cameraMouseRayCast
Definition
-- @/=[C]:-1
function cameraMouseRayCast(...)
Callers
@/lua/ge/extensions/editor/util/editorElementHelper.lua
self.mouseInfo.rayDir = vec3(self.mouseInfo.ray.dir)
self.mouseInfo.rayCast = cameraMouseRayCast()
self.mouseInfo.valid = self.mouseInfo.rayCast and true or false
@/lua/ge/extensions/editor/sitesEditor.lua
mouseInfo.rayDir = vec3(mouseInfo.ray.dir)
mouseInfo.rayCast = cameraMouseRayCast()
mouseInfo.valid = mouseInfo.rayCast and true or false
@/lua/ge/extensions/editor/trafficManager.lua
if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
local rayCast = cameraMouseRayCast()
if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
if tempEditMode == "objectSelect" then
local rayCastInfo = cameraMouseRayCast(true, bit.bor(SOTStaticShape, SOTStaticObject))
if rayCastInfo and im.IsMouseClicked(0) and editor.isViewportHovered() and not editor.isAxisGizmoHovered() then
@/lua/ge/extensions/editor/objectTool.lua
end
rayCastInfo = cameraMouseRayCast(true, defaultFlags)
end
local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
end
local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
end
local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/editor/biomeTool.lua
if imgui.GetIO().WantCaptureMouse == false then
hit = cameraMouseRayCast(false, imgui.flags(SOTTerrain))
end
if imgui.GetIO().WantCaptureMouse == false then
hit = cameraMouseRayCast(false, imgui.flags(SOTTerrain))
end
@/lua/ge/extensions/editor/slotTrafficEditor.lua
if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
local rayCast = cameraMouseRayCast()
if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/util/groundModelDebug.lua
if mouseFocus[0] then
local res = cameraMouseRayCast()
if res and res.pos then
@/lua/ge/extensions/editor/assetBrowser.lua
if var.dragDropMesh then var.dragDropMesh:disableCollision() end
local hit = cameraMouseRayCast(false, rayCastFlags)
if var.dragDropMesh then var.dragDropMesh:enableCollision() end
@/lua/ge/extensions/gameplay/rally/driveline/drivelineRoute.lua
if val then
local mouseRayCast = cameraMouseRayCast()
local newPos = mouseRayCast.pos
if self.trackMouseLikeVehicleEnableMovement then
local mouseRayCast = cameraMouseRayCast()
local newPos = mouseRayCast.pos
@/lua/ge/extensions/editor/gen/utils.lua
if not b then
local rayCast = cameraMouseRayCast(false)
if rayCast then b = rayCast.pos end
local rayCast = cameraMouseRayCast(false)
if not rayCast then return end
if not b then
local rayCast = cameraMouseRayCast(false)
if rayCast then b = rayCast.pos end
@/lua/ge/extensions/editor/gen/region.lua
W = oworld
local p = cpoint -- cameraMouseRayCast().pos
-- U.dump(adec[133], '?? pop_adec:'..tableSize(adec)..':'..tostring(p))
-- if true then return end
local rayCast = cameraMouseRayCast(false)
if im.IsMouseClicked(0) and rayCast then
@/lua/ge/extensions/editor/rayCastTest.lua
local camMouseRay = getCameraMouseRay()
local rayCastInfo = cameraMouseRayCast(true, -1)
@/lua/ge/extensions/editor/materialEditor.lua
end
local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/editor/dragRaceEditor/utils.lua
mouseInfo.rayDir = vec3(mouseInfo.ray.dir)
mouseInfo.rayCast = cameraMouseRayCast()
mouseInfo.valid = mouseInfo.rayCast and true or false
@/lua/ge/extensions/editor/vizHelper.lua
local mouseHit = cameraMouseRayCast()
if not mouseHit or not mouseHit.pos then
