299 lines
10 KiB
C++
299 lines
10 KiB
C++
#include <GL/glew.h>
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#include <chrono>
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#include <QMouseEvent>
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#include <glm/common.hpp>
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#include <glm/ext/matrix_projection.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/ext/vector_float3.hpp>
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#include <glm/geometric.hpp>
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#include <glm/gtc/round.hpp>
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#include <glm/matrix.hpp>
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#include <memory>
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#include <optional>
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#include <reactphysics3d/collision/RaycastInfo.h>
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#include <vector>
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#include "datatypes/cframe.h"
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#include "editorcommon.h"
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#include "mainwindow.h"
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#include "objects/handles.h"
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#include "physics/util.h"
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#include "qcursor.h"
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#include "qevent.h"
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#include "qnamespace.h"
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#include "qwindowdefs.h"
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#include "rendering/renderer.h"
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#include "physics/simulation.h"
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#include "camera.h"
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#include "common.h"
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#include "rendering/shader.h"
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#include "mainglwidget.h"
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#include "../core/src/rendering/defaultmeshes.h"
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#include "math_helper.h"
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MainGLWidget::MainGLWidget(QWidget* parent): QOpenGLWidget(parent) {
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setFocusPolicy(Qt::FocusPolicy::ClickFocus);
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setMouseTracking(true);
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}
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void MainGLWidget::initializeGL() {
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glewInit();
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renderInit(NULL, width(), height());
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}
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extern int vpx, vpy;
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void MainGLWidget::resizeGL(int w, int h) {
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// Update projection matrix and other size related settings:
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// m_projection.setToIdentity();
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// m_projection.perspective(45.0f, w / float(h), 0.01f, 100.0f);
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// ...
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// glViewport(0, 0, w, h);
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setViewport(w, h);
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}
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glm::vec2 firstPoint;
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glm::vec2 secondPoint;
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extern std::optional<std::weak_ptr<Part>> draggingObject;
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extern std::optional<HandleFace> draggingHandle;
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extern Shader* shader;
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void MainGLWidget::paintGL() {
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::render(NULL);
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}
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bool isMouseRightDragging = false;
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QPoint lastMousePos;
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void MainGLWidget::handleCameraRotate(QMouseEvent* evt) {
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if (!isMouseRightDragging) return;
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camera.processRotation(evt->pos().x() - lastMousePos.x(), evt->pos().y() - lastMousePos.y());
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lastMousePos = evt->pos();
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// QCursor::setPos(lastMousePos);
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}
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bool isMouseDragging = false;
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std::optional<std::weak_ptr<Part>> draggingObject;
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std::optional<HandleFace> draggingHandle;
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void MainGLWidget::handleObjectDrag(QMouseEvent* evt) {
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if (!isMouseDragging || !draggingObject) return;
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QPoint position = evt->pos();
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glm::vec3 pointDir = camera.getScreenDirection(glm::vec2(position.x(), position.y()), glm::vec2(width(), height()));
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std::optional<const RaycastResult> rayHit = castRayNearest(camera.cameraPos, pointDir, 50000, [](std::shared_ptr<Part> part) {
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return (part == draggingObject->lock()) ? FilterResult::PASS : FilterResult::TARGET;
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});
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if (!rayHit) return;
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Data::Vector3 vec = rayHit->worldPoint;
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vec = vec + Data::Vector3(rpToGlm(rayHit->worldNormal) * draggingObject->lock()->size / 2.f);
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draggingObject->lock()->cframe = draggingObject->lock()->cframe.Rotation() + vec;
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syncPartPhysics(draggingObject->lock());
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}
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inline glm::vec3 vec3fy(glm::vec4 vec) {
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return vec / vec.w;
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}
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QPoint lastPoint;
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void MainGLWidget::handleHandleDrag(QMouseEvent* evt) {
