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| 1 | +using OpenH2.Core.Architecture; |
| 2 | +using OpenH2.Engine.Stores; |
| 3 | +using OpenH2.Engine.Components; |
| 4 | +using OpenH2.Engine.Entities; |
| 5 | +using OpenH2.Rendering.Abstractions; |
| 6 | +using System.Numerics; |
| 7 | +using OpenTK.Windowing.Desktop; |
| 8 | +using System; |
| 9 | + |
| 10 | +namespace OpenH2.Engine.Systems |
| 11 | +{ |
| 12 | + public class MouseSelectSystem : WorldSystem |
| 13 | + { |
| 14 | + |
| 15 | + private readonly GameWindow window; |
| 16 | + private TriggerVolume selectedVolume; |
| 17 | + public MouseSelectSystem(World world, GameWindow window) : base(world) |
| 18 | + { |
| 19 | + selectedVolume = null; |
| 20 | + this.window = window; |
| 21 | + } |
| 22 | + |
| 23 | + // Find the trigger volume that the mouse is hovering over by raycasting from the camera. |
| 24 | + private TriggerVolume FindNextTriggerVolume(InputStore input_store) |
| 25 | + { |
| 26 | + var cameras = world.Components<CameraComponent>(); |
| 27 | + var cam = cameras[0]; |
| 28 | + |
| 29 | + var viewMatrix = cam.ViewMatrix; |
| 30 | + var projectionMatrix = cam.ProjectionMatrix; |
| 31 | + var viewProjectionMat = viewMatrix * projectionMatrix; |
| 32 | + |
| 33 | + // Get mouse position, and convert it to projection coordinates. |
| 34 | + // That is, scale [0, width) -> [-1, 1] and [0, height) -> [-1, 1]. |
| 35 | + var mousePos = input_store.MousePos; |
| 36 | + var scaledMousePos = new Vector2((2 * mousePos.X / window.Size.X - 1), |
| 37 | + -(2 * mousePos.Y / window.Size.Y - 1)); |
| 38 | + |
| 39 | + if (!Matrix4x4.Invert(viewProjectionMat, out var viewProjectionInv)) |
| 40 | + { |
| 41 | + System.Console.Error.WriteLine($"Unable to invert view+projection matrix: {viewProjectionMat}"); |
| 42 | + return null; |
| 43 | + } |
| 44 | + |
| 45 | + // Convert ray from projection space to world space. |
| 46 | + var rayOrigin = Vector4.Transform(new Vector4(0, 0, 0, 1), viewProjectionInv); |
| 47 | + rayOrigin /= rayOrigin.W; |
| 48 | + var rayTip = Vector4.Transform(new Vector4(scaledMousePos, 1, 1), viewProjectionInv); |
| 49 | + rayTip /= rayTip.W; |
| 50 | + |
| 51 | + float min = float.MaxValue; |
| 52 | + TriggerVolume newVolume = null; |
| 53 | + foreach (var entity in this.world.Scene.Entities.Values) |
| 54 | + { |
| 55 | + if (entity is not TriggerVolume tv) |
| 56 | + { |
| 57 | + continue; |
| 58 | + } |
| 59 | + // All trigger volumes have a TriggerGeometryComponent. |
| 60 | + var trigGeomComp = entity.GetChildren<TriggerGeometryComponent>()[0]; |
| 61 | + |
| 62 | + var left_bottom = new Vector3(0, 0, 0); |
| 63 | + var top_right = trigGeomComp.Size; |
| 64 | + var entTransMat = trigGeomComp.Transform.TransformationMatrix; |
| 65 | + if (!Matrix4x4.Invert(entTransMat, out var entTransMatInv)) |
| 66 | + { |
| 67 | + System.Console.Error.WriteLine($"Unable to invert entity transformation mat: {entTransMat} for entity {entity.FriendlyName}"); |
| 68 | + return null; |
| 69 | + } |
| 70 | + |
| 71 | + // Handle non-axis-aligned triggers: transform the ray into the local space of the trigger. |
| 72 | + var localRayOrigin = Vector4.Transform(rayOrigin, entTransMatInv); |
| 73 | + var localRayTip = Vector4.Transform(rayTip, entTransMatInv); |
| 74 | + |
| 75 | + // Now do standard axis-aligned bounding-box + ray intersection. |
| 76 | + var localRayDir = localRayTip - localRayOrigin; |
| 77 | + localRayDir /= localRayDir.Length(); |
| 78 | + var localRayDirRecip = new Vector3(1.0f / localRayDir.X, 1.0f / localRayDir.Y, 1.0f / localRayDir.Z); |
| 79 | + |
| 80 | + // Calculate the distance `t` to all 6 planes of the box. |
| 81 | + float t1 = (left_bottom.X - localRayOrigin.X) * localRayDirRecip.X; |
| 82 | + float t2 = (top_right.X - localRayOrigin.X) * localRayDirRecip.X; |
| 83 | + float t3 = (left_bottom.Y - localRayOrigin.Y) * localRayDirRecip.Y; |
| 84 | + float t4 = (top_right.Y - localRayOrigin.Y) * localRayDirRecip.Y; |
| 85 | + float t5 = (left_bottom.Z - localRayOrigin.Z) * localRayDirRecip.Z; |
| 86 | + float t6 = (top_right.Z - localRayOrigin.Z) * localRayDirRecip.Z; |
| 87 | + |
| 88 | + float tmin = Math.Max(Math.Max(Math.Min(t1, t2), Math.Min(t3, t4)), Math.Min(t5, t6)); |
| 89 | + float tmax = Math.Min(Math.Min(Math.Max(t1, t2), Math.Max(t3, t4)), Math.Max(t5, t6)); |
| 90 | + if (tmin < 0 || tmax < 0 || tmin > tmax) |
| 91 | + { |
| 92 | + // Discard the box if we are partially inside it (tmin < 0), |
| 93 | + // the box is completely behind us (tmax < 0), or the ray missed (tmin > tmax). |
| 94 | + continue; |
| 95 | + } |
| 96 | + if (tmin < min) |
| 97 | + { |
| 98 | + // Otherwise, tmin is our total distance (in trigger-local space) to the box. |
| 99 | + // Pick the lowest one (i.e., closest the camera). |
| 100 | + min = tmin; |
| 101 | + newVolume = tv; |
| 102 | + } |
| 103 | + } |
| 104 | + return newVolume; |
| 105 | + } |
| 106 | + |
| 107 | + public override void Update(double timestep) |
| 108 | + { |
| 109 | + var input_store = this.world.GetGlobalResource<InputStore>(); |
| 110 | + if (input_store.RightMouseDown) |
| 111 | + { |
| 112 | + var newVolume = FindNextTriggerVolume(input_store); |
| 113 | + if (newVolume != selectedVolume) |
| 114 | + { |
| 115 | + if (newVolume != null) |
| 116 | + { |
| 117 | + newVolume.ToggleSelected(); |
| 118 | + System.Console.WriteLine($"[TRIG] {newVolume.FriendlyName} selected"); |
| 119 | + } |
| 120 | + if (selectedVolume != null) |
| 121 | + { |
| 122 | + selectedVolume.ToggleSelected(); |
| 123 | + } |
| 124 | + selectedVolume = newVolume; |
| 125 | + } |
| 126 | + } |
| 127 | + } |
| 128 | + } |
| 129 | +} |
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