@/lua/ge/extensions/editor/gen/exp_frame.lua
local inview = U.inView()
local rayCast = cameraMouseRayCast(false)
@/lua/ge/extensions/editor/gen/terrain.lua
--------------------
local rayCast = cameraMouseRayCast(false)
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
self.mouseInfo.rayDir = vec3(self.mouseInfo.ray.dir)
self.mouseInfo.rayCast = cameraMouseRayCast()
self.mouseInfo.valid = self.mouseInfo.rayCast and true or false
@/lua/ge/extensions/editor/driftDataEditor.lua
mouseInfo.rayDir = vec3(mouseInfo.ray.dir)
mouseInfo.rayCast = cameraMouseRayCast()
mouseInfo.valid = mouseInfo.rayCast and true or false
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veCrashTester.lua
-- Choosing start position
hit = cameraMouseRayCast(false, im.flags(SOTTerrain))
if hit then
@/lua/ge/extensions/editor/forestEditor.lua
if im.GetIO().WantCaptureMouse == false then
hit = cameraMouseRayCast(false, im.flags(SOTTerrain))
end
forest:disableCollision()
local hit = cameraMouseRayCast(false, nil, rayRange)
forest:enableCollision()
if im.GetIO().WantCaptureMouse == false then
hit = cameraMouseRayCast(false, im.flags(SOTTerrain))
end
if im.GetIO().WantCaptureMouse == false then
local hit = cameraMouseRayCast(false, nil, rayRange)
if not hit then return end
@/lua/ge/extensions/editor/gen/exp_solidflex.lua
local inview = U.inView()
local rayCast = cameraMouseRayCast(false)
if rayCast then
@/lua/ge/extensions/editor/raceEditor.lua
mouseInfo.rayDir = vec3(mouseInfo.ray.dir)
mouseInfo.rayCast = cameraMouseRayCast()
mouseInfo.valid = mouseInfo.rayCast and true or false
@/lua/ge/extensions/editor/gen/network.lua
if im.IsMouseClicked(0) then
local rayCast = cameraMouseRayCast(true)
if not rayCast then return end
local nm = rayCast.object.name
-- print('?? MC:'..cameraMouseRayCast(true).object.name)
if not im.IsWindowHovered(im.HoveredFlags_AnyWindow) and not im.IsAnyItemHovered() then
@/lua/ge/extensions/editor/gen/mesh.lua
if not pfr then
local rayCast = cameraMouseRayCast(true)
pfr = core_camera.getPosition()
local sto = to
local rayCast = cameraMouseRayCast(true)
local aimi = {}
local sto = to
local rayCast = cameraMouseRayCast(true)
local amesh = {}
local sto = to
local rayCast = cameraMouseRayCast(true)
local amesh = {}
local sto = to
local rayCast = cameraMouseRayCast(true)
local amesh = {}
@/lua/ge/extensions/editor/missionStartPositionEditor.lua
local ray = getCameraMouseRay()
local rayCast = cameraMouseRayCast()
local mousePos3D = rayCast and vec3(rayCast.pos) or nil
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
if driving then return end
local res = cameraMouseRayCast(true)
if paintModes.Select.active[0] == true then
@/lua/ge/extensions/editor/crawlEditor/input.lua
mouseInfo.rayDir = vec3(mouseInfo.ray.dir)
mouseInfo.rayCast = cameraMouseRayCast()
mouseInfo.valid = mouseInfo.rayCast and true or false
@/lua/ge/extensions/editor/createObjectTool.lua
if not currentClassInstance then return end
local rayCastInfo = cameraMouseRayCast(true)
@/lua/ge/extensions/editor/meshEditor.lua
if selectedMesh then selectedMesh:disableCollision() end
local rayCastNoMesh = cameraMouseRayCast(false)
if selectedMesh then selectedMesh:enableCollision() end
meshRayCastRes = cameraMouseRayCast(false)
-- Check if water object is a mesh
@/lua/ge/extensions/editor/gen/decal.lua
-- local rayCastHit