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QPoint cLastPoint = lastPoint;
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lastPoint = evt->pos();
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if (!isMouseDragging || !draggingHandle || !editorToolHandles->adornee || !editorToolHandles->active) return;
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QPoint position = evt->pos();
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auto part = editorToolHandles->adornee->lock();
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// This was actually quite a difficult problem to solve, managing to get the handle to go underneath the cursor
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glm::vec3 pointDir = camera.getScreenDirection(glm::vec2(position.x(), position.y()), glm::vec2(width(), height()));
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pointDir = glm::normalize(pointDir);
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Data::CFrame handleCFrame = editorToolHandles->GetCFrameOfHandle(draggingHandle.value());
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// Current frame. Identity frame if worldMode == true, selected object's frame if worldMode == false
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Data::CFrame frame = editorToolHandles->worldMode ? Data::CFrame::IDENTITY + part->position() : part->cframe.Rotation();
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// Segment from axis stretching -4096 to +4096 rel to handle's position
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glm::vec3 axisSegment0 = handleCFrame.Position() + (-handleCFrame.LookVector() * 4096.0f);
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glm::vec3 axisSegment1 = handleCFrame.Position() + (-handleCFrame.LookVector() * -4096.0f);
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// Segment from camera stretching 4096 forward
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glm::vec3 mouseSegment0 = camera.cameraPos;
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glm::vec3 mouseSegment1 = camera.cameraPos + pointDir * 4096.0f;
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// Closest point on the axis segment between the two segments
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glm::vec3 handlePoint, rb;
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get_closest_points_between_segments(axisSegment0, axisSegment1, mouseSegment0, mouseSegment1, handlePoint, rb);
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// Find new part position
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glm::vec3 centerPoint = editorToolHandles->PartCFrameFromHandlePos(draggingHandle.value(), handlePoint).Position();
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// Apply snapping in the current frame
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glm::vec3 diff = centerPoint - (glm::vec3)editorToolHandles->adornee->lock()->position();
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if (snappingFactor()) diff = frame * (glm::round(glm::vec3(frame.Inverse() * diff) / snappingFactor()) * snappingFactor());
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switch (mainWindow()->selectedTool) {
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case SelectedTool::SELECT: break;
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case SelectedTool::MOVE: {
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// Add difference
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editorToolHandles->adornee->lock()->cframe = editorToolHandles->adornee->lock()->cframe + diff;
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} break;
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case SelectedTool::SCALE: {
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// Find local difference
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glm::vec3 localDiff = frame.Inverse() * diff;
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// Find outwarwd difference
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localDiff = localDiff * glm::sign(draggingHandle->normal);
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// Add local difference to size
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part->size += localDiff;
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// If ctrl is not pressed, offset the part by half the size difference to keep the other bound where it was originally
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if (!(evt->modifiers() & Qt::ControlModifier))
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part->cframe = part->cframe + diff * 0.5f;
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} break;
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case SelectedTool::ROTATE: {
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// TODO: Implement rotation
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} break;
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}
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syncPartPhysics(std::dynamic_pointer_cast<Part>(editorToolHandles->adornee->lock()));
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}
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std::optional<HandleFace> MainGLWidget::raycastHandle(glm::vec3 pointDir) {
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if (!editorToolHandles->adornee.has_value() || !editorToolHandles->active) return std::nullopt;
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return editorToolHandles->RaycastHandle(rp3d::Ray(glmToRp(camera.cameraPos), glmToRp(glm::normalize(pointDir)) * 50000));
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}
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void MainGLWidget::handleCursorChange(QMouseEvent* evt) {
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QPoint position = evt->pos();
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glm::vec3 pointDir = camera.getScreenDirection(glm::vec2(position.x(), position.y()), glm::vec2(width(), height()));
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if (raycastHandle(pointDir)) {
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setCursor(Qt::OpenHandCursor);
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return;
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};
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std::optional<const RaycastResult> rayHit = castRayNearest(camera.cameraPos, pointDir, 50000);
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if (rayHit && partFromBody(rayHit->body)->name != "Baseplate") {
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setCursor(Qt::OpenHandCursor);
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return;
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}
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setCursor(Qt::ArrowCursor);
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}
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void MainGLWidget::mouseMoveEvent(QMouseEvent* evt) {
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handleCameraRotate(evt);
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handleObjectDrag(evt);
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handleHandleDrag(evt);
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handleCursorChange(evt);
