Scene loading/saving improvements, transform gizmo, entity creation
This commit is contained in:
@@ -55,6 +55,8 @@ Transform_Gizmo :: struct {
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color_forward_buffer: Buffer_Handle;
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color_right_buffer: Buffer_Handle;
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pipeline: Pipeline_State_Handle;
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uniform_gizmo_scale: float;
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}
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@@ -69,312 +71,610 @@ Editor :: struct {
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last_right_mouse_click_time: float;
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menu_position: Vector2;
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icons : struct {
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play: Texture_Handle;
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stop: Texture_Handle;
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}
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}
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init_editor :: () {
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aspect_ratio := cast(float)engine.renderer.render_target_width / cast(float)engine.renderer.render_target_height;
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engine.editor.camera = create_perspective_camera(.{0, 10, -10}, yaw=0, pitch=-40, roll=0.0, fov=40, aspect=aspect_ratio);
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init_transform_gizmo();
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engine.editor.icons.play = create_texture(engine.renderer, "../modules/Coven/assets/textures/ui_icons/play.png", false);
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engine.editor.icons.stop = create_texture(engine.renderer, "../modules/Coven/assets/textures/ui_icons/stop.png", false);
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}
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init_transform_gizmo :: () {
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gizmo : Transform_Gizmo;
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gizmo.selected_axis = .NONE;
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gizmo.transform = create_identity_transform();
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gizmo.center_model_buffer = create_constant_buffer(engine.renderer, null, size_of(Matrix4), mappable=true);
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gizmo.up_model_buffer = create_constant_buffer(engine.renderer, null, size_of(Matrix4), mappable=true);
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gizmo.forward_model_buffer = create_constant_buffer(engine.renderer, null, size_of(Matrix4), mappable=true);
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gizmo.right_model_buffer = create_constant_buffer(engine.renderer, null, size_of(Matrix4), mappable=true);
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gizmo.color_center = Color.{1,1,1,1};
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gizmo.color_up = Color.{0,1,0,1};
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gizmo.color_forward = Color.{0,0,1,1};
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gizmo.color_right = Color.{1,0,0,1};
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gizmo.color_center_buffer = create_constant_buffer(engine.renderer, *gizmo.color_center, size_of(Vector4), mappable=true);
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gizmo.color_up_buffer = create_constant_buffer(engine.renderer, *gizmo.color_up, size_of(Vector4), mappable=true);
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gizmo.color_forward_buffer = create_constant_buffer(engine.renderer, *gizmo.color_forward, size_of(Vector4), mappable=true);
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gizmo.color_right_buffer = create_constant_buffer(engine.renderer, *gizmo.color_right, size_of(Vector4), mappable=true);
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engine.editor.transform_gizmo = gizmo;
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// Transform gizmo shader
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{
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vs := create_vertex_shader_from_source(engine.renderer, TRANSFORM_GIZMO_SHADER, "VS", mesh_data_types = .[.POSITION]);
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ps := create_pixel_shader_from_source(engine.renderer, TRANSFORM_GIZMO_SHADER, "PS");
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engine.editor.transform_gizmo.pipeline = create_pipeline_state2(engine.renderer, vs, ps, blend_type=.OPAQUE);
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}
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}
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update_transform_gizmo :: (ray: Ray, mouse_position: Vector2) -> bool {
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return false;
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// selected_entity := engine.editor.selected_entity;
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//
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// if key_down(.TAB) {
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// if engine.editor.transform_gizmo.space == {
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// case .WORLD;
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// engine.editor.transform_gizmo.space = .LOCAL;
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// case .LOCAL;
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// engine.editor.transform_gizmo.space = .WORLD;
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// }
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// }
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//
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// if engine.editor.transform_gizmo.space == {
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// case .WORLD;
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// set_rotation(*engine.editor.transform_gizmo.transform, .{0,0,0,1});
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// case .LOCAL;
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// set_rotation(*engine.editor.transform_gizmo.transform, selected_entity.transform.orientation);
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// }
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//
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// if engine.editor.transform_gizmo.transform_type == {
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// case .TRANSLATION;
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// if !key_pressed(.MOUSE_LEFT) {
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// selected_axis, t := intersect_translation_gizmo(ray);
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// engine.editor.transform_gizmo.selected_axis = selected_axis;
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// } else if engine.editor.transform_gizmo.can_use && engine.editor.transform_gizmo.selected_axis != .NONE {
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// first_update := key_down(.MOUSE_LEFT);
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//
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// if first_update {
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// engine.editor.transform_gizmo.actual_entity_position = selected_entity.transform.position;
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// }
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//
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// // Move the currently selected entity along the selected axis
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// axis_vec : Vector3;
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//
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// if engine.editor.transform_gizmo.selected_axis == {
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// case .UP;
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// axis_vec.y = 1;
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// case .FORWARD;
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// axis_vec.z = 1;
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// case .RIGHT;
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// axis_vec.x = 1;
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// }
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//
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// r1 : Ray;
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// r1.origin = selected_entity.transform.position;
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// r1.direction = rotate(axis_vec, engine.editor.transform_gizmo.transform.orientation);
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//
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// r2 := normalized_screen_to_ray_v2(*engine.editor.camera, mouse_position);
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//
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// d, t1, t2 := closest_distance_between_rays(r1, r2);
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//
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// new_position := r1.origin + r1.direction * t1;
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//
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// if first_update {
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// engine.editor.transform_gizmo.first_hit_position = new_position;
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// }
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//
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// position_change := new_position - engine.editor.transform_gizmo.first_hit_position;
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//
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// entity_position := engine.editor.transform_gizmo.actual_entity_position + position_change;
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//
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// if selected_entity.flags & Entity_Flags.SNAP_TO_GRID {
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// entity_position.x -= fmod_cycling(entity_position.x - selected_entity.snap_offset.x, selected_entity.snap_intervals.x);// + selected_entity.snap_offset.x;
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// entity_position.y -= fmod_cycling(entity_position.y - selected_entity.snap_offset.y, selected_entity.snap_intervals.y);// + selected_entity.snap_offset.y;
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// entity_position.z -= fmod_cycling(entity_position.z - selected_entity.snap_offset.z, selected_entity.snap_intervals.z);// + selected_entity.snap_offset.z;
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// }
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//
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// selected_entity.transform.position = entity_position;
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// set_position(*engine.editor.transform_gizmo.transform, entity_position);
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// }
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//
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// color_up := engine.editor.transform_gizmo.color_up;
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// color_forward := engine.editor.transform_gizmo.color_forward;
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// color_right := engine.editor.transform_gizmo.color_right;
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//
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// if engine.editor.transform_gizmo.selected_axis == {
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// case .NONE;
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// case .UP;
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// color_up = Color.{1,1,0,1};
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// case .FORWARD;
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// color_forward = Color.{1,1,0,1};
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// case .RIGHT;
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// color_right = Color.{1,1,0,1};
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// }
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//
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// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
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// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