local rayCast,rayCastHit = cameraMouseRayCast(false)
-- lo('?? D.upd:'..tostring(rayCast))
@/lua/ge/extensions/editor/rallyEditor.lua
mouseInfo.rayDir = vec3(mouseInfo.ray.dir)
mouseInfo.rayCast = cameraMouseRayCast()
mouseInfo.valid = mouseInfo.rayCast and true or false
@/lua/ge/extensions/editor/terrainEditor.lua
if im.GetIO().WantCaptureMouse == false then
hit = cameraMouseRayCast(false, im.flags(SOTTerrain))
if not brushCenter and hit or brushCenter then
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veVehicleSpawner.lua
-- Choosing start position
hit = cameraMouseRayCast(false, im.flags(SOTTerrain))
if hit then
@/lua/ge/extensions/flowgraph/nodes/debug/cameraMouseRayCast.lua
function C:work()
local hit = cameraMouseRayCast()
if hit then
@/lua/ge/extensions/editor/aiViz.lua
if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
local rayCast = cameraMouseRayCast()
if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
local rayCast = cameraMouseRayCast()
if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/editor/gen/world.lua
-- if scope == nil then scope = 'building' end
U.dump(cij, '>>----------- mdown:'..tostring(rayCast.object.name)..'/'..tostring(cameraMouseRayCast(true).object.name)..':'..tostring(scope)..':'..tostring(cij ~= nil and cij[1] or nil)..':'..tostring(cedit.mesh)..':'..tostring(rayCast.pos)..':'..tostring(#editor.getAllRoads())) --..':'..tostring(ray.pos)..':'..tostring(ray.dir)) --..':'..tostring(hit))
-- cmesh = nil
-- select part
rayCast = cameraMouseRayCast(true)
-- U.dump(cij, '?? RH4:')
--lo('?? for_VEDGE2:', true)
-- local rayCast = cameraMouseRayCast(false, im.flags(SOTTerrain))
-- local rayCast = cameraMouseRayCast(false, im.flags(SOTTerrain))
-- local rayCast = cameraMouseRayCast(false, im.flags(SOTTerrain))
-- local rayCast = cameraMouseRayCast(false, im.flags(SOTTerrain))
local shift = U.proj2D(rayCast.pos - smouse)
-- MOVE SPLIT LINE along
rayCast = cameraMouseRayCast(false)
if not cedit.cval['DragPos'] then
if not cedit.cval['DragPos'] then
lo('?? Z-drag:') --..tostring(cameraMouseRayCast(true).object.name), true)
cedit.cval['DragPos'] = {
cedit.cval['DragPos'] = {
mouse = cameraMouseRayCast(true).pos,
pos = adesc[cedit.mesh].pos,
end
local ds = cameraMouseRayCast(true).pos - smouse
lo('?? Z_dragging:'..tostring(ds)) --..':'..tostring(cameraMouseRayCast(true).object.name), true)
local ds = cameraMouseRayCast(true).pos - smouse
lo('?? Z_dragging:'..tostring(ds)) --..':'..tostring(cameraMouseRayCast(true).object.name), true)
adesc[cedit.mesh].pos = cedit.cval['DragPos'].pos + ds:dot(vec3(0,0,1))*vec3(0,0,1)
-- if not (rayCast.object and string.find(rayCast.object.name, 'GroundPlane')==1) then
-- rayCast = cameraMouseRayCast(false, im.flags(SOTTerrain))
-- end
-- lo('?? mdrag_free:'..key..':'..tostring(smouse)..':'..tostring(s))
local a,b = smouse,cameraMouseRayCast(false).pos
local u,v = U.proj2D(b-a),vec3(0,0,(b-a).z)
end
local rayCast = cameraMouseRayCast(false, im.flags(SOTTerrain))
if scope == 'building' then
if rayCast then
-- lo('?? drag_pos:'..cameraMouseRayCast(false, im.flags(SOTTerrain)).object.name..':'..cameraMouseRayCast().object.name..':'..tostring(rayCast.pos)..':'..tostring(smouse)..':'..tostring(adesc[cedit.mesh].pos))
if not cedit.cval['DragPos'] or not cedit.cval['DragPos'].pos then
if rayCast then
