rework API

This commit is contained in:
ohyzha
2024-11-06 09:48:53 +02:00
parent e2df88ca22
commit 3521ddeb1d
21 changed files with 296 additions and 230 deletions

View File

@@ -0,0 +1,68 @@
/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
#include "Input/InputManager.hpp"
#include "SceneIntersectionTestController.hpp"
#include "Scene.hpp"
#include "SimpleDrawable.hpp"
#include "Prefabs/LabelDrawable.hpp"
namespace OpenVulkano::Scene
{
void SceneIntersectionTestController::Tick()
{
Input::InputManager* input = Input::InputManager::GetInstance();
if (input->GetButtonDown(m_actionClick))
{
const float x = input->GetAxis(m_actionClickX);
const float y = input->GetAxis(m_actionClickY);
const Ray ray = m_camera->CastRay(Math::Vector2i(x, y));
const auto& camPos = m_camera->GetPosition();
const auto scene = m_camera->GetScene();
std::optional<DrawableRayHit> res;
for (Drawable* d : scene->rayHittableDrawables)
{
for (Node* n : d->GetNodes())
{
const auto& m = n->GetWorldMatrix();
const Math::Vector3f rayLocalDir = normalize(inverse(m) * Math::Vector4f(ray.GetDir(), 0));
const Math::Vector4f rayLocalPos = inverse(m) * camPos;
const Ray ray(rayLocalPos, rayLocalDir);
if (auto hit = d->Intersect(ray))
{
// choose the closest one
if (!res || (hit->distance2 < res->distance2))
{
res = hit;
res->drawable = d;
res->node = n;
}
}
}
}
if (res)
{
OnHit.NotifyAll(*res);
}
}
}
void SceneIntersectionTestController::SetDefaultKeybindings()
{
auto input = Input::InputManager::GetInstance();
m_actionClick = input->GetAction("ClickIntersection");
m_actionClick->BindKey(Input::InputKey::Mouse::BUTTON_1);
m_actionClick->BindKey(Input::InputKey::Touch::BUTTON_TAP);
m_actionClickX = input->GetAction("ClickIntersectionPosX");
m_actionClickX->BindKey(Input::InputKey::Touch::Axis::AXIS_TAP_X);
m_actionClickX->BindKey(Input::InputKey::Mouse::Axis::AXIS_X_ABS);
m_actionClickY = input->GetAction("ClickIntersectionPosY");
m_actionClickY->BindKey(Input::InputKey::Touch::Axis::AXIS_TAP_Y);
m_actionClickY->BindKey(Input::InputKey::Mouse::Axis::AXIS_Y_ABS);
}
}