forked from bit/DotRecastNetSim
added hit
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6ea72a1f9f
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a64d731ee4
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@ -67,8 +67,7 @@ public class GLU
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matrix[15] = 0.0f;
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}
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public static int glhUnProjectf(float winx, float winy, float winz, float[] modelview, float[] projection,
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int[] viewport, float[] objectCoordinate)
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public static int glhUnProjectf(float winx, float winy, float winz, float[] modelview, float[] projection, int[] viewport, float[] objectCoordinate)
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{
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// Transformation matrices
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float[] m = new float[16], A = new float[16];
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@ -97,50 +96,33 @@ public class GLU
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static void MultiplyMatrices4by4OpenGL_FLOAT(float[] result, float[] matrix1, float[] matrix2)
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{
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result[0] = matrix1[0] * matrix2[0] + matrix1[4] * matrix2[1] + matrix1[8] * matrix2[2]
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+ matrix1[12] * matrix2[3];
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result[4] = matrix1[0] * matrix2[4] + matrix1[4] * matrix2[5] + matrix1[8] * matrix2[6]
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+ matrix1[12] * matrix2[7];
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result[8] = matrix1[0] * matrix2[8] + matrix1[4] * matrix2[9] + matrix1[8] * matrix2[10]
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+ matrix1[12] * matrix2[11];
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result[12] = matrix1[0] * matrix2[12] + matrix1[4] * matrix2[13] + matrix1[8] * matrix2[14]
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+ matrix1[12] * matrix2[15];
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result[1] = matrix1[1] * matrix2[0] + matrix1[5] * matrix2[1] + matrix1[9] * matrix2[2]
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+ matrix1[13] * matrix2[3];
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result[5] = matrix1[1] * matrix2[4] + matrix1[5] * matrix2[5] + matrix1[9] * matrix2[6]
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+ matrix1[13] * matrix2[7];
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result[9] = matrix1[1] * matrix2[8] + matrix1[5] * matrix2[9] + matrix1[9] * matrix2[10]
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+ matrix1[13] * matrix2[11];
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result[13] = matrix1[1] * matrix2[12] + matrix1[5] * matrix2[13] + matrix1[9] * matrix2[14]
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+ matrix1[13] * matrix2[15];
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result[2] = matrix1[2] * matrix2[0] + matrix1[6] * matrix2[1] + matrix1[10] * matrix2[2]
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+ matrix1[14] * matrix2[3];
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result[6] = matrix1[2] * matrix2[4] + matrix1[6] * matrix2[5] + matrix1[10] * matrix2[6]
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+ matrix1[14] * matrix2[7];
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result[10] = matrix1[2] * matrix2[8] + matrix1[6] * matrix2[9] + matrix1[10] * matrix2[10]
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+ matrix1[14] * matrix2[11];
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result[14] = matrix1[2] * matrix2[12] + matrix1[6] * matrix2[13] + matrix1[10] * matrix2[14]
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+ matrix1[14] * matrix2[15];
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result[3] = matrix1[3] * matrix2[0] + matrix1[7] * matrix2[1] + matrix1[11] * matrix2[2]
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+ matrix1[15] * matrix2[3];
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result[7] = matrix1[3] * matrix2[4] + matrix1[7] * matrix2[5] + matrix1[11] * matrix2[6]
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+ matrix1[15] * matrix2[7];
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result[11] = matrix1[3] * matrix2[8] + matrix1[7] * matrix2[9] + matrix1[11] * matrix2[10]
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+ matrix1[15] * matrix2[11];
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result[15] = matrix1[3] * matrix2[12] + matrix1[7] * matrix2[13] + matrix1[11] * matrix2[14]
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+ matrix1[15] * matrix2[15];
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result[0] = matrix1[0] * matrix2[0] + matrix1[4] * matrix2[1] + matrix1[8] * matrix2[2] + matrix1[12] * matrix2[3];
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result[4] = matrix1[0] * matrix2[4] + matrix1[4] * matrix2[5] + matrix1[8] * matrix2[6] + matrix1[12] * matrix2[7];