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// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
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// case .ROTATION;
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// selected_entity := engine.editor.selected_entity;
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//
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// if !engine.editor.transform_gizmo.clicked {
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// selected_axis, point := intersect_rotation_gizmo(ray);
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// engine.editor.transform_gizmo.selected_axis = selected_axis;
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//
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// if engine.editor.transform_gizmo.selected_axis != .NONE && key_down(.MOUSE_LEFT) {
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// engine.editor.transform_gizmo.clicked = true;
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// engine.editor.transform_gizmo.last_circle_dir = normalize(point - selected_entity.transform.position);
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// }
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// } else if !key_pressed(.MOUSE_LEFT) {
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// engine.editor.transform_gizmo.clicked = false;
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// } else {
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// direction : Vector3;
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// if engine.editor.transform_gizmo.selected_axis == {
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// case .UP;
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// direction = .{0,1,0};
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// case .FORWARD;
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// direction = .{0,0,1};
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// case .RIGHT;
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// direction = .{1,0,0};
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// }
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// direction = rotate(direction, engine.editor.transform_gizmo.transform.orientation);
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//
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// // Find the rotation
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// circle : Circle;
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// circle.radius = engine.editor.transform_gizmo.uniform_gizmo_scale;
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// circle.center = selected_entity.transform.position;
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// circle.orientation = direction;
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//
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// distance, point := closest_distance_ray_circle(ray, circle);
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// new_dir := normalize(point - selected_entity.transform.position);
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//
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// dotp := dot(engine.editor.transform_gizmo.last_circle_dir, new_dir);
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// angle := acos(clamp(dotp, -1.0, 1.0));
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// cp := cross(engine.editor.transform_gizmo.last_circle_dir, new_dir);
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//
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// if dot(direction, cp) < 0 {
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// angle *= -1.0;
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// }
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//
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// q : Quaternion;
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// set_from_axis_and_angle(*q, direction, angle);
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//
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// selected_entity.transform.orientation = q * selected_entity.transform.orientation;
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// update_matrix(*selected_entity.transform);
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//
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// set_rotation(*engine.editor.transform_gizmo.transform, selected_entity.transform.orientation);
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//
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// engine.editor.transform_gizmo.last_circle_dir = new_dir;
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// }
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//
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// color_up := engine.editor.transform_gizmo.color_up;
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// color_forward := engine.editor.transform_gizmo.color_forward;
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// color_right := engine.editor.transform_gizmo.color_right;
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//
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// if engine.editor.transform_gizmo.selected_axis == {
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// case .NONE;
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// case .UP;
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// color_up = Color.{1,1,0,1};
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// case .FORWARD;
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// color_forward = Color.{1,1,0,1};
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// case .RIGHT;
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// color_right = Color.{1,1,0,1};
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// }
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//
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// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
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// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
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// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
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// case .SCALE;
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// if !key_pressed(.MOUSE_LEFT) {
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// selected_axis, t := intersect_scale_gizmo(ray);
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// engine.editor.transform_gizmo.selected_axis = selected_axis;
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// } else if engine.editor.transform_gizmo.selected_axis != .NONE {
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// selected_entity := engine.editor.selected_entity;
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// first_update := key_down(.MOUSE_LEFT);
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//
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// if first_update {
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// engine.editor.transform_gizmo.actual_entity_position = selected_entity.transform.position;
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// engine.editor.transform_gizmo.actual_entity_scale = selected_entity.transform.scale;
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// }
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//
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// // Move the currently selected entity along the selected axis
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// axis_vec : Vector3;
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//
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// if engine.editor.transform_gizmo.selected_axis == {
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// case .UP;
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// axis_vec.y = 1;
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// case .FORWARD;
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// axis_vec.z = -1;
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// case .RIGHT;
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// axis_vec.x = 1;
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// case .CENTER; axis_vec = .{1,1,1};
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// }
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//
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// r1 : Ray;
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// r1.origin = selected_entity.transform.position;
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// r1.direction = rotate(axis_vec, engine.editor.transform_gizmo.transform.orientation);
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// // Shoot a ray from screen to world
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// mouse_position : Vector2;
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// mouse_position.x = xx engine.engine.input.mouse.x;
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// mouse_position.y = xx engine.engine.input.mouse.y;
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//
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// screen_size : Vector2;
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// screen_size.x = cast(float)engine.engine.window.width;
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// screen_size.y = cast(float)engine.engine.window.height;
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//
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// r2 := screen_to_ray_v2(*engine.editor.camera, mouse_position, screen_size);
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//
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// d, t1, t2 := closest_distance_between_rays(r1, r2);
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// new_position := r1.origin + r1.direction * t1;
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//
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// if first_update {
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// engine.editor.transform_gizmo.first_hit_position = new_position;
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// }
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//
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// position_change := new_position - engine.editor.transform_gizmo.first_hit_position;
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// scale_speed := ifx key_pressed(.SHIFT) then 4.0 else 1.0;
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//
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// if selected_entity.uses_uniform_scale {
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// current_scale := selected_entity.transform.scale;
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//
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// if engine.editor.transform_gizmo.selected_axis == {
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// case .UP; {
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// current_scale.y = engine.editor.transform_gizmo.actual_entity_scale.y + position_change.y * scale_speed;
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// position_change.x = 0;
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// position_change.z = 0;
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// }
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// case .FORWARD; {
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// current_scale.z = engine.editor.transform_gizmo.actual_entity_scale.z + position_change.z * scale_speed;
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// position_change.x = 0;
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// position_change.y = 0;
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// }
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// case .RIGHT; {
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// current_scale.x = engine.editor.transform_gizmo.actual_entity_scale.x + position_change.x * scale_speed;
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// position_change.y = 0;
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// position_change.z = 0;
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// }
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// case .CENTER; {
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// current_scale.x = engine.editor.transform_gizmo.actual_entity_scale.x + position_change.x * scale_speed;
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// current_scale.y = current_scale.x; // @Incomplete: This is most definitely wrong!
