Merge remote-tracking branch 'origin/master' into Networking
# Conflicts: # include/Game/PlayerSystem.h # src/Game/Game.cpp # src/Game/PlayerSystem.cpp
This commit is contained in:
@@ -69,6 +69,12 @@ file(GLOB SOURCE_FILES_GUI
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)
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source_group(GUI FILES ${SOURCE_FILES_GUI})
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file(GLOB SOURCE_FILES_Collision
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"${INCLUDE_PATH}/Collision/*.h"
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"Collision/*.cpp"
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)
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source_group(Collision FILES ${SOURCE_FILES_Collision})
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file(GLOB SOURCE_FILES_Editor
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"${INCLUDE_PATH}/Editor/*.h"
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"Editor/*.cpp"
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@@ -83,6 +89,7 @@ set(SOURCE_FILES
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${SOURCE_FILES_GUI}
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${SOURCE_FILES_Rendering}
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${SOURCE_FILES_Rendering_Util}
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${SOURCE_FILES_Collision}
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${CMAKE_SOURCE_DIR}/deps/include/imgui/imgui.cpp
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${CMAKE_SOURCE_DIR}/deps/include/imgui/imgui_draw.cpp
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${CMAKE_SOURCE_DIR}/deps/include/imgui/imgui_demo.cpp
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@@ -0,0 +1,279 @@
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#include <algorithm>
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#include "Collision/Collision.h"
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#include "Engine/GLM.h"
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#include "Core/World.h"
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#include "Rendering/Model.h"
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namespace Collision
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{
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//note: this one hasnt been delta adjusted like RayVsAABB has
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bool RayAABBIntr(const Ray& ray, const AABB& box)
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{
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glm::vec3 w = 75.0f * ray.Direction();
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glm::vec3 v = glm::abs(w);
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glm::vec3 c = ray.Origin() - box.Center() + w;
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glm::vec3 half = box.HalfSize();
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if (abs(c.x) > v.x + half.x) {
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return false;
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}
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if (abs(c.y) > v.y + half.y) {
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return false;
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}
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if (abs(c.z) > v.z + half.z) {
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return false;
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}
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if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) {
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return false;
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}
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if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) {
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return false;
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}
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return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x);
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}
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bool RayVsAABB(const Ray& ray, const AABB& box)
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{
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float dummy;
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return RayVsAABB(ray, box, dummy);
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}
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
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{
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glm::vec3 invdir = 1.0f / ray.Direction();
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glm::vec3 origin = ray.Origin();
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float t1 = (box.MinCorner().x - origin.x)*invdir.x;
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float t2 = (box.MaxCorner().x - origin.x)*invdir.x;
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float t3 = (box.MinCorner().y - origin.y)*invdir.y;
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float t4 = (box.MaxCorner().y - origin.y)*invdir.y;
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float t5 = (box.MinCorner().z - origin.z)*invdir.z;
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float t6 = (box.MaxCorner().z - origin.z)*invdir.z;
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float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
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float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
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//if (tmax < 0 || tmin > tmax)
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//if tmin,tmax are almost the same (i.e. hitting exactly in the corner) then tmin might be slightly
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//greater than tmax becuase of floating-precision problems. fixed by adding a small delta to tmax
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if (tmax < 0 || tmin>(tmax + 0.0001f))
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return false;
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outDistance = (tmin > 0) ? tmin : tmax;
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return true;
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}
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bool AABBVsAABB(const AABB& a, const AABB& b)
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{
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const glm::vec3& aCenter = a.Center();
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const glm::vec3& bCenter = b.Center();
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const glm::vec3& aHSize = a.HalfSize();
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const glm::vec3& bHSize = b.HalfSize();
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//Test will probably exit because of the X and Z axes more often, so test them first.
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if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) {
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return false;
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}
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if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) {
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return false;
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}
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return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
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}
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bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation)
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{
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minimumTranslation = glm::vec3(0, 0, 0);
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const glm::vec3& aMax = a.MaxCorner();
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const glm::vec3& bMax = b.MaxCorner();
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const glm::vec3& aMin = a.MinCorner();
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const glm::vec3& bMin = b.MinCorner();
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const glm::vec3& bSize = b.Size();
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const glm::vec3& aSize = a.Size();
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float minOffset = INFINITY;
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float off;
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auto axisesIntersecting = glm::tvec3<bool, glm::highp>(false, false, false);
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for (int i = 0; i < 3; ++i) {
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off = bMax[i] - aMin[i];
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if (off > 0 && off < bSize[i] + aSize[i]) {
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if (off < minOffset) {
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minimumTranslation = glm::vec3();
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minimumTranslation[i] = minOffset = off;
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}
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axisesIntersecting[i] = true;
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}
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off = aMax[i] - bMin[i];
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if (off > 0 && off < bSize[i] + aSize[i]) {
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if (off < minOffset) {
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minOffset = off;
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minimumTranslation = glm::vec3();
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minimumTranslation[i] = -off;
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}
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axisesIntersecting[i] = true;
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}
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}
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return glm::all(axisesIntersecting);
