
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Frustum(const Camera cam, float aspect, float fovY, float zNear, float zFar);
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static Frustum createSliced(const Camera cam, float width, float height, float left, float right, float top, float bottom, float fovY, float zNear, float zFar);
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bool checkPoint(Vector3);
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bool checkAABB(Vector3 center, Vector3 extents);
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private:
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Frustum();
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};
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@ -1,6 +1,4 @@
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#include <glad/gl.h>
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#include <cmath>
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#include <cstdio>
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#include <glm/ext.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_float4x4.hpp>
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@ -79,8 +77,6 @@ void renderInit(int width, int height) {
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glEnable(GL_BLEND);
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glEnable(GL_MULTISAMPLE);
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glFrontFace(GL_CW);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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debugFontTexture = new Texture("assets/textures/debugfnt.bmp", GL_RGB);
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@ -170,7 +166,7 @@ void renderParts() {
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// Use shader
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shader->use();
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@ -234,7 +230,7 @@ void renderSurfaceExtras() {
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// Use shader
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ghostShader->use();
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@ -358,7 +354,7 @@ void renderAABB() {
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// Use shader
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ghostShader->use();
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@ -397,7 +393,7 @@ void renderWireframe() {
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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// Use shader
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@ -437,7 +433,7 @@ void renderOutlines() {
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// Use shader
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outlineShader->use();
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@ -500,7 +496,7 @@ void renderSelectionAssembly() {
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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PartAssembly selectionAssembly = PartAssembly::FromSelection(gDataModel->GetService<Selection>());
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@ -538,7 +534,7 @@ void renderRotationArcs() {
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// Use shader
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handleShader->use();
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@ -636,7 +632,6 @@ void renderMessages() {
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// glEnable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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for (auto it = gWorkspace()->GetDescendantsStart(); it != gWorkspace()->GetDescendantsEnd(); it++) {
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if (!it->IsA<Message>()) continue;
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@ -653,7 +648,7 @@ void renderMessages() {
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if (message->text == "") continue;
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float strokedTextWidth = calcTextWidth(sansSerif, message->text, true);
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drawRect(0, 0, viewportWidth, viewportHeight, glm::vec4(0.5));
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drawRect(0, 0, viewportWidth, viewportHeight, glm::vec4(0.5, 0.5, 0.5, 0.5));
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drawText(sansSerif, message->text, ((float)viewportWidth - textWidth) / 2, ((float)viewportHeight - sansSerif->height) / 2, 1.f, glm::vec3(0), true);
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drawText(sansSerif, message->text, ((float)viewportWidth - strokedTextWidth) / 2, ((float)viewportHeight - sansSerif->height) / 2, 1.f, glm::vec3(1), false);
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}