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// current_scale.z = current_scale.x;
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//
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// position_change.y = 0;
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// position_change.z = 0;
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// }
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// }
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//
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// set_scale(*selected_entity.transform, current_scale);
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//
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// } else {
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// if engine.editor.transform_gizmo.selected_axis == {
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// case .UP;
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// position_change.x = 0;
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// position_change.z = 0;
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// case .FORWARD;
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// position_change.x = 0;
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// position_change.y = 0;
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// case .RIGHT;
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// position_change.y = 0;
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// position_change.z = 0;
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// }
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//
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// entity_scale := engine.editor.transform_gizmo.actual_entity_scale + position_change * scale_speed;
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// set_scale(*selected_entity.transform, entity_scale);
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// }
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// }
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//
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// color_up := engine.editor.transform_gizmo.color_up;
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// color_forward := engine.editor.transform_gizmo.color_forward;
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// color_right := engine.editor.transform_gizmo.color_right;
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// color_center := Color.{1,1,1,1};
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//
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// if engine.editor.transform_gizmo.selected_axis == {
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// case .NONE;
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// case .UP;
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// color_up = Color.{1,1,0,1};
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// case .FORWARD;
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// color_forward = Color.{1,1,0,1};
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// case .RIGHT;
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// color_right = Color.{1,1,0,1};
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// case .CENTER;
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// color_center = Color.{1,1,0,1};
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// }
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//
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// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_center_buffer, *color_center, size_of(Color));
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// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
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// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
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// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
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// }
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//
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// return engine.editor.transform_gizmo.selected_axis != .NONE;
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if engine.editor.selected_entities.count != 1 return false;
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selected_entity := engine.editor.selected_entities[0];
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if key_down(.TAB) {
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if engine.editor.transform_gizmo.space == {
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case .WORLD;
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engine.editor.transform_gizmo.space = .LOCAL;
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case .LOCAL;
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engine.editor.transform_gizmo.space = .WORLD;
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}
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}
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if engine.editor.transform_gizmo.space == {
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case .WORLD;
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set_rotation(*engine.editor.transform_gizmo.transform, .{0,0,0,1});
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case .LOCAL;
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set_rotation(*engine.editor.transform_gizmo.transform, selected_entity.transform.orientation);
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}
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if engine.editor.transform_gizmo.transform_type == {
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case .TRANSLATION;
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if !key_pressed(.MOUSE_LEFT) {
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selected_axis, t := intersect_translation_gizmo(ray);
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engine.editor.transform_gizmo.selected_axis = selected_axis;
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} else if engine.editor.transform_gizmo.can_use && engine.editor.transform_gizmo.selected_axis != .NONE {
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first_update := key_down(.MOUSE_LEFT);
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if first_update {
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engine.editor.transform_gizmo.actual_entity_position = selected_entity.transform.position;
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}
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// Move the currently selected entity along the selected axis
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axis_vec : Vector3;
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if engine.editor.transform_gizmo.selected_axis == {
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case .UP;
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axis_vec.y = 1;
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case .FORWARD;
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axis_vec.z = 1;
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case .RIGHT;
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axis_vec.x = 1;
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}
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r1 : Ray;
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r1.origin = selected_entity.transform.position;
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r1.direction = rotate(axis_vec, engine.editor.transform_gizmo.transform.orientation);
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|
||||
r2 := normalized_screen_to_ray_v2(*engine.editor.camera, mouse_position);
|
||||
|
||||
d, t1, t2 := closest_distance_between_rays(r1, r2);
|
||||
|
||||
new_position := r1.origin + r1.direction * t1;
|
||||
|
||||
if first_update {
|
||||
engine.editor.transform_gizmo.first_hit_position = new_position;
|
||||
}
|
||||
|
||||
position_change := new_position - engine.editor.transform_gizmo.first_hit_position;
|
||||
|
||||
entity_position := engine.editor.transform_gizmo.actual_entity_position + position_change;
|
||||
|
||||
if selected_entity.flags & Entity_Flags.SNAP_TO_GRID {
|
||||
entity_position.x -= fmod_cycling(entity_position.x - selected_entity.snap_offset.x, selected_entity.snap_intervals.x);// + selected_entity.snap_offset.x;
|
||||
entity_position.y -= fmod_cycling(entity_position.y - selected_entity.snap_offset.y, selected_entity.snap_intervals.y);// + selected_entity.snap_offset.y;
|
||||
entity_position.z -= fmod_cycling(entity_position.z - selected_entity.snap_offset.z, selected_entity.snap_intervals.z);// + selected_entity.snap_offset.z;
|
||||
}
|
||||
|
||||
selected_entity.transform.position = entity_position;
|
||||
selected_entity.transform.dirty = true;
|
||||
set_position(*engine.editor.transform_gizmo.transform, entity_position);
|
||||
}
|
||||
|
||||
color_up := engine.editor.transform_gizmo.color_up;
|
||||
color_forward := engine.editor.transform_gizmo.color_forward;
|
||||
color_right := engine.editor.transform_gizmo.color_right;
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .NONE;
|
||||
case .UP;
|
||||
color_up = Color.{1,1,0,1};
|
||||
case .FORWARD;
|
||||
color_forward = Color.{1,1,0,1};
|
||||
case .RIGHT;
|
||||
color_right = Color.{1,1,0,1};
|
||||
}
|
||||
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
|
||||
case .ROTATION;
|
||||
selected_entity := engine.editor.selected_entities[0];
|
||||
|
||||
if !engine.editor.transform_gizmo.clicked {
|
||||
selected_axis, point := intersect_rotation_gizmo(ray);
|
||||
engine.editor.transform_gizmo.selected_axis = selected_axis;
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis != .NONE && key_down(.MOUSE_LEFT) {
|
||||
engine.editor.transform_gizmo.clicked = true;
|
||||
engine.editor.transform_gizmo.last_circle_dir = normalize(point - selected_entity.transform.position);
|
||||
}
|
||||
} else if !key_pressed(.MOUSE_LEFT) {
|
||||
engine.editor.transform_gizmo.clicked = false;
|
||||
} else {
|
||||
direction : Vector3;
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .UP;
|
||||
direction = .{0,1,0};
|
||||
case .FORWARD;
|
||||
direction = .{0,0,1};
|
||||
case .RIGHT;
|
||||
direction = .{1,0,0};
|
||||
}
|
||||
direction = rotate(direction, engine.editor.transform_gizmo.transform.orientation);
|
||||
|
||||
// Find the rotation
|
||||
circle : Circle;
|
||||
circle.radius = engine.editor.transform_gizmo.uniform_gizmo_scale;
|
||||
circle.center = selected_entity.transform.position;
|
||||
circle.orientation = direction;
|
||||
|
||||
distance, point := closest_distance_ray_circle(ray, circle);
|
||||
new_dir := normalize(point - selected_entity.transform.position);
|
||||
|
||||
dotp := dot(engine.editor.transform_gizmo.last_circle_dir, new_dir);
|
||||
angle := acos(clamp(dotp, -1.0, 1.0));
|
||||
cp := cross(engine.editor.transform_gizmo.last_circle_dir, new_dir);
|
||||
|
||||
if dot(direction, cp) < 0 {
|
||||
angle *= -1.0;
|
||||
}
|
||||
|
||||
q : Quaternion;
|
||||
set_from_axis_and_angle(*q, direction, angle);
|
||||
|
||||
selected_entity.transform.orientation = q * selected_entity.transform.orientation;
|
||||
update_matrix(*selected_entity.transform);
|
||||
|
||||
set_rotation(*engine.editor.transform_gizmo.transform, selected_entity.transform.orientation);
|
||||
|
||||
engine.editor.transform_gizmo.last_circle_dir = new_dir;
|
||||
}
|
||||
|
||||
color_up := engine.editor.transform_gizmo.color_up;
|
||||
color_forward := engine.editor.transform_gizmo.color_forward;
|
||||
color_right := engine.editor.transform_gizmo.color_right;
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .NONE;
|
||||
case .UP;
|
||||
color_up = Color.{1,1,0,1};
|
||||
case .FORWARD;
|
||||
color_forward = Color.{1,1,0,1};
|
||||
case .RIGHT;
|
||||
color_right = Color.{1,1,0,1};
|
||||
}
|
||||
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
|
||||
case .SCALE;
|
||||
if !key_pressed(.MOUSE_LEFT) {
|
||||
selected_axis, t := intersect_scale_gizmo(ray);
|
||||
engine.editor.transform_gizmo.selected_axis = selected_axis;
|
||||
} else if engine.editor.transform_gizmo.selected_axis != .NONE {
|
||||
selected_entity := engine.editor.selected_entities[0];
|
||||
first_update := key_down(.MOUSE_LEFT);
|
||||
|
||||
if first_update {
|
||||
engine.editor.transform_gizmo.actual_entity_position = selected_entity.transform.position;
|
||||
engine.editor.transform_gizmo.actual_entity_scale = selected_entity.transform.scale;
|
||||
}
|
||||
|
||||
// Move the currently selected entity along the selected axis
|
||||
axis_vec : Vector3;
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .UP;
|
||||
axis_vec.y = 1;
|
||||
case .FORWARD;
|
||||
axis_vec.z = -1;
|
||||
case .RIGHT;
|
||||
axis_vec.x = 1;
|
||||
case .CENTER; axis_vec = .{1,1,1};
|
||||
}
|
||||
|
||||
r1 : Ray;
|
||||
r1.origin = selected_entity.transform.position;
|
||||
r1.direction = rotate(axis_vec, engine.editor.transform_gizmo.transform.orientation);
|
||||
// Shoot a ray from screen to world
|
||||
mouse_position : Vector2;
|
||||
mouse_position.x = xx engine.input.mouse.x;
|
||||
mouse_position.y = xx engine.input.mouse.y;
|
||||
|
||||
screen_size : Vector2;
|
||||
screen_size.x = cast(float)engine.window.width;
|
||||
screen_size.y = cast(float)engine.window.height;
|
||||
|
||||
r2 := screen_to_ray_v2(*engine.editor.camera, mouse_position, screen_size);
|
||||
|
||||
d, t1, t2 := closest_distance_between_rays(r1, r2);
|
||||
new_position := r1.origin + r1.direction * t1;
|
||||
|
||||
if first_update {
|
||||
engine.editor.transform_gizmo.first_hit_position = new_position;
|
||||
}
|
||||
|
||||
position_change := new_position - engine.editor.transform_gizmo.first_hit_position;
|
||||
scale_speed := ifx key_pressed(.SHIFT) then 4.0 else 1.0;
|
||||
|
||||
if selected_entity.flags & .UNIFORM_SCALE {
|
||||
current_scale := selected_entity.transform.scale;
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .UP; {
|
||||
current_scale.y = engine.editor.transform_gizmo.actual_entity_scale.y + position_change.y * scale_speed;
|
||||
position_change.x = 0;
|
||||
position_change.z = 0;
|
||||
}
|
||||
case .FORWARD; {
|
||||
current_scale.z = engine.editor.transform_gizmo.actual_entity_scale.z + position_change.z * scale_speed;
|
||||
position_change.x = 0;
|
||||
position_change.y = 0;
|
||||
}
|
||||
case .RIGHT; {
|
||||
current_scale.x = engine.editor.transform_gizmo.actual_entity_scale.x + position_change.x * scale_speed;
|
||||
position_change.y = 0;
|
||||
position_change.z = 0;
|
||||
}
|
||||
case .CENTER; {
|
||||
current_scale.x = engine.editor.transform_gizmo.actual_entity_scale.x + position_change.x * scale_speed;
|
||||
current_scale.y = current_scale.x; // @Incomplete: This is most definitely wrong!
|
||||
current_scale.z = current_scale.x;
|
||||
|
||||
position_change.y = 0;
|
||||
position_change.z = 0;
|
||||
}
|
||||
}
|
||||
|
||||
set_scale(*selected_entity.transform, current_scale);
|
||||
|
||||
} else {
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .UP;
|
||||
position_change.x = 0;
|
||||
position_change.z = 0;
|
||||
case .FORWARD;
|
||||
position_change.x = 0;
|
||||
position_change.y = 0;
|
||||
case .RIGHT;
|
||||
position_change.y = 0;
|
||||
position_change.z = 0;
|
||||
}
|
||||
|
||||
entity_scale := engine.editor.transform_gizmo.actual_entity_scale + position_change * scale_speed;
|
||||
set_scale(*selected_entity.transform, entity_scale);
|
||||
}
|
||||
}
|
||||
|
||||
color_up := engine.editor.transform_gizmo.color_up;
|
||||
color_forward := engine.editor.transform_gizmo.color_forward;
|
||||
color_right := engine.editor.transform_gizmo.color_right;
|
||||
color_center := Color.{1,1,1,1};
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .NONE;
|
||||
case .UP;
|
||||
color_up = Color.{1,1,0,1};
|
||||
case .FORWARD;
|
||||
color_forward = Color.{1,1,0,1};
|
||||
case .RIGHT;
|
||||
color_right = Color.{1,1,0,1};
|
||||
case .CENTER;
|
||||
color_center = Color.{1,1,0,1};
|
||||
}
|
||||
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_center_buffer, *color_center, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
|
||||
}
|
||||
|
||||
return engine.editor.transform_gizmo.selected_axis != .NONE;
|
||||
}
|
||||
|
||||
intersect_translation_gizmo :: (ray: Ray) -> Transform_Axis, float {
|
||||
transform := engine.editor.transform_gizmo.transform;
|
||||
origin := transform.position;
|
||||
orientation := transform.orientation;
|
||||
|
||||
up_ray: Ray;
|
||||
up_ray.origin = origin;
|
||||
up_ray.direction = rotate(.{0,1,0}, orientation);
|
||||
right_ray: Ray;
|
||||
right_ray.origin = origin;
|
||||
right_ray.direction = rotate(.{1,0,0}, orientation);
|
||||
forward_ray: Ray;
|
||||
forward_ray.origin = origin;
|
||||
forward_ray.direction = rotate(.{0,0,1}, orientation);
|
||||
|
||||
max_dist :: 0.5;
|
||||
axis : Transform_Axis = .NONE;
|
||||
closest := 100000000.0;
|
||||
t := 0.0;
|
||||
|
||||
GIZMO_LENGTH := 1.3 * engine.editor.transform_gizmo.uniform_gizmo_scale;
|
||||
|
||||
du, tu1, tu2 := closest_distance_between_rays(ray, up_ray);
|
||||
if du <= max_dist && du < closest && tu1 >= 0.0 && tu2 < GIZMO_LENGTH {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(up_ray.direction, normalize((ray.origin + ray.direction * tu1) - origin)) >= 0.0 {
|
||||
closest = du;
|
||||
t = tu1;
|
||||
axis = .UP;
|
||||
}
|
||||
}
|
||||
|
||||
dr, tr1, tr2 := closest_distance_between_rays(ray, right_ray);
|
||||
if dr <= max_dist && dr < closest && tr1 >= 0.0 && tr2 < GIZMO_LENGTH {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(right_ray.direction, normalize((ray.origin + ray.direction * tr1) - origin)) >= 0.0 {
|
||||
closest = dr;
|
||||
t = tr1;
|
||||
axis = .RIGHT;
|
||||
}
|
||||
}
|
||||
|
||||
df, tf1, tf2 := closest_distance_between_rays(ray, forward_ray);
|
||||
if df <= max_dist && df < closest && tf1 >= 0.0 && tf2 < GIZMO_LENGTH {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(forward_ray.direction, normalize((ray.origin + ray.direction * tf1) - origin)) >= 0.0 {
|
||||
closest = df;
|
||||
t = tf1;
|
||||
axis = .FORWARD;
|
||||
}
|
||||
}
|
||||
|
||||
return axis, t;
|
||||
}
|
||||
|
||||
intersect_scale_gizmo :: (ray: Ray) -> Transform_Axis, float {
|
||||
transform := engine.editor.transform_gizmo.transform;
|
||||
origin := transform.position;
|
||||
orientation := transform.orientation;
|
||||
|
||||
radius := engine.editor.transform_gizmo.uniform_gizmo_scale * 0.15;
|
||||
if ray_sphere_intersect(ray, origin, radius) {
|
||||
return .CENTER, 0.0;
|
||||
}
|
||||
|
||||
up_ray: Ray;
|
||||
up_ray.origin = origin;
|
||||
up_ray.direction = rotate(.{0,1,0}, orientation);
|
||||
right_ray: Ray;
|
||||
right_ray.origin = origin;
|
||||
right_ray.direction = rotate(.{1,0,0}, orientation);
|
||||
forward_ray: Ray;
|
||||
forward_ray.origin = origin;
|
||||
forward_ray.direction = rotate(.{0,0,1}, orientation);
|
||||
|
||||
max_dist :: 0.5;
|
||||
axis : Transform_Axis = .NONE;
|
||||
closest := 100000000.0;
|
||||
t := 0.0;
|
||||
|
||||
du, tu1, tu2 := closest_distance_between_rays(ray, up_ray);
|
||||
if du <= max_dist && du < closest && tu1 >= 0.0 {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(up_ray.direction, normalize((ray.origin + ray.direction * tu1) - origin)) >= 0.0 {
|
||||
closest = du;
|
||||
t = tu1;
|
||||
axis = .UP;
|
||||
}
|
||||
}
|
||||
|
||||
dr, tr1, tr2 := closest_distance_between_rays(ray, right_ray);
|
||||
if dr <= max_dist && dr < closest && tr1 >= 0.0 {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(right_ray.direction, normalize((ray.origin + ray.direction * tr1) - origin)) >= 0.0 {
|
||||
closest = dr;
|
||||
t = tr1;
|
||||
axis = .RIGHT;
|
||||
}
|
||||
}
|
||||
|
||||
df, tf1, tf2 := closest_distance_between_rays(ray, forward_ray);
|
||||
if df <= max_dist && df < closest && tf1 >= 0.0 {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(forward_ray.direction, normalize((ray.origin + ray.direction * tf1) - origin)) >= 0.0 {
|
||||
closest = df;
|
||||
t = tf1;
|
||||
axis = .FORWARD;
|
||||
}
|
||||
}
|
||||
|
||||
return axis, t;
|
||||
}
|
||||
|
||||
Circle :: struct {
|
||||
center: Vector3;
|
||||
radius: float;
|
||||
orientation: Vector3;
|
||||
}
|
||||
|
||||
closest_distance_ray_circle :: (r: Ray, c: Circle) -> float, Vector3 {
|
||||
plane_p := c.center;
|
||||
plane_orientation := c.orientation;
|
||||
|
||||
success, t := ray_plane_intersection(r, plane_p, plane_orientation);
|
||||
|
||||
if success {
|
||||
// get the ray's intersection point on the plane which
|
||||
// contains the circle
|
||||
on_plane := r.origin + t * r.direction;
|
||||
// project that point on to the circle's circumference
|
||||
point := c.center + c.radius * normalize(on_plane - c.center);
|
||||
return length(on_plane - point), point;
|
||||
} else {
|
||||
// the required point on the circle is the one closest to the camera origin
|
||||
point := c.radius * normalize(reject(r.origin - c.center, c.orientation));
|
||||
|
||||
return distance_from_ray_to_point(r, point), point;
|
||||
}
|
||||
}
|
||||
|
||||
intersect_rotation_gizmo :: (ray: Ray) -> Transform_Axis, Vector3 {
|
||||
selected_entity := engine.editor.selected_entities[0];
|
||||
orientation := selected_entity.transform.orientation;
|
||||
|
||||
radius := engine.editor.transform_gizmo.uniform_gizmo_scale;
|
||||
up: Circle;
|
||||
up.radius = radius;
|
||||
up.center = engine.editor.transform_gizmo.transform.position;
|
||||
up.orientation = rotate(.{0,1,0}, orientation);
|
||||
right: Circle;
|
||||
right.radius = radius;
|
||||
right.center = engine.editor.transform_gizmo.transform.position;
|
||||
right.orientation = rotate(.{1,0,0}, orientation);
|
||||
forward: Circle;
|
||||
forward.radius = radius;
|
||||
forward.center = engine.editor.transform_gizmo.transform.position;
|
||||
forward.orientation = rotate(.{0,0,1}, orientation);
|
||||
|
||||
min_dist :: 0.4;
|
||||
axis : Transform_Axis = .NONE;
|
||||
closest := 100000000.0;
|
||||
p : Vector3;
|
||||
|
||||
du, pu := closest_distance_ray_circle(ray, up);
|
||||
if du <= min_dist && du < closest {
|
||||
closest = du;
|
||||
axis = .UP;
|
||||
p = pu;
|
||||
}
|
||||
|
||||
dr, pr := closest_distance_ray_circle(ray, right);
|
||||
if dr <= min_dist && dr < closest {
|
||||
closest = dr;
|
||||
axis = .RIGHT;
|
||||
p = pr;
|
||||
}
|
||||
|
||||
df, pf := closest_distance_ray_circle(ray, forward);
|
||||
if df <= min_dist && df < closest {
|
||||
closest = df;
|
||||
axis = .FORWARD;
|
||||
p = pf;
|
||||
}
|
||||
|
||||
return axis, p;
|
||||
}
|
||||
|
||||
update_gizmo_buffers :: () {
|
||||
// update_matrix(*engine.editor.transform_gizmo.transform);
|
||||
//
|
||||
// up_rotation := rotation_matrix(Matrix3, euler_to_quaternion(degrees_to_radians(90), degrees_to_radians(90), degrees_to_radians(0)));
|
||||
// right_rotation := rotation_matrix(Matrix3, euler_to_quaternion(degrees_to_radians(90), degrees_to_radians(0), degrees_to_radians(90)));
|
||||
// up_model := engine.editor.transform_gizmo.transform.model_matrix * up_rotation;
|
||||
// right_model := engine.editor.transform_gizmo.transform.model_matrix * right_rotation;
|
||||
// center_scale := make_scale_matrix4(.{0.15, 0.15, 0.15});
|
||||
// center_model := engine.editor.transform_gizmo.transform.model_matrix * center_scale;
|
||||
//
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.center_model_buffer, *center_model, size_of(Matrix4));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.up_model_buffer, *up_model, size_of(Matrix4));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.forward_model_buffer, *engine.editor.transform_gizmo.transform.model_matrix, size_of(Matrix4));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.right_model_buffer, *right_model, size_of(Matrix4));
|
||||
entity := engine.editor.selected_entities[0];
|
||||
engine.editor.transform_gizmo.transform.position = entity.transform.position;
|
||||
engine.editor.transform_gizmo.transform.orientation = entity.transform.orientation;
|
||||
update_matrix(*engine.editor.transform_gizmo.transform);
|
||||
|
||||
up_rotation := rotation_matrix(Matrix3, euler_to_quaternion(degrees_to_radians(90), degrees_to_radians(90), degrees_to_radians(0)));
|
||||
right_rotation := rotation_matrix(Matrix3, euler_to_quaternion(degrees_to_radians(90), degrees_to_radians(0), degrees_to_radians(90)));
|
||||
up_model := engine.editor.transform_gizmo.transform.model_matrix * up_rotation;
|
||||
right_model := engine.editor.transform_gizmo.transform.model_matrix * right_rotation;
|
||||
center_scale := make_scale_matrix4(.{0.15, 0.15, 0.15});
|
||||
center_model := engine.editor.transform_gizmo.transform.model_matrix * center_scale;
|
||||
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.center_model_buffer, *center_model, size_of(Matrix4));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.up_model_buffer, *up_model, size_of(Matrix4));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.forward_model_buffer, *engine.editor.transform_gizmo.transform.model_matrix, size_of(Matrix4));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.right_model_buffer, *right_model, size_of(Matrix4));
|
||||
}
|
||||
|
||||
render_transform_gizmo :: () {
|
||||
if engine.editor.selected_entities.count == 1 {
|
||||
update_gizmo_buffers();
|
||||
renderer := engine.renderer;
|
||||
push_cmd_set_draw_mode(renderer, .FILL);
|
||||
push_cmd_set_depth_write(renderer, false);
|
||||
push_cmd_set_pipeline_state(renderer, engine.editor.transform_gizmo.pipeline);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 0, engine.camera_buffer,.VERTEX);
|
||||
|
||||
#load "editor_ui.jai";
|
||||
render_gizmo :: (mesh: *Mesh) {
|
||||
renderer := engine.renderer;
|
||||
vb := get_mesh_vb(mesh, engine.editor.transform_gizmo.pipeline);
|
||||
|
||||
// RIGHT
|
||||
push_cmd_set_constant_buffer(engine.renderer, 1, engine.editor.transform_gizmo.right_model_buffer, .VERTEX);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 2, engine.editor.transform_gizmo.color_right_buffer, .PIXEL);