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}
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void MainGLWidget::mousePressEvent(QMouseEvent* evt) {
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switch(evt->button()) {
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// Camera drag
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case Qt::RightButton: {
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lastMousePos = evt->pos();
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isMouseRightDragging = true;
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return;
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// Clicking on objects
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} case Qt::LeftButton: {
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QPoint position = evt->pos();
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glm::vec3 pointDir = camera.getScreenDirection(glm::vec2(position.x(), position.y()), glm::vec2(width(), height()));
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// raycast handles
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auto handle = raycastHandle(pointDir);
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if (handle.has_value()) {
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isMouseDragging = true;
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draggingHandle = handle;
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return;
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}
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// raycast part
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std::optional<const RaycastResult> rayHit = castRayNearest(camera.cameraPos, pointDir, 50000);
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if (!rayHit || !partFromBody(rayHit->body)) return;
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std::shared_ptr<Part> part = partFromBody(rayHit->body);
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if (part->name == "Baseplate") return;
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//part.selected = true;
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isMouseDragging = true;
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draggingObject = part;
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setSelection(std::vector<InstanceRefWeak> { part });
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// Disable bit so that we can ignore the part while raycasting
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// part->rigidBody->getCollider(0)->setCollisionCategoryBits(0b10);
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return;
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} default:
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return;
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}
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}
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void MainGLWidget::mouseReleaseEvent(QMouseEvent* evt) {
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// if (isMouseDragging) draggingObject->lock()->rigidBody->getCollider(0)->setCollisionCategoryBits(0b11);
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isMouseRightDragging = false;
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isMouseDragging = false;
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draggingObject = std::nullopt;
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draggingHandle = std::nullopt;
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}
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static int moveZ = 0;
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static int moveX = 0;
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static std::chrono::time_point lastTime = std::chrono::steady_clock::now();
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void MainGLWidget::updateCycle() {
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float deltaTime = std::chrono::duration_cast<std::chrono::duration<float>>(std::chrono::steady_clock::now() - lastTime).count();
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lastTime = std::chrono::steady_clock::now();
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if (moveZ)
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camera.processMovement(moveZ == 1 ? DIRECTION_FORWARD : DIRECTION_BACKWARDS, deltaTime);
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if (moveX)
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camera.processMovement(moveX == 1 ? DIRECTION_LEFT : DIRECTION_RIGHT, deltaTime);
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}
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void MainGLWidget::keyPressEvent(QKeyEvent* evt) {
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if (evt->key() == Qt::Key_W) moveZ = 1;
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else if (evt->key() == Qt::Key_S) moveZ = -1;
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if (evt->key() == Qt::Key_A) moveX = 1;
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else if (evt->key() == Qt::Key_D) moveX = -1;
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if (evt->key() == Qt::Key_F) {
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workspace()->AddChild(lastPart = Part::New({
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.position = camera.cameraPos + camera.cameraFront * glm::vec3(3),
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.rotation = glm::vec3(0),
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.size = glm::vec3(1, 1, 1),
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.color = glm::vec3(1.0f, 0.5f, 0.31f),
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}));
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syncPartPhysics(lastPart);
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}
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}
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void MainGLWidget::keyReleaseEvent(QKeyEvent* evt) {
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if (evt->key() == Qt::Key_W || evt->key() == Qt::Key_S) moveZ = 0;
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else if (evt->key() == Qt::Key_A || evt->key() == Qt::Key_D) moveX = 0;
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}
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MainWindow* MainGLWidget::mainWindow() {
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return dynamic_cast<MainWindow*>(window());
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}
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float MainGLWidget::snappingFactor() {
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switch (mainWindow()->snappingMode) {
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case GridSnappingMode::SNAP_1_STUD: return 1;
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case GridSnappingMode::SNAP_05_STUDS: return 0.5;
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case GridSnappingMode::SNAP_OFF: return 0;
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}
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return 0;
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} |