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2 Commits

Author SHA1 Message Date
2898cfce76 begin work on mouse based level editing 2025-09-15 22:20:04 +03:00
00a4f37a33 improve ray plane collision check 2025-09-15 22:19:46 +03:00
2 changed files with 36 additions and 11 deletions

View File

@ -41,8 +41,6 @@ Level_Editor_Tab :: enum {
};
current_tab : Level_Editor_Tab = .TOOLS;
current_trile : *Trile = null;
get_level_editor_camera :: () -> Camera {
camera: Camera;
camera.near = 0.1;
@ -198,9 +196,32 @@ draw_tacoma_tab :: (theme: *GR.Overall_Theme, total_r: GR.Rect) {
}
}
handle_tool_click :: (x: int, y: int, z: int) {
if editor_current_trile != null then add_trile(editor_current_trile.name, cast(float)x, cast(float)y, cast(float)z);
}
#scope_export
add_trile :: (name: string, x: float, y: float, z: float) {
loose_float_comp :: (a: float, b: float) -> bool {
return abs(a-b) < 0.001;
}
// Check if the position is already occupied. @ToDo: we would probably like to
// have some acceleration structure like a hashmap to speed up this check when
// we are checking for collisions.
for world.positions {
for v, idx: it.positions {
if loose_float_comp(v.x, x)
&& loose_float_comp(v.y, y)
&& loose_float_comp(v.z, z) {
array_unordered_remove_by_index(*it.positions, idx);
break;
}
}
}
for world.positions {
if it.trileName == name {
array_add(*it.positions, Vector4.{x,y,z,1});
@ -215,10 +236,15 @@ add_trile :: (name: string, x: float, y: float, z: float) {
array_add(*world.positions, poses);
} @Command
tick_level_editor :: () {
tick_level_editor_camera();
ray := get_mouse_ray(*get_level_editor_camera());
print("Collison point %\n", ray_plane_collision_point(ray, 0));
hit, point := ray_plane_collision_point(ray, 0.0);
if hit && input_button_states[Key_Code.MOUSE_BUTTON_LEFT] & .START {
handle_tool_click(xx floor(point.x), 0, xx floor(point.y));
}
}
draw_level_editor :: () {

View File

@ -42,14 +42,13 @@ Ray_Collision :: struct {
// At which 2D XZ point does a ray hit the ground plane at a height of
// plane_height. Used for the level editor and maybe later the trile editor as well.
ray_plane_collision_point :: (ray: Ray, plane_height: float) -> Vector2 {
// @ToDo: This is stupid, but I don't feel like bothering to do this correctly right now...
collision_cube : Collision_Cube = .{
.{-100000, plane_height, -100000},
.{100000, plane_height + 0.001, 100000}
};
collision := does_ray_hit_cube(ray, collision_cube);
return .{collision.point.x, collision.point.z};
ray_plane_collision_point :: (ray: Ray, plane_height: float) -> (bool, Vector2) {
dist_to_plane := ray.origin.y - plane_height;
if ray.direction.y >= 0 then return false, .{0,0};
multi := dist_to_plane / abs(ray.direction.y);
ray_to_plane := ray.direction * multi;
planePoint := ray_to_plane + ray.origin;
return true, .{planePoint.x, planePoint.z};
}
// Ported over from Raylib.