Update intersect behavior for positioning entities in the viewport (#5906)

* update intersect behavior for positioning entities in the viewport and restore SurfaceManipulator

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* tests for surface manipulator from EditorTransformComponentSelection

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* update comments in tests and remove #pragma optimize('', off)@

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add new file for FindClosestPickIntersection tests

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add remaining tests for surface manipulator and snap fixes

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* some small updates and polish before PR

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* small updates following PR feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
This commit is contained in:
Tom Hulton-Harrop
2021-11-30 15:07:40 +00:00
committed by GitHub
parent 75d6cb2527
commit 6908a3e945
31 changed files with 811 additions and 280 deletions
@@ -64,23 +64,12 @@ namespace AzToolsFramework
return circleBoundWidth;
}
AZ::Vector3 FindClosestPickIntersection(
AzFramework::ViewportId viewportId, const AzFramework::ScreenPoint& screenPoint, const float rayLength, const float defaultDistance)
AZ::Vector3 FindClosestPickIntersection(const AzFramework::RenderGeometry::RayRequest& rayRequest, const float defaultDistance)
{
using AzToolsFramework::ViewportInteraction::ViewportInteractionRequestBus;
AzToolsFramework::ViewportInteraction::ProjectedViewportRay viewportRay{};
ViewportInteractionRequestBus::EventResult(
viewportRay, viewportId, &ViewportInteractionRequestBus::Events::ViewportScreenToWorldRay, screenPoint);
AzFramework::RenderGeometry::RayRequest ray;
ray.m_startWorldPosition = viewportRay.origin;
ray.m_endWorldPosition = viewportRay.origin + viewportRay.direction * rayLength;
ray.m_onlyVisible = true;
AzFramework::RenderGeometry::RayResult renderGeometryIntersectionResult;
AzFramework::RenderGeometry::IntersectorBus::EventResult(
renderGeometryIntersectionResult, AzToolsFramework::GetEntityContextId(),
&AzFramework::RenderGeometry::IntersectorBus::Events::RayIntersect, ray);
&AzFramework::RenderGeometry::IntersectorBus::Events::RayIntersect, rayRequest);
// attempt a ray intersection with any visible mesh and return the intersection position if successful
if (renderGeometryIntersectionResult)
@@ -89,7 +78,32 @@ namespace AzToolsFramework
}
else
{
return viewportRay.origin + viewportRay.direction * defaultDistance;
const AZ::Vector3 rayDirection = (rayRequest.m_endWorldPosition - rayRequest.m_startWorldPosition).GetNormalized();
return rayRequest.m_startWorldPosition + rayDirection * defaultDistance;
}
}
void RefreshRayRequest(
AzFramework::RenderGeometry::RayRequest& rayRequest,
const ViewportInteraction::ProjectedViewportRay& viewportRay,
const float rayLength)
{
AZ_Assert(rayLength > 0.0f, "Invalid ray length passed to RefreshRayRequest");
rayRequest.m_startWorldPosition = viewportRay.origin;
rayRequest.m_endWorldPosition = viewportRay.origin + viewportRay.direction * rayLength;
}
AZ::Vector3 FindClosestPickIntersection(
const AzFramework::ViewportId viewportId,
const AzFramework::ScreenPoint& screenPoint,
const float rayLength,
const float defaultDistance)
{
AzFramework::RenderGeometry::RayRequest ray;
ray.m_onlyVisible = true; // only consider visible objects
RefreshRayRequest(ray, ViewportInteraction::ViewportScreenToWorldRay(viewportId, screenPoint), rayLength);
return FindClosestPickIntersection(ray, defaultDistance);
}
} // namespace AzToolsFramework
@@ -15,13 +15,19 @@
#include <AzFramework/Viewport/CameraState.h>
#include <AzFramework/Viewport/ClickDetector.h>
#include <AzFramework/Viewport/ViewportId.h>
#include <AzFramework/Viewport/ViewportScreen.h>
#include <AzToolsFramework/Entity/EditorEntityContextBus.h>
#include <AzToolsFramework/Viewport/ViewportTypes.h>
namespace AzFramework
{
struct ScreenPoint;
}
namespace RenderGeometry
{
struct RayRequest;
}
} // namespace AzFramework
namespace AzToolsFramework
{
@@ -177,6 +183,26 @@ namespace AzToolsFramework
//! Type to inherit to implement ViewportInteractionRequests.
using ViewportInteractionRequestBus = AZ::EBus<ViewportInteractionRequests, ViewportEBusTraits>;
//! Utility function to return a viewport ray.
inline ProjectedViewportRay ViewportScreenToWorldRay(
const AzFramework::CameraState& cameraState, const AzFramework::ScreenPoint& screenPoint)
{
const AZ::Vector3 rayOrigin = AzFramework::ScreenToWorld(screenPoint, cameraState);
const AZ::Vector3 rayDirection = (rayOrigin - cameraState.m_position).GetNormalized();
return AzToolsFramework::ViewportInteraction::ProjectedViewportRay{ rayOrigin, rayDirection };
}
//! Utility function to return a viewport ray using the ViewportInteractionRequestBus.
inline ProjectedViewportRay ViewportScreenToWorldRay(
const AzFramework::ViewportId viewportId, const AzFramework::ScreenPoint& screenPoint)
{
ProjectedViewportRay viewportRay{};
ViewportInteractionRequestBus::EventResult(
viewportRay, viewportId, &ViewportInteractionRequestBus::Events::ViewportScreenToWorldRay, screenPoint);
return viewportRay;
}
//! Interface to return only viewport specific settings (e.g. snapping).
class ViewportSettingsRequests
{
@@ -228,10 +254,6 @@ namespace AzToolsFramework
class MainEditorViewportInteractionRequests
{
public:
//! Given a point in screen space, return the terrain position in world space.
virtual AZ::Vector3 PickTerrain(const AzFramework::ScreenPoint& point) = 0;
//! Return the terrain height given a world position in 2d (xy plane).
virtual float TerrainHeight(const AZ::Vector2& position) = 0;
//! Is the user holding a modifier key to move the manipulator space from local to world.
virtual bool ShowingWorldSpace() = 0;
//! Return the widget to use as the parent for the viewport context menu.
@@ -337,9 +359,18 @@ namespace AzToolsFramework
//! Performs an intersection test against meshes in the scene, if there is a hit (the ray intersects
//! a mesh), that position is returned, otherwise a point projected defaultDistance from the
//! origin of the ray will be returned.
//! @note The intersection will only consider visible objects.
AZ::Vector3 FindClosestPickIntersection(
AzFramework::ViewportId viewportId, const AzFramework::ScreenPoint& screenPoint, float rayLength, float defaultDistance);
//! Overload of FindClosestPickIntersection taking a RenderGeometry::RayRequest directly.
//! @note rayRequest must contain a valid ray/line segment (start/endWorldPosition must not be at the same position).
AZ::Vector3 FindClosestPickIntersection(const AzFramework::RenderGeometry::RayRequest& rayRequest, float defaultDistance);
//! Update the in/out parameter rayRequest based on the latest viewport ray.
void RefreshRayRequest(
AzFramework::RenderGeometry::RayRequest& rayRequest, const ViewportInteraction::ProjectedViewportRay& viewportRay, float rayLength);
//! Maps a mouse interaction event to a ClickDetector event.
//! @note Function only cares about up or down events, all other events are mapped to Nil (ignored).
AzFramework::ClickDetector::ClickEvent ClickDetectorEventFromViewportInteraction(