openblocks/editor/mainglwidget.cpp
2025-02-01 21:15:53 +01:00

165 lines
5.3 KiB
C++

#include <GL/glew.h>
#include <chrono>
#include <QMouseEvent>
#include <glm/ext/matrix_projection.hpp>
#include <glm/ext/vector_float3.hpp>
#include <glm/geometric.hpp>
#include <glm/matrix.hpp>
#include <reactphysics3d/collision/RaycastInfo.h>
#include "GLFW/glfw3.h"
#include "qcursor.h"
#include "qevent.h"
#include "qnamespace.h"
#include "qwindowdefs.h"
#include "rendering/renderer.h"
#include "physics/simulation.h"
#include "camera.h"
#include "common.h"
#include "mainglwidget.h"
MainGLWidget::MainGLWidget(QWidget* parent): QOpenGLWidget(parent) {
setFocusPolicy(Qt::FocusPolicy::ClickFocus);
}
void MainGLWidget::initializeGL() {
glewInit();
renderInit(NULL, width(), height());
}
extern int vpx, vpy;
void MainGLWidget::resizeGL(int w, int h) {
// Update projection matrix and other size related settings:
// m_projection.setToIdentity();
// m_projection.perspective(45.0f, w / float(h), 0.01f, 100.0f);
// ...
// glViewport(0, 0, w, h);
setViewport(w, h);
}
void MainGLWidget::paintGL() {
::render(NULL);
}
bool isMouseDragging = false;
QPoint lastMousePos;
void MainGLWidget::mouseMoveEvent(QMouseEvent* evt) {
// if (!(evt->buttons() & Qt::RightButton)) return;
if (!isMouseDragging) return;
camera.processRotation(evt->pos().x() - lastMousePos.x(), evt->pos().y() - lastMousePos.y());
lastMousePos = evt->pos();
// QCursor::setPos(lastMousePos);
}
class FirstRayHit : public rp::RaycastCallback {
rp::Body** target;
virtual rp::decimal notifyRaycastHit(const rp::RaycastInfo& raycastInfo) override {
if (reinterpret_cast<Part*>(raycastInfo.body->getUserData())->name == "Baseplate") return 1;
*target = raycastInfo.body;
return 0;
}
public:
FirstRayHit(rp::Body** target) : target(target) {}
};
void MainGLWidget::mousePressEvent(QMouseEvent* evt) {
switch(evt->button()) {
// Camera drag
case Qt::RightButton: {
lastMousePos = evt->pos();
isMouseDragging = true;
return;
// Clicking on objects
} case Qt::LeftButton: {
QPoint position = evt->pos();
rp::Body* rayHitTarget = NULL;
// VVV Thank goodness for this person's answer
// https://stackoverflow.com/a/30005258/16255372
// glm::vec3 worldPos = camera.cameraPos + glm::vec3(glm::vec4(float(position.x()) / width() - 0.5f, float(position.y()) / height() - 0.5f, 0, 0) * camera.getLookAt());
glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)width() / (float)height(), 0.1f, 100.0f);
glm::mat4 view = glm::lookAt(glm::vec3(0), camera.cameraFront, camera.cameraUp);
glm::mat4 inverseViewport = glm::inverse(projection * view);
glm::vec2 ndc = glm::vec2(float(position.x()) / width() * 2.f - 1.f, -float(position.y()) / height() * 2.f + 1.f);
glm::vec4 world = glm::normalize(inverseViewport * glm::vec4(ndc, 1, 1));
glm::vec3 flat = glm::vec3(world) / world.w; // https://stackoverflow.com/a/68870587/16255372
printf("At: %f; %f; %f\n", world.x, world.y, world.z);
workspace->AddChild(lastPart = Part::New({
.position = camera.cameraPos + glm::vec3(world) * 10.f,
.rotation = glm::vec3(0),
.scale = glm::vec3(1, 1, 1),
.material = Material {
.diffuse = glm::vec3(1.0f, 0.5f, 0.31f),
.specular = glm::vec3(0.5f, 0.5f, 0.5f),
.shininess = 32.0f,
},
.anchored = true,
}));
syncPartPhysics(lastPart);
castRay(camera.cameraPos, world, 500, new FirstRayHit(&rayHitTarget));
if (!rayHitTarget) return;
printf("Hit: %s\n", reinterpret_cast<Part*>(rayHitTarget->getUserData())->name.c_str());
return;
} default:
return;
}
}
void MainGLWidget::mouseReleaseEvent(QMouseEvent* evt) {
isMouseDragging = false;
}
static int moveZ = 0;
static int moveX = 0;
static std::chrono::time_point lastTime = std::chrono::steady_clock::now();
void MainGLWidget::updateCycle() {
float deltaTime = std::chrono::duration_cast<std::chrono::duration<float>>(std::chrono::steady_clock::now() - lastTime).count();
lastTime = std::chrono::steady_clock::now();
if (moveZ)
camera.processMovement(moveZ == 1 ? DIRECTION_FORWARD : DIRECTION_BACKWARDS, deltaTime);
if (moveX)
camera.processMovement(moveX == 1 ? DIRECTION_LEFT : DIRECTION_RIGHT, deltaTime);
}
void MainGLWidget::keyPressEvent(QKeyEvent* evt) {
if (evt->key() == Qt::Key_W) moveZ = 1;
else if (evt->key() == Qt::Key_S) moveZ = -1;
if (evt->key() == Qt::Key_A) moveX = 1;
else if (evt->key() == Qt::Key_D) moveX = -1;
if (evt->key() == Qt::Key_F) {
workspace->AddChild(lastPart = Part::New({
.position = camera.cameraPos + camera.cameraFront * glm::vec3(3),
.rotation = glm::vec3(0),
.scale = glm::vec3(1, 1, 1),
.material = Material {
.diffuse = glm::vec3(1.0f, 0.5f, 0.31f),
.specular = glm::vec3(0.5f, 0.5f, 0.5f),
.shininess = 32.0f,
}
}));
syncPartPhysics(lastPart);
}
}
void MainGLWidget::keyReleaseEvent(QKeyEvent* evt) {
if (evt->key() == Qt::Key_W || evt->key() == Qt::Key_S) moveZ = 0;
else if (evt->key() == Qt::Key_A || evt->key() == Qt::Key_D) moveX = 0;
}