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices)
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{
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin() - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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}
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DetInv = 1.0f / DetInv;
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
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continue;
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}
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//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
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if (0 <= glm::dot(e2, MxE1) * DetInv) {
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return true;
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}
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}
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return false;
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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float& outDistance,
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float& outUCoord,
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float& outVCoord)
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{
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outDistance = INFINITY;
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bool hit = false;
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin() - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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}
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DetInv = 1.0f / DetInv;
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float dist = glm::dot(e2, MxE1) * DetInv;
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if (dist >= outDistance) {
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continue;
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}
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
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if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) {
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outDistance = dist;
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outUCoord = u;
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outVCoord = v;
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hit = true;
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}
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}
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return hit;
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices,
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glm::vec3& outHitPosition)
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{
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float u;
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float v;
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float dist;
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bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
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outHitPosition = ray.Origin() + dist * ray.Direction();
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return hit;
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}
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bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon)
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{
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const glm::vec3& ma1 = first.MaxCorner();
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const glm::vec3& ma2 = first.MaxCorner();
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const glm::vec3& mi1 = second.MinCorner();
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const glm::vec3& mi2 = second.MinCorner();
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return (std::abs(ma1.x - ma2.x) < epsilon) &&
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(std::abs(mi1.x - mi2.x) < epsilon) &&
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(std::abs(ma1.z - ma2.z) < epsilon) &&
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(std::abs(mi1.z - mi2.z) < epsilon) &&
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(std::abs(ma1.y - ma2.y) < epsilon) &&
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(std::abs(mi1.y - mi2.y) < epsilon);
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}
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bool attachAABBComponentFromModel(World* world, EntityID id)
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{
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if (!world->HasComponent(id, "Model")) {
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return false;
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}
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ComponentWrapper model = world->GetComponent(id, "Model");
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ComponentWrapper collision = world->AttachComponent(id, "AABB");
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Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
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if (modelRes == nullptr) {
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return false;
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}
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glm::mat4 modelMatrix = modelRes->m_Matrix;
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glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
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glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
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for (const auto& v : modelRes->m_Vertices) {
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const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
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maxi.x = std::max(wPos.x, maxi.x);
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maxi.y = std::max(wPos.y, maxi.y);
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maxi.z = std::max(wPos.z, maxi.z);
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mini.x = std::min(wPos.x, mini.x);
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||||
mini.y = std::min(wPos.y, mini.y);
|
||||
mini.z = std::min(wPos.z, mini.z);
|
||||
}
|
||||
collision["BoxCenter"] = 0.5f * (maxi + mini);
|
||||
collision["BoxSize"] = maxi - mini;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
|
||||
{
|
||||
ComponentWrapper& cTrans = world->GetComponent(AABBComponent.EntityID, "Transform");
|
||||
ComponentWrapper model = world->GetComponent(AABBComponent.EntityID, "Model");
|
||||
Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
|
||||
outBox.CreateFromCenter(AABBComponent["BoxCenter"], AABBComponent["BoxSize"]);
|
||||
glm::vec3 mini = outBox.MinCorner();
|
||||
glm::vec3 maxi = outBox.MaxCorner();
|
||||
|
||||
glm::mat4 modelMatrix = modelRes->m_Matrix *
|
||||
glm::translate(glm::mat4(), (glm::vec3)cTrans["Position"]) *
|
||||
glm::scale((glm::vec3)cTrans["Scale"]);
|
||||
|
||||
outBox = AABB(modelMatrix * glm::vec4(mini.x, mini.y, mini.z, 1),
|
||||
modelMatrix * glm::vec4(maxi.x, maxi.y, maxi.z, 1));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GetEntityBox(World* world, EntityID entity, AABB& outBox, bool forceBoxFromModel)
|
||||
{
|
||||
if (!world->HasComponent(entity, "AABB")) {
|
||||
if (forceBoxFromModel) {
|
||||
if (!attachAABBComponentFromModel(world, entity))
|
||||
return false;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
ComponentWrapper& cBox = world->GetComponent(entity, "AABB");
|
||||
return GetEntityBox(world, cBox, outBox);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
#include "Collision/Collision.h"
|
||||
#include "Collision/CollisionSystem.h"
|
||||
#include "Core/AABB.h"
|
||||
|
||||
void CollisionSystem::UpdateComponent(World * world, ComponentWrapper & cAABB, double dt)
|
||||
{
|
||||
//TODO: Update CollisionSystem system after PlayerSystem.
|
||||
|
||||
//Right now, cAABB is a component attached to any entity that should be collideable.
|
||||
AABB thisBox;
|
||||
if (!Collision::GetEntityBox(world, cAABB, thisBox)) {
|
||||
return;
|
||||
}
|
||||
//Press 'Z' to enable/disable collision.
|
||||
if (zPress) {
|
||||
return;
|
||||
}
|
||||
//Here, mover should be an object that moves, currently only players.
|
||||
for (auto& mover : *world->GetComponents("Player")) {
|
||||
if (cAABB.EntityID == mover.EntityID) {
|
||||
continue;
|
||||
}
|
||||
AABB otherBox;
|
||||
if (!Collision::GetEntityBox(world, mover.EntityID, otherBox)) {
|
||||
continue;
|
||||
}
|
||||
glm::vec3 resolveTranslation;
|
||||
if (Collision::AABBVsAABB(otherBox, thisBox, resolveTranslation)) {
|
||||
ComponentWrapper& trans = world->GetComponent(mover.EntityID, "Transform");
|
||||
//TODO: Special treatment if both are movers.
|
||||
trans["Position"] = (glm::vec3)trans["Position"] + resolveTranslation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionSystem::OnKeyUp(const Events::KeyUp & event)
|
||||
{
|
||||
if (event.KeyCode == GLFW_KEY_Z) {
|
||||
zPress = !zPress;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -0,0 +1,81 @@
|
||||
#include "Collision/TriggerSystem.h"
|
||||
#include "Collision/Collision.h"
|
||||
#include "Core/AABB.h"
|
||||
#include "Rendering/Model.h"
|
||||
|
||||
void TriggerSystem::UpdateComponent(World* world, ComponentWrapper& trigger, double dt)
|
||||
{
|
||||
//Currently only players can trigger things.
|
||||
auto players = world->GetComponents("Player");
|
||||
if (players == nullptr) {
|
||||
return;
|
||||
}
|
||||
EntityID tId = trigger.EntityID;
|
||||
AABB triggerBox;
|
||||
//The trigger *should* have a bounding box, or something, to test against so it can be triggered.
|
||||
if (!Collision::GetEntityBox(world, tId, triggerBox, true)) {
|
||||
return;
|
||||
}
|
||||
for (auto& pc : *players) {
|
||||
EntityID pId = pc.EntityID;
|
||||
AABB playerBox;
|
||||
//The player can't trigger anything without an AABB.
|
||||
if (!Collision::GetEntityBox(world, pId, playerBox, true)) {
|
||||
continue;
|
||||
}
|
||||
if (!Collision::AABBVsAABB(triggerBox, playerBox)) {
|
||||
//Entity is not touching the trigger,
|
||||
//Throw event if it was previously.
