Exemple #1
0
        public bool Raycast(FRay ray, out float closestDistance)
        {
            // Convert the ray to local space of this node since all of our raycasts are local.
            FRay localRay = WMath.TransformRay(ray, Transform.Position, Transform.LocalScale, Transform.Rotation.Inverted());
            bool bHit     = false;

            if (m_actorMesh != null)
            {
                bHit = m_actorMesh.Raycast(localRay, out closestDistance, true);
            }
            else
            {
                bHit = WMath.RayIntersectsAABB(localRay, m_objRender.GetAABB().Min, m_objRender.GetAABB().Max, out closestDistance);
            }

            if (bHit)
            {
                // Convert the hit point back to world space...
                Vector3 localHitPoint = localRay.Origin + (localRay.Direction * closestDistance);
                localHitPoint = Vector3.Transform(localHitPoint + Transform.Position, Transform.Rotation);

                // Now get the distance from the original ray origin and the new worldspace hit point.
                closestDistance = (localHitPoint - ray.Origin).Length;
            }

            return(bHit);
        }
Exemple #2
0
        public bool Raycast(FRay ray, out float closestDistance)
        {
            // Convert the ray to local space of this node since all of our raycasts are local.
            FRay localRay;

            if (DisableRotationAndScaleForRaycasting)
            {
                localRay = WMath.TransformRay(ray, Transform.Position, Vector3.One, Quaternion.Identity);
            }
            else
            {
                localRay = WMath.TransformRay(ray, Transform.Position, VisualScale, Transform.Rotation.Inverted().ToSinglePrecision());
            }
            closestDistance = float.MaxValue;
            bool bHit = false;

            if (m_actorMeshes.Count > 0)
            {
                foreach (var actor_mesh in m_actorMeshes)
                {
                    bHit = actor_mesh.Raycast(localRay, out closestDistance, true);

                    if (bHit)
                    {
                        break;
                    }
                }
            }
            else if (m_objRender != null)
            {
                if (m_objRender.FaceCullingEnabled && m_objRender.GetAABB().Contains(localRay.Origin))
                {
                    // If the camera is inside an OBJ render that has backface culling on, the actor won't actually be visible, so don't select it.
                    return(false);
                }

                bHit = WMath.RayIntersectsAABB(localRay, m_objRender.GetAABB().Min, m_objRender.GetAABB().Max, out closestDistance);

                if (bHit)
                {
                    // Convert the hit point back to world space...
                    Vector3 localHitPoint  = localRay.Origin + (localRay.Direction * closestDistance);
                    Vector3 globalHitPoint = Transform.Position + Vector3.Transform(localHitPoint, Transform.Rotation.ToSinglePrecision());

                    // Now get the distance from the original ray origin and the new worldspace hit point.
                    closestDistance = (globalHitPoint - ray.Origin).Length;
                }
            }

            return(bHit);
        }
        public bool CheckSelectedAxes(FRay ray)
        {
            // Convert the ray into local space so we can use axis-aligned checks, this solves the checking problem
            // when the gizmo is rotated due to being in Local mode.
            FRay localRay = new FRay();

            localRay.Direction = Vector3.Transform(ray.Direction, m_rotation.Inverted());
            localRay.Origin    = Vector3.Transform(ray.Origin - m_position, m_rotation.Inverted());

            //m_lineBatcher.DrawLine(localRay.Origin, localRay.Origin + (localRay.Direction * 10000), WLinearColor.White, 25, 5);
            List <AxisDistanceResult> results = new List <AxisDistanceResult>();

            if (m_mode == FTransformMode.Translation)
            {
                FAABox[] translationAABB = GetAABBBoundsForMode(FTransformMode.Translation);
                for (int i = 0; i < translationAABB.Length; i++)
                {
                    float intersectDist;
                    if (WMath.RayIntersectsAABB(localRay, translationAABB[i].Min, translationAABB[i].Max, out intersectDist))
                    {
                        results.Add(new AxisDistanceResult((FSelectedAxes)(i + 1), intersectDist));
                    }
                }
            }
            else if (m_mode == FTransformMode.Rotation)
            {
                // We'll use a combination of AABB and Distance checks to give us the quarter-circles we need.
                FAABox[] rotationAABB = GetAABBBoundsForMode(FTransformMode.Rotation);

                float screenScale = 0f;
                for (int i = 0; i < 3; i++)
                {
                    screenScale += m_scale[i];
                }
                screenScale /= 3f;

                for (int i = 0; i < rotationAABB.Length; i++)
                {
                    float intersectDist;
                    if (WMath.RayIntersectsAABB(localRay, rotationAABB[i].Min, rotationAABB[i].Max, out intersectDist))
                    {
                        Vector3 intersectPoint = localRay.Origin + (localRay.Direction * intersectDist);
                        // Convert this aabb check into a radius check so we clip it by the semi-circles
                        // that the rotation tool actually is.
                        if (intersectPoint.Length > 105f * screenScale)
                        {
                            continue;
                        }

                        results.Add(new AxisDistanceResult((FSelectedAxes)(i + 1), intersectDist));
                    }
                }
            }
            else if (m_mode == FTransformMode.Scale)
            {
                FAABox[] scaleAABB = GetAABBBoundsForMode(FTransformMode.Scale);
                for (int i = 0; i < scaleAABB.Length; i++)
                {
                    float intersectDist;
                    if (WMath.RayIntersectsAABB(localRay, scaleAABB[i].Min, scaleAABB[i].Max, out intersectDist))
                    {
                        // Special-case here to give the center scale point overriding priority. Because we intersected
                        // it, we can just override its distance to zero to make it clickable through the other bounding boxes.
                        if ((FSelectedAxes)i + 1 == FSelectedAxes.All)
                        {
                            intersectDist = 0f;
                        }

                        results.Add(new AxisDistanceResult((FSelectedAxes)(i + 1), intersectDist));
                    }
                }
            }

            if (results.Count == 0)
            {
                m_selectedAxes = FSelectedAxes.None;
                return(false);
            }

            // If we get an intersection, sort them by the closest intersection distance.
            results.Sort((x, y) => x.Distance.CompareTo(y.Distance));
            m_selectedAxes = results[0].Axis;

            // Store where the mouse hit on the first frame in world space. This means converting the ray back to worldspace.
            Vector3 localHitPoint = localRay.Origin + (localRay.Direction * results[0].Distance);

            m_hitPoint = Vector3.Transform(localHitPoint, m_rotation) + m_position;
            return(true);
        }