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@ -666,6 +661,8 @@ void render() {
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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// For some reason this is unset by QPainter, so we override it here
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glEnable(GL_MULTISAMPLE);
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renderSkyBox();
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renderHandles();
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@ -684,11 +681,25 @@ void render() {
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// renderAABB();
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renderTime = tu_clock_micros() - startTime;
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identityShader->use();
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identityShader->set("aColor", glm::vec4(1,0,0,1));
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// Unbinding both is important or else it will mess up QPainter
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// https://stackoverflow.com/a/47417780/16255372
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER,0);
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}
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void drawRect(int x, int y, int width, int height, glm::vec4 color) {
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// GL_CULL_FACE has to be disabled as we are flipping the order of the vertices here, besides we don't really care about it
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// Multiply color
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float a = color.a;
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color *= a;
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color.a = a;
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glm::mat4 model(1.0f); // Same applies to this VV
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// Make sure to cast these to floats, as mat4<i> is a different type that is not compatible
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glm::mat4 proj = glm::ortho(0.f, (float)viewportWidth, (float)viewportHeight, 0.f, -1.f, 1.f);
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@ -708,4 +719,4 @@ void setViewport(int width, int height) {
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void setDebugRendererEnabled(bool enabled) {
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debugRendererEnabled = enabled;
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}
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}
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|
|
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@ -1,29 +1,17 @@
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#include <glad/gl.h>
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#include <glm/common.hpp>
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#include <glm/vector_relational.hpp>
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#include <memory>
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#include <miniaudio.h>
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#include <qcursorconstraints.h>
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#include <qnamespace.h>
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#include <qguiapplication.h>
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#include <string>
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#include <QPainter>
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|
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#include "./ui_mainwindow.h"
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#include "mainglwidget.h"
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#include "datatypes/vector.h"
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#include "enum/surface.h"
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#include "handles.h"
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#include "logger.h"
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#include "mainwindow.h"
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#include "common.h"
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#include "mainwindow.h"
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#include "math_helper.h"
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#include "objects/base/instance.h"
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#include "objects/pvinstance.h"
|
||||
#include "objects/service/selection.h"
|
||||
#include "partassembly.h"
|
||||
#include "rendering/renderer.h"
|
||||
#include "rendering/shader.h"
|
||||
#include "datatypes/variant.h"
|
||||
#include "undohistory.h"
|
||||
#include "mainglwidget.h"
|
||||
|
||||