|
||||
if (throwLeaveIfWasInTrigger(m_EntitiesTouchingTrigger[tId], pId, tId)) {
|
||||
continue;
|
||||
}
|
||||
//This only occurs if the entity was completely inside the trigger one frame,
|
||||
//then completely outside the trigger, e.g. when dying and respawning.
|
||||
throwLeaveIfWasInTrigger(m_EntitiesCompletelyInTrigger[tId], pId, tId);
|
||||
} else {
|
||||
//Entity is at least touching the trigger.
|
||||
AABB completelyInsideBox;
|
||||
completelyInsideBox.CreateFromCenter(triggerBox.Center(), triggerBox.Size() - 2.0f * playerBox.Size());
|
||||
if (Collision::AABBVsAABB(completelyInsideBox, playerBox) &&
|
||||
glm::all(glm::greaterThan(triggerBox.Size(), playerBox.Size()))) {
|
||||
//Entity is completely inside the trigger.
|
||||
//If it was only touching before, it is erased.
|
||||
m_EntitiesTouchingTrigger[tId].erase(pId);
|
||||
std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
|
||||
if (completeSet.count(pId) == 0) {
|
||||
//If it wasn't completely in the trigger, throw Enter and add to the set.
|
||||
completeSet.insert(pId);
|
||||
publish<Events::TriggerEnter>(pId, tId);
|
||||
}
|
||||
} else {
|
||||
//Entity is only touching the trigger.
|
||||
std::unordered_set<EntityID>& touchSet = m_EntitiesTouchingTrigger[tId];
|
||||
std::unordered_set<EntityID>& completeSet = m_EntitiesCompletelyInTrigger[tId];
|
||||
const auto& it = completeSet.find(pId);
|
||||
//If it was completely inside before.
|
||||
if (it != completeSet.end()) {
|
||||
completeSet.erase(it);
|
||||
touchSet.insert(pId);
|
||||
//If it was completely outside before.
|
||||
} else if (touchSet.count(pId) == 0) {
|
||||
publish<Events::TriggerTouch>(pId, tId);
|
||||
touchSet.insert(pId);
|
||||
}
|
||||
//Else, it was touching the trigger last frame too and nothing is done.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& triggerSet, EntityID pId, EntityID tId)
|
||||
{
|
||||
const auto& it = triggerSet.find(pId);
|
||||
if (it != triggerSet.end()) {
|
||||
//If it was in the trigger, but not anymore, throw leaveEvent and erase from the set.
|
||||
triggerSet.erase(it);
|
||||
publish<Events::TriggerLeave>(pId, tId);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
#include "Core/AABB.h"
|
||||
#include "Common.h"
|
||||
|
||||
AABB::AABB(const glm::vec3& minPos, const glm::vec3& maxPos)
|
||||
: m_MinCorner(minPos)
|
||||
, m_MaxCorner(maxPos)
|
||||
, m_Center(0.5f * (maxPos + minPos))
|
||||
, m_HalfSize(0.5f * (maxPos - minPos))
|
||||
{
|
||||
DEBUG_IF(glm::any(glm::lessThan(m_MaxCorner, m_MinCorner))) {
|
||||
LOG_WARNING("AABB maxCorner coordinates are not greater than minCorner");
|
||||
m_MaxCorner.x = glm::max(m_MaxCorner.x, m_MinCorner.x);
|
||||
m_MinCorner.x = glm::min(m_MaxCorner.x, m_MinCorner.x);
|
||||
m_MaxCorner.y = glm::max(m_MaxCorner.y, m_MinCorner.y);
|
||||
m_MinCorner.y = glm::min(m_MaxCorner.y, m_MinCorner.y);
|
||||
m_MaxCorner.z = glm::max(m_MaxCorner.z, m_MinCorner.z);
|
||||
m_MinCorner.z = glm::min(m_MaxCorner.z, m_MinCorner.z);
|
||||
}
|
||||
}
|
||||
|
||||
AABB::AABB(const glm::vec4& minPos, const glm::vec4& maxPos)
|
||||
: AABB(glm::vec3(minPos), glm::vec3(maxPos))
|
||||
{}
|
||||
|
||||
void AABB::CreateFromCenter(const glm::vec3& center, const glm::vec3& size)
|
||||
{
|
||||
m_Center = center;
|
||||
m_HalfSize = 0.5f * size;
|
||||
m_MinCorner = m_Center - m_HalfSize;
|
||||
m_MaxCorner = m_Center + m_HalfSize;
|
||||
}
|
||||
|
||||
AABB::~AABB()
|
||||
{}
|
||||
@@ -19,7 +19,7 @@ bool ComponentPoolForwardIterator::operator!=(const ComponentPoolForwardIterator
|
||||
return m_MemoryPoolIterator != other.m_MemoryPoolIterator;
|
||||
}
|
||||
|
||||
ComponentPoolForwardIterator& ComponentPoolForwardIterator::operator++(int)
|
||||
ComponentPoolForwardIterator ComponentPoolForwardIterator::operator++(int)
|
||||
{
|
||||
ComponentPoolForwardIterator copyIter(*this);
|
||||
operator++();
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
std::vector<unsigned int> InputManager::GLFWCharCallbackQueue;
|
||||
std::vector<std::pair<double, double>> InputManager::GLFWScrollCallbackQueue;
|
||||
std::vector<std::string> InputManager::GLFWDropCallbackQueue;
|
||||
|
||||
void InputManager::Initialize()
|
||||
{
|
||||
@@ -10,6 +11,7 @@ void InputManager::Initialize()
|
||||
//m_LastGamepadButtonState = std::array<GamepadButtonState, XUSER_MAX_COUNT>();
|
||||
glfwSetCharCallback(m_GLFWWindow, &InputManager::GLFWCharCallback);
|
||||
glfwSetScrollCallback(m_GLFWWindow, &InputManager::GLFWScrollCallback);
|
||||
glfwSetDropCallback(m_GLFWWindow, &InputManager::GLFWDropCallback);
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse);
|
||||
@@ -95,6 +97,14 @@ void InputManager::Update(double dt)
|
||||
}
|
||||
GLFWScrollCallbackQueue.clear();
|
||||
|
||||
// File drop
|
||||
for (auto& path : GLFWDropCallbackQueue) {
|
||||
Events::FileDropped e;
|
||||
e.Path = path;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
GLFWDropCallbackQueue.clear();
|
||||
|
||||
// // Lock mouse while holding LMB
|
||||
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
// {
|
||||
@@ -229,6 +239,14 @@ void InputManager::GLFWScrollCallback(GLFWwindow* window, double xoffset, double
|
||||
GLFWScrollCallbackQueue.push_back(std::make_pair(xoffset, yoffset));
|
||||
}
|
||||
|
||||
|
||||
void InputManager::GLFWDropCallback(GLFWwindow* window, int count, const char* paths[])
|
||||
{
|
||||
for (int i = 0; i < count; i++) {
|
||||
GLFWDropCallbackQueue.push_back(std::string(paths[i]));
|
||||
}
|
||||
}
|
||||
|
||||
bool InputManager::OnLockMouse(const Events::LockMouse &event)
|
||||
{
|
||||
m_MouseLocked = true;
|
||||
|
||||
@@ -0,0 +1,377 @@
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
#include <bitset>
|
||||
|
||||
#include "Core/OctTree.h"
|
||||
#include "Collision/Collision.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
//To be able to sort nodes based on distance to ray origin.
