Fixed gizmo not working properly

This commit is contained in:
antopilo
2025-02-01 12:05:22 -05:00
parent d2f36082a9
commit 447fa3cdad
6 changed files with 172 additions and 5 deletions

View File

@@ -90,20 +90,20 @@ void ViewportWidget::Draw()
{
TransformComponent& tc = selection.Entity.GetComponent<TransformComponent>();
Matrix4 transform = tc.GetGlobalTransform();
const auto& editorCam = Engine::GetCurrentScene()->GetCurrentCamera();
const auto& editorCam = editorContext.GetScene()->GetCurrentCamera();
Matrix4 cameraView = editorCam->GetTransform();
// Since imguizmo doesnt support reverse-Z, we need to create a new projection matrix
// With a normal near and far plane.
Matrix4 normalZProjection = glm::perspectiveFov(glm::radians(editorCam->Fov), 9.0f * editorCam->AspectRatio, 9.0f, editorCam->Far, editorCam->Near);
static Vector3 camPreviousPos = Engine::GetCurrentScene()->m_EditorCamera->Translation;
static Vector3 camPreviousPos = editorContext.GetScene()->m_EditorCamera->Translation;
static Vector3 camNewPos = Vector3(0, 0, 0);
Vector3 camDelta = camNewPos - camPreviousPos;
Vector3 previousGlobalPos = transform[3];
// Imguizmo calculates the delta from the gizmo,
ImGuizmo::Manipulate(
glm::value_ptr(Engine::GetCurrentScene()->GetCurrentCamera()->GetTransform()),
glm::value_ptr(editorContext.GetScene()->GetCurrentCamera()->GetTransform()),
glm::value_ptr(normalZProjection),
CurrentOperation, CurrentMode,
glm::value_ptr(transform), NULL,
@@ -121,8 +121,8 @@ void ViewportWidget::Draw()
if (ImGui::IsKeyDown(ImGuiKey_LeftShift))
{
Vector3 positionDelta = newGlobalPos - previousGlobalPos;
Engine::GetCurrentScene()->m_EditorCamera->Translation += positionDelta;
camNewPos = Engine::GetCurrentScene()->m_EditorCamera->Translation;
editorContext.GetScene()->m_EditorCamera->Translation += positionDelta;
camNewPos = editorContext.GetScene()->m_EditorCamera->Translation;
}
ParentComponent& parent = selection.Entity.GetComponent<ParentComponent>();

View File

@@ -0,0 +1,17 @@
#include "AudioModule.h"
#include "Nuake/Scene/SceneSystems.h"
#include "AudioSceneSystem.h"
void AudioModule_Startup()
{
using namespace Nuake;
SceneSystemDB::Get().RegisterSceneSystem<AudioModule::AudioSystem>();
}
void AudioModule_Shutdown()
{
}

View File

@@ -0,0 +1,4 @@
#pragma once
void AudioModule_Startup();
void AudioModule_Shutdown();

View File

@@ -0,0 +1,115 @@
#include "AudioSceneSystem.h"
#include "Engine.h"
#include "Nuake/Scene/Scene.h"
#include "Nuake/Scene/Entities/Entity.h"
#include "Nuake/Scene/Components/AudioEmitterComponent.h"
#include "Nuake/FileSystem/File.h"
#include "Nuake/Audio/AudioManager.h"
#include <future>
namespace AudioModule
{
using namespace Nuake;
AudioSystem::AudioSystem(Scene* scene)
{
m_Scene = scene;
}
bool AudioSystem::Init()
{
AudioManager::Get().StopAll();
return true;
}
void AudioSystem::Update(Timestep ts)
{
auto& audioManager = AudioManager::Get();
// Update 3D listener of the audio system
auto currentCamera = m_Scene->GetCurrentCamera();
Vector3 direction = currentCamera->GetDirection();
Vector3 position = currentCamera->GetTranslation();
if (!Engine::IsPlayMode())
{
direction.x *= -1.0f;
direction.z *= -1.0f;
}
audioManager.SetListenerPosition(position, std::move(direction), currentCamera->GetUp());
auto view = m_Scene->m_Registry.view<TransformComponent, AudioEmitterComponent>();
for (auto& e : view)
{
auto [transformComponent, audioEmitterComponent] = view.get<TransformComponent, AudioEmitterComponent>(e);
if (audioEmitterComponent.FilePath.file == nullptr || !audioEmitterComponent.FilePath.file->Exist())
{
// Doesn't have a file
continue;
}
const bool isPlaying = audioEmitterComponent.IsPlaying;
const std::string absoluteFilePath = audioEmitterComponent.FilePath.file->GetAbsolutePath();
const bool isVoiceActive = audioManager.IsVoiceActive(absoluteFilePath);
AudioRequest audioRequest;
audioRequest.audioFile = absoluteFilePath;
audioRequest.pan = audioEmitterComponent.Pan;
audioRequest.volume = audioEmitterComponent.Volume;
audioRequest.speed = audioEmitterComponent.PlaybackSpeed;
audioRequest.spatialized = audioEmitterComponent.Spatialized;
audioRequest.Loop = audioEmitterComponent.Loop;
audioRequest.position = transformComponent.GetGlobalTransform()[3];
audioRequest.MinDistance = audioEmitterComponent.MinDistance;
audioRequest.MaxDistance = audioEmitterComponent.MaxDistance;
audioRequest.AttenuationFactor = audioEmitterComponent.AttenuationFactor;
if (isVoiceActive)
{
if (!isPlaying && audioEmitterComponent.Loop)
{
audioManager.StopVoice(absoluteFilePath); // Stop audio
}
else
{
// Update the active voice with new params
audioManager.UpdateVoice(audioRequest);
}
}
if (isPlaying)
{
// Reset the play status to false since the audio has been fired
if (!audioEmitterComponent.Loop)
{
audioManager.QueueWavAudio(std::move(audioRequest));
audioEmitterComponent.IsPlaying = false;
}
else if (!isVoiceActive)
{
audioManager.QueueWavAudio(std::move(audioRequest));
}
}
}
}
void AudioSystem::FixedUpdate(Timestep ts)
{
}
void AudioSystem::EditorUpdate()
{
}
void AudioSystem::Exit()
{
AudioManager::Get().StopAll();
}
}

View File

@@ -0,0 +1,22 @@
#pragma once
#include "Nuake/Scene/Systems/System.h"
namespace AudioModule
{
using namespace Nuake;
class AudioSystem : public System
{
private:
std::unordered_map<uint32_t, bool> m_StatusCache;
public:
AudioSystem(Scene* scene);
bool Init() override;
void Update(Timestep ts) override;
void Draw() override {}
void EditorUpdate() override;
void FixedUpdate(Timestep ts) override;
void Exit() override;
};
}

View File

@@ -0,0 +1,9 @@
return {
name = "Audio Module",
description = "This the base audio module",
module_header = "AudioModule.h",
-- Place all your sources here
sources = {
"AudioModule.cpp"
}
}