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result[8] = matrix1[0] * matrix2[8] + matrix1[4] * matrix2[9] + matrix1[8] * matrix2[10] + matrix1[12] * matrix2[11];
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result[12] = matrix1[0] * matrix2[12] + matrix1[4] * matrix2[13] + matrix1[8] * matrix2[14] + matrix1[12] * matrix2[15];
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result[1] = matrix1[1] * matrix2[0] + matrix1[5] * matrix2[1] + matrix1[9] * matrix2[2] + matrix1[13] * matrix2[3];
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result[5] = matrix1[1] * matrix2[4] + matrix1[5] * matrix2[5] + matrix1[9] * matrix2[6] + matrix1[13] * matrix2[7];
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result[9] = matrix1[1] * matrix2[8] + matrix1[5] * matrix2[9] + matrix1[9] * matrix2[10] + matrix1[13] * matrix2[11];
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result[13] = matrix1[1] * matrix2[12] + matrix1[5] * matrix2[13] + matrix1[9] * matrix2[14] + matrix1[13] * matrix2[15];
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result[2] = matrix1[2] * matrix2[0] + matrix1[6] * matrix2[1] + matrix1[10] * matrix2[2] + matrix1[14] * matrix2[3];
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result[6] = matrix1[2] * matrix2[4] + matrix1[6] * matrix2[5] + matrix1[10] * matrix2[6] + matrix1[14] * matrix2[7];
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result[10] = matrix1[2] * matrix2[8] + matrix1[6] * matrix2[9] + matrix1[10] * matrix2[10] + matrix1[14] * matrix2[11];
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result[14] = matrix1[2] * matrix2[12] + matrix1[6] * matrix2[13] + matrix1[10] * matrix2[14] + matrix1[14] * matrix2[15];
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result[3] = matrix1[3] * matrix2[0] + matrix1[7] * matrix2[1] + matrix1[11] * matrix2[2] + matrix1[15] * matrix2[3];
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result[7] = matrix1[3] * matrix2[4] + matrix1[7] * matrix2[5] + matrix1[11] * matrix2[6] + matrix1[15] * matrix2[7];
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result[11] = matrix1[3] * matrix2[8] + matrix1[7] * matrix2[9] + matrix1[11] * matrix2[10] + matrix1[15] * matrix2[11];
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result[15] = matrix1[3] * matrix2[12] + matrix1[7] * matrix2[13] + matrix1[11] * matrix2[14] + matrix1[15] * matrix2[15];
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}
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static void MultiplyMatrixByVector4by4OpenGL_FLOAT(float[] resultvector, float[] matrix, float[] pvector)
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{
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resultvector[0] = matrix[0] * pvector[0] + matrix[4] * pvector[1] + matrix[8] * pvector[2]
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+ matrix[12] * pvector[3];
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resultvector[1] = matrix[1] * pvector[0] + matrix[5] * pvector[1] + matrix[9] * pvector[2]
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+ matrix[13] * pvector[3];
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resultvector[2] = matrix[2] * pvector[0] + matrix[6] * pvector[1] + matrix[10] * pvector[2]
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+ matrix[14] * pvector[3];
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resultvector[3] = matrix[3] * pvector[0] + matrix[7] * pvector[1] + matrix[11] * pvector[2]
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+ matrix[15] * pvector[3];
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resultvector[0] = matrix[0] * pvector[0] + matrix[4] * pvector[1] + matrix[8] * pvector[2] + matrix[12] * pvector[3];
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resultvector[1] = matrix[1] * pvector[0] + matrix[5] * pvector[1] + matrix[9] * pvector[2] + matrix[13] * pvector[3];
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resultvector[2] = matrix[2] * pvector[0] + matrix[6] * pvector[1] + matrix[10] * pvector[2] + matrix[14] * pvector[3];
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resultvector[3] = matrix[3] * pvector[0] + matrix[7] * pvector[1] + matrix[11] * pvector[2] + matrix[15] * pvector[3];
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}
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// This code comes directly from GLU except that it is for float
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@ -110,6 +110,7 @@ public class RecastDemo
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private float _moveDown;
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private float _moveAccel;
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private int[] viewport;
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private bool markerPositionSet;
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private readonly float[] markerPosition = new float[3];
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private ToolsView toolsUI;
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@ -292,6 +293,7 @@ public class RecastDemo
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float aspect = 16.0f / 9.0f;
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width = Math.Min(resolution.X, (int)(resolution.Y * aspect)) - 100;