|
||||
struct ChildInfo
|
||||
{
|
||||
int Index;
|
||||
float Distance;
|
||||
};
|
||||
|
||||
bool isFirstLower(const ChildInfo& first, const ChildInfo& second)
|
||||
{
|
||||
return first.Distance < second.Distance;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
OctTree::OctTree()
|
||||
: OctTree(AABB(), 0)
|
||||
{}
|
||||
|
||||
OctTree::OctTree(const AABB& octTreeBounds, int subDivisions)
|
||||
: m_Root(new OctChild(octTreeBounds, subDivisions, m_StaticObjects, m_DynamicObjects))
|
||||
, m_UpdatedOnce(false)
|
||||
{}
|
||||
|
||||
OctTree::~OctTree()
|
||||
{
|
||||
delete m_Root;
|
||||
}
|
||||
|
||||
void OctTree::AddDynamicObject(const AABB& box)
|
||||
{
|
||||
m_Root->AddDynamicObject(box);
|
||||
m_DynamicObjects.push_back(box);
|
||||
}
|
||||
|
||||
void OctTree::AddStaticObject(const AABB& box)
|
||||
{
|
||||
m_Root->AddStaticObject(box);
|
||||
m_StaticObjects.push_back(box);
|
||||
}
|
||||
|
||||
void OctTree::BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes)
|
||||
{
|
||||
falsifyObjectChecks();
|
||||
m_Root->BoxesInSameRegion(box, outBoxes);
|
||||
}
|
||||
|
||||
void OctTree::ClearObjects()
|
||||
{
|
||||
m_StaticObjects.clear();
|
||||
m_DynamicObjects.clear();
|
||||
m_Root->ClearObjects();
|
||||
}
|
||||
|
||||
void OctTree::ClearDynamicObjects()
|
||||
{
|
||||
m_DynamicObjects.clear();
|
||||
m_Root->ClearDynamicObjects();
|
||||
}
|
||||
|
||||
bool OctTree::RayCollides(const Ray& ray, Output& data)
|
||||
{
|
||||
falsifyObjectChecks();
|
||||
data.CollideDistance = -1;
|
||||
return m_Root->RayCollides(ray, data);
|
||||
}
|
||||
|
||||
bool OctTree::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected)
|
||||
{
|
||||
falsifyObjectChecks();
|
||||
return m_Root->BoxCollides(boxToTest, outBoxIntersected);
|
||||
}
|
||||
|
||||
void OctTree::falsifyObjectChecks()
|
||||
{
|
||||
for (auto& obj : m_StaticObjects) {
|
||||
obj.Checked = false;
|
||||
}
|
||||
for (auto& obj : m_DynamicObjects) {
|
||||
obj.Checked = false;
|
||||
}
|
||||
}
|
||||
|
||||
OctTree::OctChild::OctChild(const AABB& octTreeBounds,
|
||||
int subDivisions,
|
||||
std::vector<ContainedObject>& staticObjects,
|
||||
std::vector<ContainedObject>& dynamicObjects)
|
||||
: m_Box(octTreeBounds)
|
||||
, m_StaticObjectsRef(staticObjects)
|
||||
, m_DynamicObjectsRef(dynamicObjects)
|
||||
{
|
||||
if (subDivisions == 0) {
|
||||
for (OctChild*& c : m_Children) {
|
||||
c = nullptr;
|
||||
}
|
||||
} else {
|
||||
--subDivisions;
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
glm::vec3 minPos, maxPos;
|
||||
const glm::vec3& parentMin = m_Box.MinCorner();
|
||||
const glm::vec3& parentMax = m_Box.MaxCorner();
|
||||
const glm::vec3& parentCenter = m_Box.Center();
|
||||
std::bitset<3> bits(i);
|
||||
//If child is 4,5,6,7.