#define PI 3.14159
|
||||
#define M_mainWindow dynamic_cast<MainWindow*>(window())
|
||||
|
|
@ -68,9 +56,16 @@ glm::vec2 secondPoint;
|
|||
|
||||
extern std::weak_ptr<BasePart> draggingObject;
|
||||
extern std::optional<HandleFace> draggingHandle;
|
||||
extern Shader* shader;
|
||||
void MainGLWidget::paintGL() {
|
||||
QPainter painter(this);
|
||||
|
||||
painter.beginNativePainting();
|
||||
::render();
|
||||
painter.endNativePainting();
|
||||
|
||||
painter.setPen(QColor(200, 200, 200));
|
||||
painter.drawRect(selectionLasso);
|
||||
painter.end();
|
||||
}
|
||||
|
||||
bool isMouseRightDragging = false;
|
||||
|
|
@ -326,7 +321,7 @@ std::optional<HandleFace> MainGLWidget::raycastHandle(glm::vec3 pointDir) {
|
|||
}
|
||||
|
||||
void MainGLWidget::handleCursorChange(QMouseEvent* evt) {
|
||||
if (isMouseRightDragging) return; // Don't change the cursor while it is intentionally blank
|
||||
if (isMouseRightDragging || selectionLasso != QRect{0,0,0,0}) return; // Don't change the cursor while it is intentionally blank
|
||||
QPoint position = evt->pos();
|
||||
|
||||
glm::vec3 pointDir = camera.getScreenDirection(glm::vec2(position.x(), position.y()), glm::vec2(width(), height()));
|
||||
|
|
@ -369,6 +364,85 @@ void MainGLWidget::mouseMoveEvent(QMouseEvent* evt) {
|
|||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (selectionLasso != QRect {0,0,0,0}) {
|
||||
selectionLasso = {selectionLasso.topLeft(), evt->pos()};
|
||||
|
||||
float left = std::min(selectionLasso.left(), selectionLasso.right());
|
||||
float right = std::max(selectionLasso.left(), selectionLasso.right());
|
||||
float top = std::min(selectionLasso.top(), selectionLasso.bottom());
|
||||
float bottom = std::max(selectionLasso.top(), selectionLasso.bottom());
|
||||
|
||||
Frustum selectionFrustum = Frustum::createSliced(camera, width(), height(), left, right, top, bottom, glm::radians(45.f), 0.1f, 1000.0f);
|
||||
|
||||
std::vector<std::shared_ptr<Instance>> castedParts = gWorkspace()->CastFrustum(selectionFrustum);
|
||||
gDataModel->GetService<Selection>()->Set(castedParts);
|
||||
}
|
||||
}
|
||||
|
||||
bool MainGLWidget::handlePartClick(QMouseEvent* evt) {
|
||||
QPoint position = evt->pos();
|
||||
glm::vec3 pointDir = camera.getScreenDirection(glm::vec2(position.x(), position.y()), glm::vec2(width(), height()));
|
||||
|
||||
// raycast part
|
||||
std::shared_ptr<Selection> selection = gDataModel->GetService<Selection>();
|
||||
std::optional<const RaycastResult> rayHit = gWorkspace()->CastRayNearest(camera.cameraPos, pointDir, 50000);
|
||||
if (!rayHit || !rayHit->hitPart) { selection->Set({}); return false; }
|
||||
std::shared_ptr<BasePart> part = rayHit->hitPart;
|
||||
if (part->locked) { selection->Set({}); return false; }
|
||||
|
||||
std::shared_ptr<PVInstance> selObject = part;
|
||||
|
||||
// Traverse to the root model
|
||||
if (~evt->modifiers() & Qt::AltModifier) {
|
||||
nullable std::shared_ptr<Instance> nextParent = selObject->GetParent();
|
||||
while (nextParent && nextParent->IsA("Model")) {
|
||||
selObject = std::dynamic_pointer_cast<PVInstance>(nextParent); nextParent = selObject->GetParent();
|
||||
}
|
||||
}
|
||||
|
||||
initialAssembly = PartAssembly::FromSelection({selObject});
|
||||
initialFrame = initialAssembly.assemblyOrigin();
|
||||
initialHitPos = rayHit->worldPoint;
|
||||
initialHitNormal = rayHit->worldNormal;
|
||||
|
||||
// Handle surface tool
|
||||
if (mainWindow()->selectedTool >= TOOL_SMOOTH) {
|
||||
Vector3 localNormal = part->cframe.Inverse().Rotation() * rayHit->worldNormal;
|
||||
NormalId face = faceFromNormal(localNormal);
|
||||
SurfaceType surface = SurfaceType(mainWindow()->selectedTool - TOOL_SMOOTH);
|
||||
std::string surfacePropertyName = EnumType::NormalId.FromValue(face)->Name() + "Surface";
|
||||
|
||||
// Get old surface and set new surface
|
||||
EnumItem newSurface = EnumType::SurfaceType.FromValue((int)surface).value();
|
||||
EnumItem oldSurface = part->GetProperty(surfacePropertyName).expect().get<EnumItem>();
|
||||
part->SetProperty(surfacePropertyName, newSurface).expect();
|
||||
|
||||
M_mainWindow->undoManager.PushState({UndoStatePropertyChanged { part, surfacePropertyName, oldSurface, newSurface }});
|
||||
|
||||
if (mainWindow()->editSoundEffects && QFile::exists("./assets/excluded/electronicpingshort.wav"))
|
||||
playSound("./assets/excluded/electronicpingshort.wav");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//part.selected = true;
|
||||
isMouseDragging = true;
|
||||
draggingObject = part;
|
||||
initialTransforms = PartAssembly::FromSelection({part}).GetCurrentTransforms();
|
||||
if (evt->modifiers() & (Qt::ControlModifier | Qt::ShiftModifier)) {
|
||||
auto sel = selection->Get();
|
||||
if (std::find(sel.begin(), sel.end(), selObject) == sel.end())