|
||||
|
||||
push_cmd_set_vertex_buffer(renderer, vb);
|
||||
push_cmd_set_index_buffer(renderer, mesh.ib);
|
||||
push_cmd_draw_indexed(renderer, mesh.indices.count);
|
||||
|
||||
// FORWARD
|
||||
push_cmd_set_constant_buffer(engine.renderer, 1, engine.editor.transform_gizmo.forward_model_buffer, .VERTEX);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 2, engine.editor.transform_gizmo.color_forward_buffer, .PIXEL);
|
||||
|
||||
push_cmd_set_vertex_buffer(renderer, vb);
|
||||
|
||||
push_cmd_set_index_buffer(renderer, mesh.ib);
|
||||
push_cmd_draw_indexed(renderer, mesh.indices.count);
|
||||
|
||||
// UP
|
||||
push_cmd_set_constant_buffer(engine.renderer, 1, engine.editor.transform_gizmo.up_model_buffer, .VERTEX);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 2, engine.editor.transform_gizmo.color_up_buffer, .PIXEL);
|
||||
|
||||
push_cmd_set_vertex_buffer(renderer, vb);
|
||||
push_cmd_set_index_buffer(renderer, mesh.ib);
|
||||
push_cmd_draw_indexed(renderer, mesh.indices.count);
|
||||
}
|
||||
|
||||
if engine.editor.transform_gizmo.transform_type == {
|
||||
case .TRANSLATION; {
|
||||
mesh := parray_get(*engine.renderer.meshes, engine.renderer.default_meshes.translation_gizmo);
|
||||
render_gizmo(mesh);
|
||||
}
|
||||
case .SCALE; {
|
||||
mesh := parray_get(*engine.renderer.meshes, engine.renderer.default_meshes.scale_gizmo);
|
||||
render_gizmo(mesh);
|
||||
|
||||
center_mesh := parray_get(*engine.renderer.meshes, engine.renderer.default_meshes.cube);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 1, engine.editor.transform_gizmo.center_model_buffer, .VERTEX);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 2, engine.editor.transform_gizmo.color_center_buffer, .PIXEL);
|
||||
|
||||
vb := get_mesh_vb(mesh, engine.editor.transform_gizmo.pipeline);
|
||||
push_cmd_set_vertex_buffer(renderer, vb);
|
||||
push_cmd_set_index_buffer(renderer, center_mesh.ib);
|
||||
push_cmd_draw_indexed(renderer, center_mesh.indices.count);
|
||||
}
|
||||
case .ROTATION; {
|
||||
mesh := parray_get(*engine.renderer.meshes, engine.renderer.default_meshes.rotation_gizmo);
|
||||
render_gizmo(mesh);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#load "editor_ui.jai";
|
||||
#load "../renderer/shaders.jai";
|
||||
@@ -1,5 +1,7 @@
|
||||
#load "../ui/widgets.jai";
|
||||
|
||||
#placeholder editor_ui_entity_creation;
|
||||
|
||||
pick_scene_view_at :: (camera: Camera, coordinates: Vector2) {
|
||||
ray := normalized_screen_to_ray_v2(camera, coordinates);
|
||||
|
||||
@@ -54,22 +56,22 @@ editor_ui :: () {
|
||||
|
||||
ui_space(20, 0);
|
||||
|
||||
//if mode == {
|
||||
// case .PLAYING; {
|
||||
// ui_set_next_background_color(.{0,0.6,0,1});
|
||||
// if ui_button_with_texture(editor.icons.stop) {
|
||||
// edit_engine.current_scene();
|
||||
// }
|
||||
// ui_label(tprint("Playing '%'", engine.current_scene.name), .{0,0.7,0,1});
|
||||
// }
|
||||
// case .EDITING; {
|
||||
if engine.mode == {
|
||||
case .PLAYING; {
|
||||
ui_set_next_background_color(.{0,0.6,0,1});
|
||||
if ui_button_with_texture(engine.editor.icons.stop) {
|
||||
switch_engine_mode(.EDITING);
|
||||
}
|
||||
ui_label(tprint("Playing '%'", engine.current_scene.name), .{0,0.7,0,1});
|
||||
}
|
||||
case .EDITING; {
|
||||
ui_set_next_background_color(.{0.6,0,0,1});
|
||||
//if ui_button_with_texture(editor.icons.play) {
|
||||
// play_current_editor_scene();
|
||||
//}
|
||||
if ui_button_with_texture(engine.editor.icons.play) {
|
||||
switch_engine_mode(.PLAYING);
|
||||
}
|
||||
ui_label(tprint("Editing '%'", engine.current_scene.name), .{1,1,1,1});
|
||||
//}
|
||||
//}
|
||||
}
|
||||
}
|
||||
}
|
||||
ui_pop_parent();
|
||||
|
||||
@@ -135,7 +137,7 @@ editor_ui :: () {
|
||||
ui_set_next_size_x(.PCT, 1.0);
|
||||
ui_tab_title_bar("SCENE");
|
||||
ui_set_next_size_x(.PCT, 1.0);
|
||||
ui_set_next_size_y(.PCT, 0.9);
|
||||
ui_set_next_size_y(.PCT, 0.75);
|
||||
|
||||
state := ui_interactable_texture(get_texture_from_pass("UI Blend Pass"));
|
||||
if state.left_mouse_down {
|
||||
@@ -146,8 +148,15 @@ editor_ui :: () {
|
||||
engine.editor.mouse_viewport_state = state;
|
||||
|
||||
ui_set_next_size_x(.PCT, 1.0);
|
||||
ui_set_next_size_y(.PCT, 0.1);
|
||||
ui_tab_title_bar("SCENES");
|
||||
ui_set_next_size_y(.PCT, 0.25);
|
||||
ui_tab_title_bar("Create entities");
|
||||
{
|
||||
new_entity := editor_ui_entity_creation();
|
||||
if new_entity != null {
|
||||
engine.editor.selected_entities.count = 0;
|
||||
array_add(*engine.editor.selected_entities, new_entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
ui_pop_parent();
|
||||
|
||||
@@ -162,14 +171,15 @@ editor_ui :: () {
|
||||
ui_set_next_size_x(.PCT, 1.0);
|
||||
ui_tab_title_bar("PROPERTIES");
|
||||
|
||||
//if editor.selected_entity != null {
|
||||
// ui_slider(*slider_value, 0.0, 1.0);
|
||||
// ui_label(tprint("Name: %", editor.selected_entity.name));
|
||||
// ui_label(tprint("Id: %", editor.selected_entity.id));
|
||||
// ui_label(tprint("Position: % % %", editor.selected_entity.transform.position.x, editor.selected_entity.transform.position.y, editor.selected_entity.transform.position.z));
|
||||
// ui_label(tprint("Rotation: % % % %", editor.selected_entity.transform.orientation.x, editor.selected_entity.transform.orientation.y, editor.selected_entity.transform.orientation.z, editor.selected_entity.transform.orientation.w));
|
||||
// ui_label(tprint("Scale: % % %", editor.selected_entity.transform.scale.x, editor.selected_entity.transform.scale.y, editor.selected_entity.transform.scale.z));
|
