feat: Unity-like object manipulation + physics fixes

- ObjectManipulator: left-click to pick, drag on camera-orthogonal plane
- Screen-space movement (like Unity), not ground-plane
- Skip dragged entity in SyncTransforms so physics doesn't fight drag
- Zero velocity on grab to prevent momentum accumulation
- ImGui selection sync with manipulator
- Floor lowered to y=-0.5, visual thickness corrected
- Physics shape sizes fixed (BoxShape uses half-extents)
- Collision pairs explicitly enabled in ObjectLayerPairFilterTable
This commit is contained in:
emil28092005
2026-06-17 17:59:32 +03:00
parent a9d8af48e5
commit de262732bd
4 changed files with 207 additions and 2 deletions
+173
View File
@@ -0,0 +1,173 @@
using System.Numerics;
using Engine.Core;
using Engine.Core.Components;
using Engine.Physics;
using Flecs.NET.Core;
using Raylib_cs;
using EngineMesh = Engine.Core.Components.Mesh;
using EngineTransform = Engine.Core.Components.Transform;
using EngineRigidBody = Engine.Core.Components.RigidBody;
namespace CortexEngine.App;
/// <summary>
/// Unity-like object manipulation: left-click to pick, drag to move on ground plane.
/// Only active when ImGui is not capturing the mouse.
/// </summary>
public sealed class ObjectManipulator
{
private Entity _selectedEntity;
private bool _isDragging;
private Vector3 _dragOffset;
private float _dragDepth;
public string SelectedEntityName => _selectedEntity.IsValid() ? _selectedEntity.Name() : "";
public bool IsDragging => _isDragging;
/// <summary>
/// Process input for object picking and dragging.
/// Returns true if input was consumed (ImGui should be ignored).
/// </summary>
public bool ProcessInput(World world, Camera camera, IInputState input)
{
// Skip if ImGui is capturing mouse
if (ImGuiNET.ImGui.GetIO().WantCaptureMouse)
{
_isDragging = false;
return false;
}
var mousePos = new Vector2(input.MouseX, input.MouseY);
var ray = Raylib.GetScreenToWorldRay(mousePos, ToRaylibCamera(camera));
// Left click — pick or start drag
if (input.MouseLeft && !_isDragging)
{
var hit = RaycastEntities(world, ray);
if (hit.IsValid())
{
_selectedEntity = hit;
_isDragging = true;
// Store depth along camera forward axis and offset from object center
var objPos = hit.Get<EngineTransform>().Position;
var camForward = Vector3.Normalize(camera.Target - camera.Position);
_dragDepth = Vector3.Dot(objPos - camera.Position, camForward);
_dragOffset = objPos - ProjectToCameraPlane(ray, camera, _dragDepth);
return true;
}
}
// Drag — move object on plane orthogonal to camera (screen-space movement)
if (_isDragging)
{
if (input.MouseLeft)
{
var targetPos = ProjectToCameraPlane(ray, camera, _dragDepth) + _dragOffset;
if (_selectedEntity.IsValid() && _selectedEntity.Has<EngineTransform>())
{
var t = _selectedEntity.Get<EngineTransform>();
t.Position = targetPos;
_selectedEntity.Set(t);
}
return true;
}
else
{
_isDragging = false;
}
}
return false;
}
/// <summary>
/// After physics step, re-sync dragged entity position to physics body.
/// </summary>
public void SyncToPhysics(PhysicsWorld physicsWorld)
{
if (_isDragging && _selectedEntity.IsValid() && _selectedEntity.Has<EngineTransform>())
{
var t = _selectedEntity.Get<EngineTransform>();
physicsWorld.SyncToPhysics(_selectedEntity, t);
}
}
/// <summary>
/// Get the entity currently being dragged (for physics sync skip).
/// </summary>
public Entity? GetDraggedEntity() => _isDragging ? _selectedEntity : null;
private static Entity RaycastEntities(World world, Ray ray)
{
Entity closest = default;
var closestDist = float.MaxValue;
world.Each((Entity e, ref EngineTransform t, ref EngineMesh _) =>
{
var name = e.Name();
if (string.IsNullOrEmpty(name) || name == "Grid" || name == "Floor")
return;
// Simple sphere intersection using position + approximate radius
var radius = 1.0f;
if (e.Has<EngineRigidBody>())
{
var rb = e.Get<EngineRigidBody>();
radius = rb.ShapeSize.Length();
}
var toCenter = t.Position - ray.Position;
var proj = Vector3.Dot(toCenter, ray.Direction);
if (proj < 0) return; // behind camera
var closestPoint = ray.Position + ray.Direction * proj;
var dist = Vector3.Distance(closestPoint, t.Position);
if (dist <= radius)
{
var rayDist = Vector3.Distance(ray.Position, t.Position);
if (rayDist < closestDist)
{
closestDist = rayDist;
closest = e;
}
}
});
return closest;
}
/// <summary>
/// Project a screen ray onto a plane orthogonal to the camera at the given depth.