|
||||
if (bits.test(2)) {
|
||||
minPos.x = parentCenter.x;
|
||||
maxPos.x = parentMax.x;
|
||||
} else {
|
||||
minPos.x = parentMin.x;
|
||||
maxPos.x = parentCenter.x;
|
||||
}
|
||||
|
||||
//If child is 2,3,6,7
|
||||
if (bits.test(1)) {
|
||||
minPos.y = parentCenter.y;
|
||||
maxPos.y = parentMax.y;
|
||||
} else {
|
||||
minPos.y = parentMin.y;
|
||||
maxPos.y = parentCenter.y;
|
||||
}
|
||||
//If child is 1,3,5,7
|
||||
if (bits.test(0)) {
|
||||
minPos.z = parentCenter.z;
|
||||
maxPos.z = parentMax.z;
|
||||
} else {
|
||||
minPos.z = parentMin.z;
|
||||
maxPos.z = parentCenter.z;
|
||||
}
|
||||
m_Children[i] = new OctChild(AABB(minPos, maxPos), subDivisions, m_StaticObjectsRef, m_DynamicObjectsRef);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
OctTree::OctChild::~OctChild()
|
||||
{
|
||||
for (OctChild*& c : m_Children) {
|
||||
if (c != nullptr) {
|
||||
delete c;
|
||||
c = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool OctTree::OctChild::BoxCollides(const AABB& boxToTest, AABB& outBoxIntersected) const
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (int i : childIndicesContainingBox(boxToTest)) {
|
||||
if (m_Children[i]->BoxCollides(boxToTest, outBoxIntersected))
|
||||
return true;
|
||||
}
|
||||
} else {
|
||||
for (int i : m_StaticObjIndices) {
|
||||
if (!m_StaticObjectsRef[i].Checked) {
|
||||
const AABB& objBox = m_StaticObjectsRef[i].Box;
|
||||
if (Collision::AABBVsAABB(boxToTest, objBox)) {
|
||||
outBoxIntersected = objBox;
|
||||
return true;
|
||||
}
|
||||
m_StaticObjectsRef[i].Checked = true;
|
||||
}
|
||||
}
|
||||
for (int i : m_DynamicObjIndices) {
|
||||
if (!m_DynamicObjectsRef[i].Checked) {
|
||||
const AABB& objBox = m_DynamicObjectsRef[i].Box;
|
||||
if (!Collision::IsSameBoxProbably(boxToTest, objBox) &&
|
||||
Collision::AABBVsAABB(boxToTest, objBox)) {
|
||||
outBoxIntersected = objBox;
|
||||
return true;
|
||||
}
|
||||
m_DynamicObjectsRef[i].Checked = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool OctTree::OctChild::RayCollides(const Ray& ray, Output& data) const
|
||||
{
|
||||
//If the node AABB is missed, everything it contains is missed.
|
||||
if (Collision::RayAABBIntr(ray, m_Box)) {
|
||||
//If the ray shoots the tree, and it is a parent to 8 children :o
|
||||
if (hasChildren()) {
|
||||
//Sort children according to their distance from the ray origin.
|
||||
std::vector<ChildInfo> childInfos;
|
||||
childInfos.reserve(8);
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Center()) });
|
||||
}
|
||||
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
|
||||
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
|
||||
for (const ChildInfo& info : childInfos) {
|
||||
if (m_Children[info.Index]->RayCollides(ray, data)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//Check against boxes in the node.
|
||||
float minDist = INFINITY;
|
||||
bool intersected = false;
|
||||
for (int i : m_StaticObjIndices) {
|
||||
float dist;
|
||||
//If we haven't tested against this object before, and the ray hits.
|
||||
if (!m_StaticObjectsRef[i].Checked &&
|
||||
Collision::RayVsAABB(ray, m_StaticObjectsRef[i].Box, dist)) {
|
||||
minDist = std::min(dist, minDist);
|
||||
intersected = true;
|
||||
}
|
||||
m_StaticObjectsRef[i].Checked = true;
|
||||
}
|
||||
for (int i : m_DynamicObjIndices) {
|
||||
float dist;
|
||||
//If we haven't tested against this object before, and the ray hits.
|
||||
if (!m_DynamicObjectsRef[i].Checked &&
|
||||
Collision::RayVsAABB(ray, m_DynamicObjectsRef[i].Box, dist)) {
|
||||
minDist = std::min(dist, minDist);
|
||||
intersected = true;
|
||||
}
|
||||
m_DynamicObjectsRef[i].Checked = true;
|
||||
}
|
||||
|
||||
data.CollideDistance = minDist;
|
||||
return intersected;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
void OctTree::OctChild::AddDynamicObject(const AABB& box)
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (auto i : childIndicesContainingBox(box)) {
|
||||
m_Children[i]->AddDynamicObject(box);
|
||||
}
|
||||
} else {
|
||||
//Since it hasn't been added yet to the real object list, the index is after the last =size.
|
||||
m_DynamicObjIndices.push_back((int)m_DynamicObjectsRef.size());
|
||||
}
|
||||
}
|
||||
|
||||
void OctTree::OctChild::AddStaticObject(const AABB& box)
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (auto i : childIndicesContainingBox(box)) {
|
||||
m_Children[i]->AddStaticObject(box);
|
||||
}
|
||||
} else {
|
||||
//Since it hasn't been added yet to the real object list, the index is after the last =size.
