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Allow rotating entity selectionboxes (#12379)

This commit is contained in:
Lars Müller 2022-10-30 16:53:14 +01:00 committed by GitHub
parent b829231992
commit 077627181e
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GPG key ID: 4AEE18F83AFDEB23
18 changed files with 271 additions and 58 deletions

View file

@ -505,15 +505,24 @@ void ClientEnvironment::getSelectedActiveObjects(
if (!obj->getSelectionBox(&selection_box))
continue;
const v3f &pos = obj->getPosition();
aabb3f offsetted_box(selection_box.MinEdge + pos,
selection_box.MaxEdge + pos);
v3f current_intersection;
v3s16 current_normal;
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
&current_intersection, &current_normal)) {
objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
v3f current_normal, current_raw_normal;
const v3f rel_pos = shootline_on_map.start - obj->getPosition();
bool collision;
GenericCAO* gcao = dynamic_cast<GenericCAO*>(obj);
if (gcao != nullptr && gcao->getProperties().rotate_selectionbox) {
gcao->getSceneNode()->updateAbsolutePosition();
const v3f deg = obj->getSceneNode()->getAbsoluteTransformation().getRotationDegrees();
collision = boxLineCollision(selection_box, deg,
rel_pos, line_vector, &current_intersection, &current_normal, &current_raw_normal);
} else {
collision = boxLineCollision(selection_box, rel_pos, line_vector,
&current_intersection, &current_normal);
current_raw_normal = current_normal;
}
if (collision) {
current_intersection += obj->getPosition();
objects.emplace_back(obj->getId(), current_intersection, current_normal, current_raw_normal,
(current_intersection - shootline_on_map.start).getLengthSQ());
}
}

View file

@ -3297,7 +3297,7 @@ PointedThing Game::updatePointedThing(
{
std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
selectionboxes->clear();
hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
hud->setSelectedFaceNormal(v3f());
static thread_local const bool show_entity_selectionbox = g_settings->getBool(
"show_entity_selectionbox");
@ -3321,7 +3321,13 @@ PointedThing Game::updatePointedThing(
v3f pos = runData.selected_object->getPosition();
selectionboxes->push_back(aabb3f(selection_box));
hud->setSelectionPos(pos, camera_offset);
GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
else
hud->setSelectionRotation(v3f());
}
hud->setSelectedFaceNormal(result.raw_intersection_normal);
} else if (result.type == POINTEDTHING_NODE) {
// Update selection boxes
MapNode n = map.getNode(result.node_undersurface);
@ -3339,10 +3345,8 @@ PointedThing Game::updatePointedThing(
}
hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
camera_offset);
hud->setSelectedFaceNormal(v3f(
result.intersection_normal.X,
result.intersection_normal.Y,
result.intersection_normal.Z));
hud->setSelectionRotation(v3f());
hud->setSelectedFaceNormal(result.intersection_normal);
}
// Update selection mesh light level and vertex colors

View file

@ -826,28 +826,31 @@ void Hud::setSelectionPos(const v3f &pos, const v3s16 &camera_offset)
void Hud::drawSelectionMesh()
{
if (m_mode == HIGHLIGHT_NONE || (m_mode == HIGHLIGHT_HALO && !m_selection_mesh))
return;
const video::SMaterial oldmaterial = driver->getMaterial2D();
driver->setMaterial(m_selection_material);
const core::matrix4 oldtransform = driver->getTransform(video::ETS_WORLD);
core::matrix4 translate;
translate.setTranslation(m_selection_pos_with_offset);
core::matrix4 rotation;
rotation.setRotationDegrees(m_selection_rotation);
driver->setTransform(video::ETS_WORLD, translate * rotation);
if (m_mode == HIGHLIGHT_BOX) {
// Draw 3D selection boxes
video::SMaterial oldmaterial = driver->getMaterial2D();
driver->setMaterial(m_selection_material);
for (auto & selection_box : m_selection_boxes) {
aabb3f box = aabb3f(
selection_box.MinEdge + m_selection_pos_with_offset,
selection_box.MaxEdge + m_selection_pos_with_offset);
u32 r = (selectionbox_argb.getRed() *
m_selection_mesh_color.getRed() / 255);
u32 g = (selectionbox_argb.getGreen() *
m_selection_mesh_color.getGreen() / 255);
u32 b = (selectionbox_argb.getBlue() *
m_selection_mesh_color.getBlue() / 255);
driver->draw3DBox(box, video::SColor(255, r, g, b));
driver->draw3DBox(selection_box, video::SColor(255, r, g, b));
}
driver->setMaterial(oldmaterial);
} else if (m_mode == HIGHLIGHT_HALO && m_selection_mesh) {
// Draw selection mesh
video::SMaterial oldmaterial = driver->getMaterial2D();
driver->setMaterial(m_selection_material);
setMeshColor(m_selection_mesh, m_selection_mesh_color);
video::SColor face_color(0,
MYMIN(255, m_selection_mesh_color.getRed() * 1.5),
@ -855,16 +858,14 @@ void Hud::drawSelectionMesh()
MYMIN(255, m_selection_mesh_color.getBlue() * 1.5));
setMeshColorByNormal(m_selection_mesh, m_selected_face_normal,
face_color);
scene::IMesh* mesh = cloneMesh(m_selection_mesh);
translateMesh(mesh, m_selection_pos_with_offset);
u32 mc = m_selection_mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; i++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
scene::IMeshBuffer *buf = m_selection_mesh->getMeshBuffer(i);
driver->drawMeshBuffer(buf);
}
mesh->drop();
driver->setMaterial(oldmaterial);
}
driver->setMaterial(oldmaterial);
driver->setTransform(video::ETS_WORLD, oldtransform);
}
enum Hud::BlockBoundsMode Hud::toggleBlockBounds()

View file

@ -75,6 +75,10 @@ public:
v3f getSelectionPos() const { return m_selection_pos; }
void setSelectionRotation(v3f rotation) { m_selection_rotation = rotation; }
v3f getSelectionRotation() const { return m_selection_rotation; }
void setSelectionMeshColor(const video::SColor &color)
{
m_selection_mesh_color = color;
@ -126,6 +130,7 @@ private:
std::vector<aabb3f> m_halo_boxes;
v3f m_selection_pos;
v3f m_selection_pos_with_offset;
v3f m_selection_rotation;
scene::IMesh *m_selection_mesh = nullptr;
video::SColor m_selection_mesh_color;