Exemplo n.º 1
0
        private CollisionTriangle Raycast(FRay ray)
        {
            if (World.Map == null || ActiveCollisionMesh == null)
            {
                return(null);
            }

            CollisionTriangle closestResult   = null;
            float             closestDistance = float.MaxValue;

            foreach (var tri in ActiveCollisionMesh.Triangles)
            {
                float dist = float.MaxValue;

                if (WMath.RayIntersectsTriangle(ray, tri.Vertices[1], tri.Vertices[0], tri.Vertices[2], true, out dist))
                {
                    if (dist < closestDistance)
                    {
                        closestDistance = dist;
                        closestResult   = tri;
                    }
                }
            }

            return(closestResult);
        }
Exemplo n.º 2
0
        private void AddTriangleToSelection(CollisionTriangle tri)
        {
            tri.Select();
            int prev_count = EditorSelection.SelectedObjects.Count;

            EditorSelection.AddToSelection(tri);

            if (prev_count == 1)
            {
                EditorSelection.SelectedObjects[0].Properties.PropertyChanged += OnTriPropertyChanged;
            }

            OnSelectionChanged();
        }
Exemplo n.º 3
0
        private void RemoveTriangleFromSelection(CollisionTriangle tri)
        {
            tri.Deselect();

            if (tri == EditorSelection.SelectedObjects[0])
            {
                EditorSelection.SelectedObjects[0].Properties.PropertyChanged -= OnTriPropertyChanged;
            }

            EditorSelection.SelectedObjects.Remove(tri);

            if (EditorSelection.SelectedObjects.Count > 1)
            {
                EditorSelection.SelectedObjects[0].Properties.PropertyChanged += OnTriPropertyChanged;
            }

            OnSelectionChanged();
        }
Exemplo n.º 4
0
        private float GetCollisionDistanceFromCamera()
        {
            if (World.Map == null)
            {
                return(-1);
            }

            List <WCollisionMesh> meshes;

            if (World.Map.FocusedScene is WStage)
            {
                // If a stage is selected, raycast against the collision meshes for all rooms that are loaded.
                meshes = new List <WCollisionMesh>();
                foreach (var scene in World.Map.SceneList)
                {
                    meshes.AddRange(scene.GetChildrenOfType <WCollisionMesh>());
                }
            }
            else
            {
                // If a room is selected, raycast against the collision mesh for only that room.
                meshes = World.Map.FocusedScene.GetChildrenOfType <WCollisionMesh>();
            }

            if (meshes.Count == 0)
            {
                return(-1);
            }

            WCamera camera = World.GetFocusedSceneView().ViewCamera;

            Vector3 dir = Vector3.Transform(new Vector3(0.0f, 0.0f, -1.0f), camera.Transform.Rotation);

            dir.Normalize();
            FRay ray = new FRay(camera.Transform.Position, dir);

            CollisionTriangle closestResult   = null;
            float             closestDistance = float.MaxValue;

            foreach (var mesh in meshes)
            {
                foreach (var tri in mesh.Triangles)
                {
                    float dist = float.MaxValue;

                    if (WMath.RayIntersectsTriangle(ray, tri.Vertices[1], tri.Vertices[0], tri.Vertices[2], true, out dist))
                    {
                        if (dist < closestDistance)
                        {
                            closestDistance = dist;
                            closestResult   = tri;
                        }
                    }
                }
            }

            if (closestResult == null)
            {
                return(-1.0f);
            }

            return(closestDistance);
        }