|
||||
selection->Add({ selObject });
|
||||
else
|
||||
selection->Remove({ selObject });
|
||||
} else {
|
||||
selection->Set({ selObject });
|
||||
}
|
||||
// Disable bit so that we can ignore the part while raycasting
|
||||
// part->rigidBody->getCollider(0)->setCollisionCategoryBits(0b10);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void MainGLWidget::mousePressEvent(QMouseEvent* evt) {
|
||||
|
|
@ -400,63 +474,9 @@ void MainGLWidget::mousePressEvent(QMouseEvent* evt) {
|
|||
return;
|
||||
}
|
||||
|
||||
// raycast part
|
||||
std::shared_ptr<Selection> selection = gDataModel->GetService<Selection>();
|
||||
std::optional<const RaycastResult> rayHit = gWorkspace()->CastRayNearest(camera.cameraPos, pointDir, 50000);
|
||||
if (!rayHit || !rayHit->hitPart) { selection->Set({}); return; }
|
||||
std::shared_ptr<BasePart> part = rayHit->hitPart;
|
||||
if (part->locked) { selection->Set({}); return; }
|
||||
if (handlePartClick(evt)) return;
|
||||
|
||||
std::shared_ptr<PVInstance> selObject = part;
|
||||
|
||||
// Traverse to the root model
|
||||
if (~evt->modifiers() & Qt::AltModifier) {
|
||||
nullable std::shared_ptr<Instance> nextParent = selObject->GetParent();
|
||||
while (nextParent && nextParent->IsA("Model")) {
|
||||
selObject = std::dynamic_pointer_cast<PVInstance>(nextParent); nextParent = selObject->GetParent();
|
||||
}
|
||||
}
|
||||
|
||||
initialAssembly = PartAssembly::FromSelection({selObject});
|
||||
initialFrame = initialAssembly.assemblyOrigin();
|
||||
initialHitPos = rayHit->worldPoint;
|
||||
initialHitNormal = rayHit->worldNormal;
|
||||
|
||||
// Handle surface tool
|
||||
if (mainWindow()->selectedTool >= TOOL_SMOOTH) {
|
||||
Vector3 localNormal = part->cframe.Inverse().Rotation() * rayHit->worldNormal;
|
||||
NormalId face = faceFromNormal(localNormal);
|
||||
SurfaceType surface = SurfaceType(mainWindow()->selectedTool - TOOL_SMOOTH);
|
||||
std::string surfacePropertyName = EnumType::NormalId.FromValue(face)->Name() + "Surface";
|
||||
|
||||
// Get old surface and set new surface
|
||||
EnumItem newSurface = EnumType::SurfaceType.FromValue((int)surface).value();
|
||||
EnumItem oldSurface = part->GetProperty(surfacePropertyName).expect().get<EnumItem>();
|
||||
part->SetProperty(surfacePropertyName, newSurface).expect();
|
||||
|
||||
M_mainWindow->undoManager.PushState({UndoStatePropertyChanged { part, surfacePropertyName, oldSurface, newSurface }});
|
||||
|
||||
if (mainWindow()->editSoundEffects && QFile::exists("./assets/excluded/electronicpingshort.wav"))
|
||||
playSound("./assets/excluded/electronicpingshort.wav");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//part.selected = true;
|
||||
isMouseDragging = true;
|
||||
draggingObject = part;
|
||||
initialTransforms = PartAssembly::FromSelection({part}).GetCurrentTransforms();
|
||||
if (evt->modifiers() & (Qt::ControlModifier | Qt::ShiftModifier)) {
|
||||
auto sel = selection->Get();
|
||||
if (std::find(sel.begin(), sel.end(), selObject) == sel.end())
|
||||
selection->Add({ selObject });
|
||||
else
|
||||
selection->Remove({ selObject });
|
||||
} else {
|
||||
selection->Set({ selObject });
|
||||
}
|
||||
// Disable bit so that we can ignore the part while raycasting
|
||||
// part->rigidBody->getCollider(0)->setCollisionCategoryBits(0b10);
|
||||
selectionLasso = {position, QSize {0, 0}};
|
||||
|
||||
return;
|
||||
} default:
|
||||
|
|
@ -471,6 +491,7 @@ void MainGLWidget::mouseReleaseEvent(QMouseEvent* evt) {
|
|||
isMouseDragging = false;
|
||||
draggingObject = {};
|
||||
draggingHandle = std::nullopt;
|
||||
selectionLasso = {0,0,0,0};
|
||||
setCursor(Qt::ArrowCursor);
|
||||
|
||||
if (!initialTransforms.empty()) {
|
||||
|
|
|
|||
|
|
@ -1,13 +1,13 @@
|
|||
#ifndef MAINGLWIDGET_H
|
||||
#define MAINGLWIDGET_H
|
||||
|
||||
#include "objects/part/part.h"
|
||||
#include "qevent.h"
|
||||
#include <QOpenGLWidget>
|
||||
#include <QWidget>
|
||||
#include <glm/fwd.hpp>
|
||||
#include <memory>
|
||||
#include <qmenu.h>
|
||||
#include <QEvent>
|
||||
#include <QOpenGLWidget>
|
||||
#include <QMenu>
|
||||
|
||||
class BasePart;
|
||||
class HandleFace;
|
||||
class MainWindow;
|
||||
|
||||
|
|
@ -28,6 +28,7 @@ protected:
|
|||
void handleLinearTransform(QMouseEvent* evt);
|
||||
void handleRotationalTransform(QMouseEvent* evt);
|
||||
void handleCursorChange(QMouseEvent* evt);
|
||||
bool handlePartClick(QMouseEvent* evt);
|
||||
void startLinearTransform(QMouseEvent* evt);
|
||||
std::optional<HandleFace> raycastHandle(glm::vec3 pointDir);
|
||||
|
||||
|
|
@ -42,6 +43,8 @@ protected:
|
|||
|
||||
MainWindow* mainWindow();
|
||||
float snappingFactor();
|
||||
|
||||
QRect selectionLasso;
|
||||
};
|
||||
|
||||
#endif // MAINGLWIDGET_H
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue