154 lines
3.6 KiB
Odin
154 lines
3.6 KiB
Odin
package game
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import lg "core:math/linalg"
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import rl "libs:raylib"
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update_free_look_camera :: proc(es: ^Editor_State) {
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input: rl.Vector2
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if rl.IsKeyDown(.UP) || rl.IsKeyDown(.W) {
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input.y -= 1
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}
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if rl.IsKeyDown(.DOWN) || rl.IsKeyDown(.S) {
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input.y += 1
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}
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if rl.IsKeyDown(.LEFT) || rl.IsKeyDown(.A) {
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input.x -= 1
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}
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if rl.IsKeyDown(.RIGHT) || rl.IsKeyDown(.D) {
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input.x += 1
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}
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should_capture_mouse := rl.IsMouseButtonDown(.RIGHT)
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if es.mouse_captured != should_capture_mouse {
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if should_capture_mouse {
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rl.DisableCursor()
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} else {
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rl.EnableCursor()
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}
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}
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es.mouse_captured = should_capture_mouse
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if es.mouse_captured {
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get_runtime_world().camera_yaw_pitch += rl.GetMouseDelta().yx * -1 * 0.001
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}
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get_runtime_world().camera_speed += rl.GetMouseWheelMove() * 0.01
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get_runtime_world().camera_speed = lg.clamp(get_runtime_world().camera_speed, 0.01, 10)
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rotation_matrix := camera_rotation_matrix()
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forward := -rotation_matrix[2]
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right := lg.cross(rl.Vector3{0, 1, 0}, forward)
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input = lg.normalize0(input)
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get_world().player_pos +=
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(input.x * right + input.y * forward) * get_runtime_world().camera_speed
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}
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update_editor :: proc(es: ^Editor_State, dt: f32) {
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update_world(&es.world, dt, false)
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update_free_look_camera(es)
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switch es.track_edit_state {
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case .Select:
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{
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if rl.IsKeyPressed(.F) {
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add_track_spline_point()
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}
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if is_point_selected() {
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if rl.IsKeyPressed(.X) {
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if len(es.point_selection) <= 1 {
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for i in es.point_selection {
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ordered_remove(&get_world().track.points, i)
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}
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} else {
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#reverse for _, i in get_world().track.points {
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if i in es.point_selection {
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ordered_remove(&get_world().track.points, i)
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}
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}
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}
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clear(&es.point_selection)
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}
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if rl.IsKeyPressed(.G) {
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es.track_edit_state = .Move
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es.move_axis = .None
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es.total_movement_world = {}
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// es.initial_point_pos = g_mem.track.points[es.selected_track_point]
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}
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}
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}
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case .Move:
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{
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if rl.IsKeyPressed(.ESCAPE) {
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es.track_edit_state = .Select
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// g_mem.track.points[es.selected_track_point] = es.initial_point_pos
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break
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}
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if (rl.IsMouseButtonPressed(.LEFT)) {
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es.track_edit_state = .Select
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break
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}
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if !es.mouse_captured {
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// Blender style movement
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if rl.IsKeyDown(.LEFT_SHIFT) {
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if rl.IsKeyPressed(.X) {
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es.move_axis = .YZ
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}
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if rl.IsKeyPressed(.Y) {
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es.move_axis = .XZ
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}
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if rl.IsKeyPressed(.Z) {
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es.move_axis = .XY
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}
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} else {
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if rl.IsKeyPressed(.X) {
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es.move_axis = .X
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}
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if rl.IsKeyPressed(.Y) {
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es.move_axis = .Y
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}
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if rl.IsKeyPressed(.Z) {
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es.move_axis = .Z
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}
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}
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// log.debugf("Move axis %v", es.move_axis)
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camera := game_camera_3d()
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mouse_delta := rl.GetMouseDelta() * 0.05
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view_rotation := lg.transpose(rl.GetCameraMatrix(camera))
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view_rotation[3].xyz = 0
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view_proj := view_rotation * rl.MatrixOrtho(-1, 1, 1, -1, -1, 1)
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axes_buf: [2]rl.Vector3
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colors_buf: [2]rl.Color
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axes, _ := get_movement_axes(es.move_axis, &axes_buf, &colors_buf)
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movement_world: rl.Vector3
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for axis in axes {
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axis_screen := (rl.Vector4{axis.x, axis.y, axis.z, 1} * view_proj).xy
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axis_screen = lg.normalize0(axis_screen)
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movement_screen := lg.dot(axis_screen, mouse_delta) * axis_screen
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movement_world +=
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(rl.Vector4{movement_screen.x, movement_screen.y, 0, 1} * rl.MatrixInvert(view_proj)).xyz
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}
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for k in es.point_selection {
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get_world().track.points[k] += movement_world
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}
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es.total_movement_world += movement_world
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}
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}
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}
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}
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