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height = resolution.Y - 100;
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viewport = new int[] { 0, 0, width, height };
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// glfwWindowHint(GLFW_RED_BITS, mode.redBits());
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// glfwWindowHint(GLFW_GREEN_BITS, mode.greenBits());
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@ -379,6 +381,7 @@ public class RecastDemo
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private void OnWindowFramebufferSizeChanged(Vector2D<int> size)
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{
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_gl.Viewport(size);
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viewport = new int[] { 0, 0, width, height };
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}
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@ -457,13 +460,14 @@ public class RecastDemo
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var tempMoveDown = keyboard.IsKeyPressed(Key.E) || keyboard.IsKeyPressed(Key.PageDown) ? 1.0f : -1f;
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var tempMoveAccel = keyboard.IsKeyPressed(Key.ShiftLeft) || keyboard.IsKeyPressed(Key.ShiftRight) ? 1.0f : -1f;
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_moveFront = RecastMath.clamp(_moveFront + tempMoveFront * dt * 4.0f, 0, 2.0f);
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_moveLeft = RecastMath.clamp(_moveLeft + tempMoveLeft * dt * 4.0f, 0, 2.0f);
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_moveBack = RecastMath.clamp(_moveBack + tempMoveBack * dt * 4.0f, 0, 2.0f);
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_moveRight = RecastMath.clamp(_moveRight + tempMoveRight * dt * 4.0f, 0, 2.0f);
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_moveUp = RecastMath.clamp(_moveUp + tempMoveUp * dt * 4.0f, 0, 2.0f);
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_moveDown = RecastMath.clamp(_moveDown + tempMoveDown * dt * 4.0f, 0, 2.0f);
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_moveAccel = RecastMath.clamp(_moveAccel + tempMoveAccel * dt * 4.0f, 0, 2.0f);
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modState = keyboard.IsKeyPressed(Key.ControlLeft) || keyboard.IsKeyPressed(Key.ShiftRight) ? 1 : 0;
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_moveFront = clamp(_moveFront + tempMoveFront * dt * 4.0f, 0, 2.0f);
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_moveLeft = clamp(_moveLeft + tempMoveLeft * dt * 4.0f, 0, 2.0f);
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_moveBack = clamp(_moveBack + tempMoveBack * dt * 4.0f, 0, 2.0f);
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_moveRight = clamp(_moveRight + tempMoveRight * dt * 4.0f, 0, 2.0f);
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_moveUp = clamp(_moveUp + tempMoveUp * dt * 4.0f, 0, 2.0f);
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_moveDown = clamp(_moveDown + tempMoveDown * dt * 4.0f, 0, 2.0f);
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_moveAccel = clamp(_moveAccel + tempMoveAccel * dt * 4.0f, 0, 2.0f);
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}
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}
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@ -532,6 +536,7 @@ public class RecastDemo
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var bytes = Loader.ToBytes(settingsUI.GetMeshInputFilePath());
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sample.update(loadInputMesh(bytes), null, null);
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}
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// else if (settingsUI.isNavMeshInputTrigerred())
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// {
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// try (MemoryStack stack = stackPush()) {
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@ -606,68 +611,74 @@ public class RecastDemo
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building = false;
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}
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// if (!mouseOverMenu)
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// {
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// GLU.glhUnProjectf(mousePos[0], viewport[3] - 1 - mousePos[1], 0.0f, modelviewMatrix, projectionMatrix, viewport,
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// rayStart);
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// GLU.glhUnProjectf(mousePos[0], viewport[3] - 1 - mousePos[1], 1.0f, modelviewMatrix, projectionMatrix, viewport,
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// rayEnd);
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if (!_mouseOverMenu)
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{
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GLU.glhUnProjectf(mousePos[0], viewport[3] - 1 - mousePos[1], 0.0f, modelviewMatrix, projectionMatrix, viewport, rayStart);
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GLU.glhUnProjectf(mousePos[0], viewport[3] - 1 - mousePos[1], 1.0f, modelviewMatrix, projectionMatrix, viewport, rayEnd);
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// Hit test mesh.