||||
//}
|
||||
if engine.editor.selected_entities.count == 1 {
|
||||
entity := engine.editor.selected_entities[0];
|
||||
ui_slider(*slider_value, 0.0, 1.0);
|
||||
ui_label(tprint("Name: %", entity.name));
|
||||
ui_label(tprint("Id: %", entity.id));
|
||||
ui_label(tprint("Position: % % %", entity.transform.position.x, entity.transform.position.y, entity.transform.position.z));
|
||||
ui_label(tprint("Rotation: % % % %", entity.transform.orientation.x, entity.transform.orientation.y, entity.transform.orientation.z, entity.transform.orientation.w));
|
||||
ui_label(tprint("Scale: % % %", entity.transform.scale.x, entity.transform.scale.y, entity.transform.scale.z));
|
||||
}
|
||||
|
||||
}
|
||||
ui_pop_parent();
|
||||
@@ -187,22 +197,28 @@ base_editor_update :: () {
|
||||
eat_key(.MOUSE_LEFT);
|
||||
}
|
||||
|
||||
// @Incomplete: Show that we saved the scene in the editor. Maybe a quick text message or just inside one of the tab titles
|
||||
if key_pressed(.CTRL) && key_down(.S) {
|
||||
save_scene(engine.current_scene);
|
||||
}
|
||||
|
||||
// Check if we hit the gizmo
|
||||
// @Incomplete: MOVE THIS
|
||||
engine.editor.should_check_entities = true;
|
||||
|
||||
//if editor.selected_entity != null {
|
||||
// gizmo_scale := distance(editor.selected_entity.transform.position, editor.camera.position) * 0.1 * 0.5;
|
||||
// editor.transform_gizmo.uniform_gizmo_scale = gizmo_scale;
|
||||
// set_scale(*editor.transform_gizmo.transform, .{gizmo_scale, gizmo_scale, gizmo_scale});
|
||||
if engine.editor.selected_entities.count == 1 {
|
||||
entity := engine.editor.selected_entities[0];
|
||||
gizmo_scale := distance(entity.transform.position, engine.editor.camera.position) * 0.1 * 0.5;
|
||||
engine.editor.transform_gizmo.uniform_gizmo_scale = gizmo_scale;
|
||||
set_scale(*engine.editor.transform_gizmo.transform, .{gizmo_scale, gizmo_scale, gizmo_scale});
|
||||
|
||||
// coordinates := Vector2.{editor.mouse_viewport_state.normalized_local_mouse_coordinates.x, 1.0 - editor.mouse_viewport_state.normalized_local_mouse_coordinates.y};
|
||||
// ray := normalized_screen_to_ray_v2(*editor.camera, coordinates);
|
||||
coordinates := Vector2.{engine.editor.mouse_viewport_state.normalized_local_mouse_coordinates.x, 1.0 - engine.editor.mouse_viewport_state.normalized_local_mouse_coordinates.y};
|
||||
ray := normalized_screen_to_ray_v2(engine.editor.camera, coordinates);
|
||||
|
||||
// if update_transform_gizmo(ray, coordinates) {
|
||||
// editor.should_check_entities = false;
|
||||
// }
|
||||
//}
|
||||
if update_transform_gizmo(ray, coordinates) {
|
||||
engine.editor.should_check_entities = false;
|
||||
}
|
||||
}
|
||||
|
||||
editor_ui();
|
||||
|
||||
@@ -212,7 +228,7 @@ base_editor_update :: () {
|
||||
// // @Incomplete: At some point we want this to place entities at either a set distance or a distance depending on a raycast in the camera's forward direction so that we don't place things behind other entities
|
||||
// set_position(*placed_entity.transform, editor.camera.position + editor.camera.forward * 30);
|
||||
// editor.show_menu = false;
|
||||
// editor.selected_entity = placed_entity;
|
||||
// entity = placed_entity;
|
||||
// }
|
||||
//}
|
||||
|
||||
@@ -223,20 +239,20 @@ base_editor_update :: () {
|
||||
//show_message("Saved scene");
|
||||
}
|
||||
|
||||
//if editor.selected_entity != null {
|
||||
//if entity != null {
|
||||
// // @Incomplete:@Incomplete: Duplicate
|
||||
// //if key_pressed(.CTRL) && key_down(.D) {
|
||||
// // make_directory_if_it_does_not_exist("../temp");
|
||||
// // save_entity(editor.selected_entity, "../temp/", "temp");
|
||||
// // save_entity(entity, "../temp/", "temp");
|
||||
// // duplicated := load_entity(editor_scene, "../temp/temp.ent");
|
||||
// // editor.selected_entity = duplicated;
|
||||
// // entity = duplicated;
|
||||
// //}
|
||||
|
||||
// // DELETE
|
||||
// // DELETE
|
||||
// //if key_down(.DELETE) || key_down(.BACKSPACE) {
|
||||
// // delete_entity(editor.selected_entity);
|
||||
// // editor.selected_entity = null;
|
||||
// // delete_entity(entity);
|
||||
// // entity = null;
|
||||
// // editor.transform_gizmo.selected_axis = .NONE;
|
||||
// //}
|
||||
//}
|
||||
@@ -297,27 +313,26 @@ base_editor_update :: () {
|
||||
engine.editor.menu_position.y = cast(float)engine.renderer.render_target_height - mouse_position.y;
|
||||
}
|
||||
|
||||
if key_down(.W) {
|
||||
engine.editor.transform_gizmo.transform_type = .TRANSLATION;
|
||||
}
|
||||
if !key_pressed(.CTRL) {
|
||||
if key_down(.W) {
|
||||
engine.editor.transform_gizmo.transform_type = .TRANSLATION;
|
||||
}
|
||||
|
||||
if key_down(.E) {
|
||||
engine.editor.transform_gizmo.transform_type = .ROTATION;
|
||||
}
|
||||
if key_down(.E) {
|
||||
engine.editor.transform_gizmo.transform_type = .ROTATION;
|
||||
}
|
||||
|
||||
if key_down(.R) {
|
||||
engine.editor.transform_gizmo.transform_type = .SCALE;
|
||||
if key_down(.R) {
|
||||
engine.editor.transform_gizmo.transform_type = .SCALE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
update_view_matrix(camera);
|
||||
}
|
||||
|
||||
//if editor.selected_entity != null {
|
||||
// e := editor.selected_entity;
|
||||
// set_position(*editor.transform_gizmo.transform, e.transform.position);
|
||||
// update_gizmo_buffers();
|
||||
//}
|
||||
|
||||
//edit_scene_settings(*game_state.engine.current_scene.settings);
|
||||
if key_pressed(.CTRL) && key_down(.E) {
|
||||
new_mode := ifx engine.mode == .EDITING then Engine_Mode.PLAYING else .EDITING;
|
||||
switch_engine_mode(new_mode);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user