openblocks/editor/mainglwidget.cpp

328 lines
11 KiB
C++

#include <GL/glew.h>
#include <chrono>
#include <QMouseEvent>
#include <glm/common.hpp>
#include <glm/ext/matrix_projection.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/vector_float3.hpp>
#include <glm/geometric.hpp>
#include <glm/gtc/round.hpp>
#include <glm/matrix.hpp>
#include <memory>
#include <optional>
#include <reactphysics3d/collision/RaycastInfo.h>
#include <vector>
#include "datatypes/cframe.h"
#include "editorcommon.h"
#include "mainwindow.h"
#include "objects/handles.h"
#include "physics/util.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 "rendering/shader.h"
#include "mainglwidget.h"
#include "../core/src/rendering/defaultmeshes.h"
#include "math_helper.h"
MainGLWidget::MainGLWidget(QWidget* parent): QOpenGLWidget(parent) {
setFocusPolicy(Qt::FocusPolicy::ClickFocus);
setMouseTracking(true);
}
Shader* identityShader;
void MainGLWidget::initializeGL() {
glewInit();
renderInit(NULL, width(), height());
identityShader = new Shader("assets/shaders/identity.vs", "assets/shaders/identity.fs");
}
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);
}
glm::vec2 firstPoint;
glm::vec2 secondPoint;
extern std::optional<std::weak_ptr<Part>> draggingObject;
extern std::optional<HandleFace> draggingHandle;
extern Shader* shader;
void MainGLWidget::paintGL() {
::render(NULL);
if (!editorToolHandles->adornee) return;
for (HandleFace face : HandleFace::Faces) {
// Ignore negatives (for now)
if (face.normal != glm::abs(face.normal)) continue;
glm::vec3 axisNormal = face.normal;
// // glm::vec3 planeNormal = camera.cameraFront;
glm::vec3 planeRight = glm::cross(axisNormal, glm::normalize(camera.cameraFront));
glm::vec3 planeNormal = glm::cross(glm::normalize(planeRight), axisNormal);
auto a = axisNormal;
auto b = planeRight;
auto c = planeNormal;
glm::mat3 matrix = {
axisNormal,
planeRight,
-planeNormal,
};
glm::mat4 model = glm::translate(glm::mat4(1.0f), (glm::vec3)editorToolHandles->adornee->lock()->position()) * glm::mat4(matrix);
model = glm::scale(model, glm::vec3(5, 5, 0.2));
shader->set("model", model);
shader->set("material", Material {
.diffuse = glm::vec3(0.5, 1.f, 0.5),
.specular = glm::vec3(0.5f, 0.5f, 0.5f),
.shininess = 16.0f,
});
glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model)));
shader->set("normalMatrix", normalMatrix);
CUBE_MESH->bind();
// glDrawArrays(GL_TRIANGLES, 0, 36);
}
}
bool isMouseRightDragging = false;
QPoint lastMousePos;
void MainGLWidget::handleCameraRotate(QMouseEvent* evt) {
if (!isMouseRightDragging) return;
camera.processRotation(evt->pos().x() - lastMousePos.x(), evt->pos().y() - lastMousePos.y());
lastMousePos = evt->pos();
// QCursor::setPos(lastMousePos);
}
bool isMouseDragging = false;
std::optional<std::weak_ptr<Part>> draggingObject;
std::optional<HandleFace> draggingHandle;
void MainGLWidget::handleObjectDrag(QMouseEvent* evt) {
if (!isMouseDragging || !draggingObject) return;
QPoint position = evt->pos();
glm::vec3 pointDir = camera.getScreenDirection(glm::vec2(position.x(), position.y()), glm::vec2(width(), height()));
std::optional<const RaycastResult> rayHit = castRayNearest(camera.cameraPos, pointDir, 50000, [](std::shared_ptr<Part> part) {
return (part == draggingObject->lock()) ? FilterResult::PASS : FilterResult::TARGET;
});
if (!rayHit) return;
Data::Vector3 vec = rayHit->worldPoint;
vec = vec + Data::Vector3(rpToGlm(rayHit->worldNormal) * draggingObject->lock()->size / 2.f);
draggingObject->lock()->cframe = draggingObject->lock()->cframe.Rotation() + vec;
syncPartPhysics(draggingObject->lock());
}
inline glm::vec3 vec3fy(glm::vec4 vec) {
return vec / vec.w;
}
QPoint lastPoint;
void MainGLWidget::handleHandleDrag(QMouseEvent* evt) {
QPoint cLastPoint = lastPoint;
lastPoint = evt->pos();
if (!isMouseDragging || !draggingHandle || !editorToolHandles->adornee || !editorToolHandles->active) return;
QPoint position = evt->pos();
// This was actually quite a difficult problem to solve, managing to get the handle to go underneath the cursor
glm::vec3 pointDir = camera.getScreenDirection(glm::vec2(position.x(), position.y()), glm::vec2(width(), height()));
pointDir = glm::normalize(pointDir);
Data::CFrame handleCFrame = editorToolHandles->GetCFrameOfHandle(draggingHandle.value());
// Segment from axis stretching -4096 to +4096 rel to handle's position
glm::vec3 axisSegment0 = handleCFrame.Position() + glm::abs(draggingHandle->normal) * 4096.0f;
glm::vec3 axisSegment1 = handleCFrame.Position() + glm::abs(draggingHandle->normal) * -4096.0f;