|
||||
m_StaticObjIndices.push_back((int)m_StaticObjectsRef.size());
|
||||
}
|
||||
}
|
||||
|
||||
void OctTree::OctChild::BoxesInSameRegion(const AABB& box, std::vector<AABB>& outBoxes) const
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (auto i : childIndicesContainingBox(box)) {
|
||||
m_Children[i]->BoxesInSameRegion(box, outBoxes);
|
||||
}
|
||||
} else {
|
||||
size_t startIndex = outBoxes.size();
|
||||
int numDuplicates = 0;
|
||||
outBoxes.resize(outBoxes.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
|
||||
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i){
|
||||
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
|
||||
if (obj.Checked) {
|
||||
++numDuplicates;
|
||||
} else {
|
||||
obj.Checked = true;
|
||||
outBoxes[startIndex + i - numDuplicates] = obj.Box;
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
|
||||
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
|
||||
if (obj.Checked) {
|
||||
++numDuplicates;
|
||||
} else {
|
||||
obj.Checked = true;
|
||||
outBoxes[startIndex + i - numDuplicates] = obj.Box;
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < numDuplicates; ++i) {
|
||||
outBoxes.pop_back();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OctTree::OctChild::ClearObjects()
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (OctChild*& c : m_Children) {
|
||||
c->ClearObjects();
|
||||
}
|
||||
} else {
|
||||
m_DynamicObjIndices.clear();
|
||||
m_StaticObjIndices.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void OctTree::OctChild::ClearDynamicObjects()
|
||||
{
|
||||
if (hasChildren()) {
|
||||
for (OctChild*& c : m_Children) {
|
||||
c->ClearObjects();
|
||||
}
|
||||
} else {
|
||||
m_DynamicObjIndices.clear();
|
||||
}
|
||||
}
|
||||
|
||||
//: 3 7
|
||||
//:
|
||||
//: 2 6
|
||||
//: |
|
||||
//: 1 5 \ y
|
||||
//: z
|
||||
//: 0 4 0 x-->
|
||||
//
|
||||
// child: 0 1 2 3 4 5 6 7
|
||||
// x : - - - - + + + +
|
||||
// y : - - + + - - + +
|
||||
// z : - + - + - + - +
|
||||
int OctTree::OctChild::childIndexContainingPoint(const glm::vec3& point) const
|
||||
{
|
||||
const glm::vec3& c = m_Box.Center();
|
||||
return (1 << 2) * (point.x >= c.x) | (1 << 1) * (point.y >= c.y) | (point.z >= c.z);
|
||||
}
|
||||
|
||||
std::vector<int> OctTree::OctChild::childIndicesContainingBox(const AABB& box) const
|
||||
{
|
||||
int minInd = childIndexContainingPoint(box.MinCorner());
|
||||
int maxInd = childIndexContainingPoint(box.MaxCorner());
|
||||
//Because of the predictable ordering of the child indices,
|
||||
//the number of bits set when xor:ing the indices will determine the number of children containing the box.
|
||||
std::bitset<3> bits(minInd ^ maxInd);
|
||||
switch (bits.count()) {
|
||||
//Box contained completely in one child.
|
||||
case 0:
|
||||
return{ minInd };
|
||||
//Two children.
|
||||
case 1:
|
||||
return{ minInd, maxInd };
|
||||
//Four children.
|
||||
case 2:
|
||||
{
|
||||
std::vector<int> ret;
|
||||
//Bit-hax to calculate the correct 4 children containing the box.
|
||||
//This works because of the childrens index determine what part of
|
||||
//the dimensions they are responsible for (which octant).
|
||||
bits.flip();
|
||||
//At this point the bits necessarily have exactly one bit set.
|
||||
for (int c = 0; c < 8; ++c) {
|
||||
//If the child index have the same bit set as the bits, add box to it.
|
||||
if (bits.to_ulong() & c) {
|
||||
ret.push_back(c);
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
case 3: //Eight children.
|
||||
return{ 0,1,2,3,4,5,6,7 };
|
||||
default:
|
||||
return std::vector<int>();
|
||||
}
|
||||
}
|
||||
|
||||
inline bool OctTree::OctChild::hasChildren() const
|
||||
{
|
||||
return m_Children[0] != nullptr;
|
||||
}
|
||||
@@ -19,6 +19,7 @@ EditorSystem::EditorSystem(EventBroker* eventBroker, IRenderer* renderer)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &EditorSystem::OnMouseRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &EditorSystem::OnMouseMove);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPicking, &EditorSystem::OnPicking);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EFileDropped, &EditorSystem::OnFileDropped);
|
||||
}
|
||||
|
||||
void EditorSystem::Update(World* world, double dt)
|
||||
@@ -36,6 +37,11 @@ void EditorSystem::Update(World* world, double dt)
|
||||
updateWidget();
|
||||
|
||||
drawUI(world, dt);
|
||||
|
||||
// Clear drop queue if it wasn't handled by any UI element
|
||||
if (!m_LastDroppedFile.empty()) {
|
||||
m_LastDroppedFile = "";
|
||||
}
|
||||
}
|
||||
|
||||
bool EditorSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
@@ -79,6 +85,9 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_Selection == 0) {
|
||||
return false;
|
||||
}
|
||||
auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
|
||||
glm::vec3 widgetOrientation = widgetTransform["Orientation"];
|
||||
|
||||
@@ -147,6 +156,13 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
|
||||
glm::vec3& scaleX = m_World->GetComponent(m_WidgetX, "Transform")["Scale"];
|
||||
glm::vec3& scaleY = m_World->GetComponent(m_WidgetY, "Transform")["Scale"];
|
||||
glm::vec3& scaleZ = m_World->GetComponent(m_WidgetZ, "Transform")["Scale"];
|
||||
|
||||