/// This makes objects move in screen-space (like Unity's screen-space drag).
/// </summary>
private static Vector3 ProjectToCameraPlane(Ray ray, Camera camera, float depth)
{
var camForward = Vector3.Normalize(camera.Target - camera.Position);
var planePoint = camera.Position + camForward * depth;
// Ray-plane intersection: plane through planePoint with normal = camForward
var denom = Vector3.Dot(ray.Direction, camForward);
if (MathF.Abs(denom) < 0.0001f)
return planePoint;
var t = Vector3.Dot(planePoint - ray.Position, camForward) / denom;
if (t < 0)
return planePoint;
return ray.Position + ray.Direction * t;
}
private static Camera3D ToRaylibCamera(Camera camera)
{
return new Camera3D
{
Position = camera.Position,
Target = camera.Target,
Up = camera.Up,
FovY = camera.FieldOfView * 180.0f / MathF.PI,
Projection = CameraProjection.Perspective
};
}
}
+18 -1
View File
@@ -50,6 +50,7 @@ class Program
// ImGui editor layer
var imGuiLayer = new ImGuiLayer();
var objectManipulator = new ObjectManipulator();
if (!cameraTour)
{
imGuiLayer.Initialize();
@@ -240,6 +241,13 @@ class Program
}
}
// Object manipulation (Unity-like drag)
if (!cameraTour)
{
var cam = cameraEntity.Get<Camera>();
objectManipulator.ProcessInput(world, cam, input);
}
// Physics: create bodies, step, sync transforms
if (!cameraTour)
{
@@ -258,8 +266,13 @@ class Program
e.Set(rb);
}
// Sync dragged object to physics before stepping
objectManipulator.SyncToPhysics(physicsWorld);
physicsWorld.Update((float)timing.DeltaTime);
physicsWorld.SyncTransforms(world);
// Sync all transforms EXCEPT the dragged object
physicsWorld.SyncTransforms(world, objectManipulator.IsDragging ? objectManipulator.GetDraggedEntity() : null);
}
// Capture a demo screenshot after the scene warms up (non-tour mode only).
@@ -272,6 +285,10 @@ class Program
// Feed frame data to ImGui before rendering.
imGuiLayer.SetFrameData(world, timing, currentFps);
// Sync selection between manipulator and ImGui
if (objectManipulator.IsDragging && !string.IsNullOrEmpty(objectManipulator.SelectedEntityName))
imGuiLayer.SetSelectedEntity(objectManipulator.SelectedEntityName);
renderer.RenderWorld(world);
queue.CompletePendingScreenshots();
+10
View File
@@ -26,6 +26,16 @@ public sealed class ImGuiLayer : IDisposable
private Timing? _timing;
private int _fps;
/// <summary>
/// Set the selected entity name from external (e.g. ObjectManipulator).
/// </summary>
public void SetSelectedEntity(string name) { _selectedEntity = name; }
/// <summary>
/// Get the currently selected entity name.
/// </summary>
public string GetSelectedEntity() => _selectedEntity;
/// <summary>
/// Set per-frame data before calling RenderImGuiUI.
/// </summary>
+6 -1
View File
@@ -121,7 +121,7 @@ public sealed class PhysicsWorld : IDisposable
_physicsSystem.Update(deltaTime, collisionSteps, _jobSystem);
}
public void SyncTransforms(World world)
public void SyncTransforms(World world, Entity? skipEntity = null)
{
// Collect updates first to avoid calling entity.Set() during dictionary iteration
var updates = new List<(Entity entity, Vector3 pos, Quaternion rot)>();
@@ -130,6 +130,9 @@ public sealed class PhysicsWorld : IDisposable
if ((ulong)entity.Id == 0)
continue;
if (skipEntity.HasValue && skipEntity.Value.Id == entity.Id)
continue;
var pos = _bodyInterface.GetPosition(bodyId);
var rot = _bodyInterface.GetRotation(bodyId);
updates.Add((entity, pos, rot));
@@ -154,6 +157,8 @@ public sealed class PhysicsWorld : IDisposable
return;
_bodyInterface.SetPositionAndRotation(bodyId, transform.Position, transform.Rotation, Activation.Activate);
// Zero out velocity so the object doesn't accumulate momentum while being dragged
_bodyInterface.SetLinearAndAngularVelocity(bodyId, Vector3.Zero, Vector3.Zero);
}
private static Shape CreateShape(RigidBody rb)