// Segment from camera stretching 4096 forward
glm::vec3 mouseSegment0 = camera.cameraPos;
glm::vec3 mouseSegment1 = camera.cameraPos + pointDir * 4096.0f;
// Closest point on the axis segment between the two segments
glm::vec3 handlePoint, rb;
get_closest_points_between_segments(axisSegment0, axisSegment1, mouseSegment0, mouseSegment1, handlePoint, rb);
if (mainWindow()->selectedTool == SelectedTool::MOVE) {
glm::vec3 newPos = editorToolHandles->PartCFrameFromHandlePos(draggingHandle.value(), handlePoint).Position();
glm::vec3 oldPos = editorToolHandles->adornee->lock()->cframe.Position();
glm::vec3 diff = newPos - oldPos;
// Apply snapping
if (snappingFactor()) diff = glm::floor(diff / snappingFactor()) * snappingFactor();
newPos = diff + oldPos;
editorToolHandles->adornee->lock()->cframe = editorToolHandles->adornee->lock()->cframe.Rotation() + newPos;
} else if (mainWindow()->selectedTool == SelectedTool::SCALE) {
glm::vec3 handlePos = editorToolHandles->PartCFrameFromHandlePos(draggingHandle.value(), handlePoint).Position();
// Find change in handles, and negate difference in sign between axes
glm::vec3 diff = handlePos - glm::vec3(editorToolHandles->adornee->lock()->position());
// Apply snapping
if (snappingFactor()) diff = glm::floor(diff / snappingFactor()) * snappingFactor();
editorToolHandles->adornee->lock()->size += diff * glm::sign(draggingHandle->normal);
// If ctrl is not pressed, also reposition the part such that only the dragged side gets lengthened
if (!(evt->modifiers() & Qt::ControlModifier))
editorToolHandles->adornee->lock()->cframe = editorToolHandles->adornee->lock()->cframe + (diff / 2.0f);
}
syncPartPhysics(std::dynamic_pointer_cast<Part>(editorToolHandles->adornee->lock()));
}
std::optional<HandleFace> MainGLWidget::raycastHandle(glm::vec3 pointDir) {
if (!editorToolHandles->adornee.has_value() || !editorToolHandles->active) return std::nullopt;
return editorToolHandles->RaycastHandle(rp3d::Ray(glmToRp(camera.cameraPos), glmToRp(glm::normalize(pointDir)) * 50000));
}
void MainGLWidget::handleCursorChange(QMouseEvent* evt) {
QPoint position = evt->pos();
glm::vec3 pointDir = camera.getScreenDirection(glm::vec2(position.x(), position.y()), glm::vec2(width(), height()));
if (raycastHandle(pointDir)) {
setCursor(Qt::OpenHandCursor);
return;
};
std::optional<const RaycastResult> rayHit = castRayNearest(camera.cameraPos, pointDir, 50000);
if (rayHit && partFromBody(rayHit->body)->name != "Baseplate") {
setCursor(Qt::OpenHandCursor);
return;
}
setCursor(Qt::ArrowCursor);
}
void MainGLWidget::mouseMoveEvent(QMouseEvent* evt) {
handleCameraRotate(evt);
handleObjectDrag(evt);
handleHandleDrag(evt);
handleCursorChange(evt);
}
void MainGLWidget::mousePressEvent(QMouseEvent* evt) {
switch(evt->button()) {
// Camera drag
case Qt::RightButton: {
lastMousePos = evt->pos();
isMouseRightDragging = true;
return;
// Clicking on objects
} case Qt::LeftButton: {
QPoint position = evt->pos();
glm::vec3 pointDir = camera.getScreenDirection(glm::vec2(position.x(), position.y()), glm::vec2(width(), height()));
// raycast handles
auto handle = raycastHandle(pointDir);
if (handle.has_value()) {
isMouseDragging = true;
draggingHandle = handle;
return;
}
// raycast part
std::optional<const RaycastResult> rayHit = castRayNearest(camera.cameraPos, pointDir, 50000);
if (!rayHit || !partFromBody(rayHit->body)) return;
std::shared_ptr<Part> part = partFromBody(rayHit->body);
if (part->name == "Baseplate") return;
//part.selected = true;
isMouseDragging = true;
draggingObject = part;
setSelection(std::vector<InstanceRefWeak> { part });
// Disable bit so that we can ignore the part while raycasting
// part->rigidBody->getCollider(0)->setCollisionCategoryBits(0b10);
return;
} default:
return;
}
}
void MainGLWidget::mouseReleaseEvent(QMouseEvent* evt) {
// if (isMouseDragging) draggingObject->lock()->rigidBody->getCollider(0)->setCollisionCategoryBits(0b11);
isMouseRightDragging = false;
isMouseDragging = false;
draggingObject = std::nullopt;
draggingHandle = std::nullopt;
}
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),
.size = glm::vec3(1, 1, 1),
.color = glm::vec3(1.0f, 0.5f, 0.31f),
}));
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;
}
MainWindow* MainGLWidget::mainWindow() {
return dynamic_cast<MainWindow*>(window());
}
float MainGLWidget::snappingFactor() {
switch (mainWindow()->snappingMode) {
case GridSnappingMode::SNAP_1_STUD: return 1;
case GridSnappingMode::SNAP_05_STUDS: return 0.5;
case GridSnappingMode::SNAP_OFF: return 0;
}
return 0;
}