if (m_WidgetCurrentAxis.x > 0 && m_WidgetCurrentAxis.y > 0 && m_WidgetCurrentAxis.z > 0) {
|
||||
float movementLength = glm::length(movement);
|
||||
float dot = glm::dot((glm::vec3)widgetOrientation, movement);
|
||||
movement = glm::vec3(movementLength) * glm::sign(dot);
|
||||
(glm::vec3&)m_World->GetComponent(m_WidgetOrigin, "Transform")["Scale"] += movement;
|
||||
}
|
||||
if (m_WidgetCurrentAxis.x > 0) {
|
||||
scaleX.x += movement.x;
|
||||
}
|
||||
@@ -156,14 +172,19 @@ bool EditorSystem::OnMouseMove(const Events::MouseMove& e)
|
||||
if (m_WidgetCurrentAxis.z > 0) {
|
||||
scaleZ.z += movement.z;
|
||||
}
|
||||
if (m_WidgetCurrentAxis.x > 0 && m_WidgetCurrentAxis.y > 0 && m_WidgetCurrentAxis.z > 0) {
|
||||
float max = glm::max(scaleX.x, glm::max(scaleY.y, scaleZ.z));
|
||||
(glm::vec3&)m_World->GetComponent(m_WidgetOrigin, "Transform")["Scale"] = glm::vec3(max);
|
||||
}
|
||||
(glm::vec3&)m_World->GetComponent(m_Selection, "Transform")["Scale"] += movement;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*LOG_DEBUG("DELTA %f", e.DeltaX);
|
||||
if (e.X < 0) {
|
||||
glfwSetCursorPos(m_Renderer->Window(), width - 1, e.Y);
|
||||
}
|
||||
if (e.X >= width) {
|
||||
glfwSetCursorPos(m_Renderer->Window(), 0, e.Y);
|
||||
}*/
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -189,9 +210,9 @@ bool EditorSystem::OnPicking(const Events::Picking& e)
|
||||
EntityID parent = m_World->GetParent(entity);
|
||||
if (parent == m_Widget) {
|
||||
m_WidgetCurrentAxis = glm::vec3(
|
||||
(entity == m_WidgetX) || (entity == m_WidgetOrigin),
|
||||
(entity == m_WidgetY) || (entity == m_WidgetOrigin),
|
||||
(entity == m_WidgetZ) || (entity == m_WidgetOrigin)
|
||||
(entity == m_WidgetX) || (entity == m_WidgetOrigin) || (entity == m_WidgetPlaneY || entity == m_WidgetPlaneZ),
|
||||
(entity == m_WidgetY) || (entity == m_WidgetOrigin) || (entity == m_WidgetPlaneX || entity == m_WidgetPlaneZ),
|
||||
(entity == m_WidgetZ) || (entity == m_WidgetOrigin) || (entity == m_WidgetPlaneX || entity == m_WidgetPlaneY)
|
||||
);
|
||||
m_WidgetPickingDepth = result.Depth;
|
||||
|
||||
@@ -212,6 +233,12 @@ bool EditorSystem::OnPicking(const Events::Picking& e)
|
||||
return true;
|
||||
};
|
||||
|
||||
bool EditorSystem::OnFileDropped(const Events::FileDropped& e)
|
||||
{
|
||||
m_LastDroppedFile = boost::filesystem::path(e.Path).lexically_relative(boost::filesystem::current_path()).string();
|
||||
std::replace(m_LastDroppedFile.begin(), m_LastDroppedFile.end(), '\\', '/');
|
||||
return true;
|
||||
}
|
||||
|
||||
void EditorSystem::updateWidget()
|
||||
{
|
||||
@@ -221,12 +248,24 @@ void EditorSystem::updateWidget()
|
||||
m_WidgetX = m_World->CreateEntity(m_Widget);
|
||||
m_World->AttachComponent(m_WidgetX, "Transform");
|
||||
m_World->AttachComponent(m_WidgetX, "Model");
|
||||
m_WidgetPlaneX = m_World->CreateEntity(m_Widget);
|
||||
m_World->AttachComponent(m_WidgetPlaneX, "Transform");
|
||||
m_World->AttachComponent(m_WidgetPlaneX, "Model");
|
||||
m_World->GetComponent(m_WidgetPlaneX, "Model")["Resource"] = "Models/WidgetPlaneX.obj";
|
||||
m_WidgetY = m_World->CreateEntity(m_Widget);
|
||||
m_World->AttachComponent(m_WidgetY, "Transform");
|
||||
m_World->AttachComponent(m_WidgetY, "Model");
|
||||
m_WidgetPlaneY = m_World->CreateEntity(m_Widget);
|
||||
m_World->AttachComponent(m_WidgetPlaneY, "Transform");
|
||||
m_World->AttachComponent(m_WidgetPlaneY, "Model");
|
||||
m_World->GetComponent(m_WidgetPlaneY, "Model")["Resource"] = "Models/WidgetPlaneY.obj";
|
||||
m_WidgetZ = m_World->CreateEntity(m_Widget);
|
||||
m_World->AttachComponent(m_WidgetZ, "Transform");
|
||||
m_World->AttachComponent(m_WidgetZ, "Model");
|
||||
m_WidgetPlaneZ = m_World->CreateEntity(m_Widget);
|
||||
m_World->AttachComponent(m_WidgetPlaneZ, "Transform");
|
||||
m_World->AttachComponent(m_WidgetPlaneZ, "Model");
|
||||
m_World->GetComponent(m_WidgetPlaneZ, "Model")["Resource"] = "Models/WidgetPlaneZ.obj";
|
||||
m_WidgetOrigin = m_World->CreateEntity(m_Widget);
|
||||
m_World->AttachComponent(m_WidgetOrigin, "Transform");
|
||||
m_World->AttachComponent(m_WidgetOrigin, "Model");
|
||||
@@ -252,15 +291,24 @@ void EditorSystem::setWidgetMode(WidgetMode newMode)
|
||||
auto widgetTransform = m_World->GetComponent(m_Widget, "Transform");
|
||||
widgetTransform["Orientation"] = glm::vec3(0.f);
|
||||
m_World->GetComponent(m_WidgetX, "Transform")["Scale"] = glm::vec3(1.f);
|
||||
m_World->GetComponent(m_WidgetPlaneX, "Model")["Visible"] = false;
|
||||
m_World->GetComponent(m_WidgetY, "Transform")["Scale"] = glm::vec3(1.f);
|
||||
m_World->GetComponent(m_WidgetPlaneY, "Model")["Visible"] = false;
|
||||
m_World->GetComponent(m_WidgetZ, "Transform")["Scale"] = glm::vec3(1.f);
|
||||
m_World->GetComponent(m_WidgetPlaneZ, "Model")["Visible"] = false;
|
||||
m_World->GetComponent(m_WidgetOrigin, "Transform")["Scale"] = glm::vec3(1.f);
|
||||
m_World->GetComponent(m_WidgetOrigin, "Model")["Visible"] = false;
|
||||
|
||||
if (newMode == WidgetMode::Translate) {
|
||||
m_World->GetComponent(m_WidgetX, "Model")["Resource"] = "Models/TranslationWidgetX.obj";
|
||||
m_World->GetComponent(m_WidgetY, "Model")["Resource"] = "Models/TranslationWidgetY.obj";
|
||||
m_World->GetComponent(m_WidgetZ, "Model")["Resource"] = "Models/TranslationWidgetZ.obj";