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// DemoInputGeomProvider inputGeom = sample.getInputGeom();
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// if (processHitTest && sample != null)
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// {
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// float? hit = null;
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// if (inputGeom != null)
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// {
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// hit = inputGeom.raycastMesh(rayStart, rayEnd);
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// }
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//
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// if (!hit.HasValue && sample.getNavMesh() != null)
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// {
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// hit = NavMeshRaycast.raycast(sample.getNavMesh(), rayStart, rayEnd);
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// }
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//
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// if (!hit.HasValue && sample.getRecastResults() != null)
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// {
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// hit = PolyMeshRaycast.raycast(sample.getRecastResults(), rayStart, rayEnd);
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// }
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//
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// float[] rayDir = new float[] { rayEnd[0] - rayStart[0], rayEnd[1] - rayStart[1], rayEnd[2] - rayStart[2] };
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// Tool rayTool = toolsUI.getTool();
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// vNormalize(rayDir);
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// if (rayTool != null)
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// {
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// rayTool.handleClickRay(rayStart, rayDir, processHitTestShift);
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// }
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// // TODO : 잠시 주석
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// // if (hit.HasValue) {
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// // float hitTime = hit.Value;
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// // if ((modState & GLFW_MOD_CONTROL) != 0) {
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// // // Marker
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// // markerPositionSet = true;
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// // markerPosition[0] = rayStart[0] + (rayEnd[0] - rayStart[0]) * hitTime;
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// // markerPosition[1] = rayStart[1] + (rayEnd[1] - rayStart[1]) * hitTime;
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// // markerPosition[2] = rayStart[2] + (rayEnd[2] - rayStart[2]) * hitTime;
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// // } else {
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// // float[] pos = new float[3];
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// // pos[0] = rayStart[0] + (rayEnd[0] - rayStart[0]) * hitTime;
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// // pos[1] = rayStart[1] + (rayEnd[1] - rayStart[1]) * hitTime;
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// // pos[2] = rayStart[2] + (rayEnd[2] - rayStart[2]) * hitTime;
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// // if (rayTool != null) {
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// // rayTool.handleClick(rayStart, pos, processHitTestShift);
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// // }
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// // }
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// // } else {
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// // if ((modState & GLFW_MOD_CONTROL) != 0) {
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// // // Marker
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// // markerPositionSet = false;
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// // }
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// // }
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// }
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DemoInputGeomProvider inputGeom = sample.getInputGeom();
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if (processHitTest && sample != null)
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{
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float? hit = null;
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if (inputGeom != null)
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{
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hit = inputGeom.raycastMesh(rayStart, rayEnd);
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}
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// processHitTest = false;
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// }
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if (!hit.HasValue && sample.getNavMesh() != null)
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{
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hit = NavMeshRaycast.raycast(sample.getNavMesh(), rayStart, rayEnd);
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}
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if (!hit.HasValue && sample.getRecastResults() != null)
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{
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hit = PolyMeshRaycast.raycast(sample.getRecastResults(), rayStart, rayEnd);
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}
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float[] rayDir = new float[] { rayEnd[0] - rayStart[0], rayEnd[1] - rayStart[1], rayEnd[2] - rayStart[2] };
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Tool rayTool = toolsUI.getTool();
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vNormalize(rayDir);
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if (rayTool != null)
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{
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rayTool.handleClickRay(rayStart, rayDir, processHitTestShift);
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}
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if (hit.HasValue)
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{
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float hitTime = hit.Value;
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if (0 != modState)
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{
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// Marker
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markerPositionSet = true;
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markerPosition[0] = rayStart[0] + (rayEnd[0] - rayStart[0]) * hitTime;
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markerPosition[1] = rayStart[1] + (rayEnd[1] - rayStart[1]) * hitTime;
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markerPosition[2] = rayStart[2] + (rayEnd[2] - rayStart[2]) * hitTime;
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}
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else
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{
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float[] pos = new float[3];
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pos[0] = rayStart[0] + (rayEnd[0] - rayStart[0]) * hitTime;
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pos[1] = rayStart[1] + (rayEnd[1] - rayStart[1]) * hitTime;
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pos[2] = rayStart[2] + (rayEnd[2] - rayStart[2]) * hitTime;
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if (rayTool != null)
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{
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rayTool.handleClick(rayStart, pos, processHitTestShift);
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}
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}
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}
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else
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{
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if (0 != modState)
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{
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// Marker
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markerPositionSet = false;
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}
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}
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}
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processHitTest = false;
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}
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if (sample.isChanged())
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{
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@ -708,7 +719,7 @@ public class RecastDemo
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if (bmin != null && bmax != null)
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{
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camr = (float)(Math.Sqrt(
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RecastMath.sqr(bmax[0] - bmin[0]) + RecastMath.sqr(bmax[1] - bmin[1]) + RecastMath.sqr(bmax[2] - bmin[2]))
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sqr(bmax[0] - bmin[0]) + sqr(bmax[1] - bmin[1]) + sqr(bmax[2] - bmin[2]))
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/ 2);
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cameraPos[0] = (bmax[0] + bmin[0]) / 2 + camr;
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cameraPos[1] = (bmax[1] + bmin[1]) / 2 + camr;
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@ -741,7 +752,7 @@ public class RecastDemo
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// Set the viewport.
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// glViewport(0, 0, width, height);
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//_gl.Viewport(0, 0, (uint)width, (uint)height);
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int[] viewport = new int[] { 0, 0, width, height };
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//viewport = new int[] { 0, 0, width, height };
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// glGetIntegerv(GL_VIEWPORT, viewport);
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// Clear the screen
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