|
||||
m_World->GetComponent(m_WidgetOrigin, "Model")["Visible"] = false;
|
||||
// Temporarily disabled for local space until I can figure out what's wrong with the math
|
||||
if (m_WidgetSpace != WidgetSpace::Local) {
|
||||
m_World->GetComponent(m_WidgetPlaneX, "Model")["Visible"] = true;
|
||||
m_World->GetComponent(m_WidgetPlaneY, "Model")["Visible"] = true;
|
||||
m_World->GetComponent(m_WidgetPlaneZ, "Model")["Visible"] = true;
|
||||
}
|
||||
if (m_Selection != 0) {
|
||||
if (m_WidgetSpace == WidgetSpace::Local) {
|
||||
auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
|
||||
@@ -275,13 +323,12 @@ void EditorSystem::setWidgetMode(WidgetMode newMode)
|
||||
m_World->GetComponent(m_WidgetOrigin, "Model")["Resource"] = "Models/ScaleWidgetOrigin.obj";
|
||||
if (m_Selection != 0) {
|
||||
auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
|
||||
widgetTransform["Orientation"] = (glm::vec3)selectionTransform["Orientation"];
|
||||
widgetTransform["Orientation"] = glm::eulerAngles(RenderQueueFactory::AbsoluteOrientation(m_World, m_Selection));
|
||||
}
|
||||
} else if (newMode == WidgetMode::Rotate) {
|
||||
m_World->GetComponent(m_WidgetX, "Model")["Resource"] = "Models/RotationWidgetX.obj";
|
||||
m_World->GetComponent(m_WidgetY, "Model")["Resource"] = "Models/RotationWidgetY.obj";
|
||||
m_World->GetComponent(m_WidgetZ, "Model")["Resource"] = "Models/RotationWidgetZ.obj";
|
||||
m_World->GetComponent(m_WidgetOrigin, "Model")["Visible"] = false;
|
||||
if (m_Selection != 0) {
|
||||
auto selectionTransform = m_World->GetComponent(m_Selection, "Transform");
|
||||
if (m_WidgetSpace == WidgetSpace::Local) {
|
||||
@@ -389,37 +436,53 @@ void EditorSystem::drawUI(World* world, double dt)
|
||||
const std::string& field = pair.first;
|
||||
const std::string& type = pair.second;
|
||||
|
||||
ImGui::PushID(field.c_str());
|
||||
if (type == "Vector") {
|
||||
auto& val = component.Property<glm::vec3>(field);
|
||||
if (field == "Scale") {
|
||||
ImGui::DragFloat3(field.c_str(), glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max());
|
||||
ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max());
|
||||
} else if (field == "Orientation") {
|
||||
glm::vec3 tempVal = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
|
||||
if (ImGui::SliderFloat3(field.c_str(), glm::value_ptr(tempVal), 0.f, glm::two_pi<float>())) {
|
||||
if (ImGui::SliderFloat3("", glm::value_ptr(tempVal), 0.f, glm::two_pi<float>())) {
|
||||
val = tempVal;
|
||||
}
|
||||
} else {
|
||||
ImGui::DragFloat3(field.c_str(), glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
|
||||
ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
|
||||
}
|
||||
} else if (type == "Color") {
|
||||
auto& val = component.Property<glm::vec4>(field);
|
||||
ImGui::ColorEdit4(field.c_str(), glm::value_ptr(val), true);
|
||||
ImGui::ColorEdit4("", glm::value_ptr(val), true);
|
||||
} else if (type == "string") {
|
||||
std::string& val = component.Property<std::string>(field);
|
||||
char tempString[1024];
|
||||
memcpy(tempString, val.c_str(), std::min(val.length() + 1, sizeof(tempString)));
|
||||
if (ImGui::InputText(field.c_str(), tempString, sizeof(tempString))) {
|
||||
if (ImGui::InputText("", tempString, sizeof(tempString))) {
|
||||
val = std::string(tempString);
|
||||
LOG_DEBUG("%s::%s changed!", componentType.c_str(), field.c_str());
|
||||
}
|
||||
// DROP STUFF
|
||||
if (ImGui::IsItemHovered() && !m_LastDroppedFile.empty()) {
|
||||
val = m_LastDroppedFile;
|
||||
m_LastDroppedFile = "";
|
||||
}
|
||||
|
||||
} else if (type == "double") {
|
||||
float tempVal = static_cast<float>(component.Property<double>(field));
|
||||
if (ImGui::InputFloat(field.c_str(), &tempVal, 0.01f, 1.f)) {
|
||||
if (ImGui::InputFloat("", &tempVal, 0.01f, 1.f)) {
|
||||
component.SetProperty(field, static_cast<double>(tempVal));
|
||||
}
|
||||
} else if (type == "bool") {
|
||||
auto& val = component.Property<bool>(field);
|
||||
ImGui::Checkbox(field.c_str(), &val);
|
||||
ImGui::Checkbox("", &val);
|
||||
} else {
|
||||
ImGui::TextDisabled(type.c_str());
|
||||
}
|
||||
ImGui::PopID();
|
||||
|
||||
ImGui::SameLine();
|
||||
ImGui::Text(field.c_str());
|
||||
if (ImGui::IsItemHovered()) {
|
||||
ImGui::SetTooltip("field annotation goes here");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -76,13 +76,15 @@ RawModel::RawModel(std::string fileName)
|
||||
}
|
||||
|
||||
// Material diffuse color
|
||||
aiColor4D diffuse;
|
||||
aiColor3D diffuse;
|
||||
material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
|
||||
desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, diffuse.a);
|
||||
float opacity;
|
||||
material->Get(AI_MATKEY_OPACITY, opacity);
|
||||
desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, opacity);
|
||||
// Material specular color
|
||||
aiColor4D specular;
|
||||
aiColor3D specular;
|
||||
material->Get(AI_MATKEY_COLOR_SPECULAR, specular);
|
||||
desc.SpecularVertexColor = glm::vec4(specular.r, specular.g, specular.b, specular.a);
|
||||
desc.SpecularVertexColor = glm::vec4(specular.r, specular.g, specular.b, 1.f);
|
||||
|
||||
m_Vertices.push_back(desc);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user