-- lo('?? drag_pos:'..cameraMouseRayCast(false, im.flags(SOTTerrain)).object.name..':'..cameraMouseRayCast().object.name..':'..tostring(rayCast.pos)..':'..tostring(smouse)..':'..tostring(adesc[cedit.mesh].pos))
if not cedit.cval['DragPos'] or not cedit.cval['DragPos'].pos then
if not cedit.cval['DragPos'] then
cedit.cval['DragPos'] = {hmouse = cameraMouseRayCast(true).pos} -- rayCast.pos}
return
local c1 = cedit.cval['DragPos'].hmouse
local c2 = cameraMouseRayCast(true).pos --rayCast.pos
local vz = (c2-c1):dot(vec3(0,0,1))*vec3(0,0,1)
if not cedit.cval['DragPos'] then
-- lo('?? FOREST:'..tostring(cameraMouseRayCast(true).object.name)..':'..tostring(cameraMouseRayCast(false).object.name)) --..':'..tostring(cedit.cval['DragPos'].mouse-rayCast.pos))
cedit.cval['DragPos'] = {mouse = cameraMouseRayCast(true).pos}
if not cedit.cval['DragPos'] then
-- lo('?? FOREST:'..tostring(cameraMouseRayCast(true).object.name)..':'..tostring(cameraMouseRayCast(false).object.name)) --..':'..tostring(cedit.cval['DragPos'].mouse-rayCast.pos))
cedit.cval['DragPos'] = {mouse = cameraMouseRayCast(true).pos}
-- lo('?? FOREST:'..tostring(cameraMouseRayCast(true).object.name)..':'..tostring(cameraMouseRayCast(false).object.name)) --..':'..tostring(cedit.cval['DragPos'].mouse-rayCast.pos))
cedit.cval['DragPos'] = {mouse = cameraMouseRayCast(true).pos}
lo('?? FOREST:'..tostring(cedit.cval['DragPos'].mouse), true) --..tostring(cameraMouseRayCast(true).object.name)..':'..tostring(cameraMouseRayCast(false).object.name)) --..':'..tostring(cedit.cval['DragPos'].mouse-rayCast.pos))
cedit.cval['DragPos'] = {mouse = cameraMouseRayCast(true).pos}
lo('?? FOREST:'..tostring(cedit.cval['DragPos'].mouse), true) --..tostring(cameraMouseRayCast(true).object.name)..':'..tostring(cameraMouseRayCast(false).object.name)) --..':'..tostring(cedit.cval['DragPos'].mouse-rayCast.pos))
-- smouse = rayCast.pos
cedit.cval['DragPos'] = {mouse = cameraMouseRayCast(true).pos}
lo('?? FOREST:'..tostring(cedit.cval['DragPos'].mouse), true) --..tostring(cameraMouseRayCast(true).object.name)..':'..tostring(cameraMouseRayCast(false).object.name)) --..':'..tostring(cedit.cval['DragPos'].mouse-rayCast.pos))
-- smouse = rayCast.pos
]]
rayCast = cameraMouseRayCast(true)
local ds = rayCast.pos - smouse
-- MOVE FLOOR
-- rayCast = cameraMouseRayCast(false, im.flags(SOTTerrain))
-- lo('?? move floor:'..tostring(camDir)..':'..dx..':'..dy..':'..tostring(ds)..':'..tostring(rayCast.pos))
end
-- rayCast = cameraMouseRayCast(true) -- true to detect forest
-- rayCast = cameraMouseRayCast(false)
-- rayCast = cameraMouseRayCast(true) -- true to detect forest
-- rayCast = cameraMouseRayCast(false)
lo('>> mup0:', true)
local key = forKey(rayCast)
-- local rCast = cameraMouseRayCast(false)
-- U.dump(dforest[key], '?? for_forest:'..tostring(scope)..':'..tostring(dforest[key] and dforest[key].type or nil)..':'..tostring(key)..'/'..tostring(cedit.forest)..':'..tostring(cedit.fscope)) --..':'..tostring(rCast.object.name)) --..':'..tostring(dforest[key].mesh)..':'..tostring(cedit.fscope))
if im.IsWindowHovered(im.HoveredFlags_AnyWindow) or im.IsAnyItemHovered() then return end
local rayCast = cameraMouseRayCast(true)
if false and rayCast and not N.out.inseed and not W.ui.injunction then
-- rayCast = cameraMouseRayCast(true)
local nm = rayCast.object.name
-- local rayCast = cameraMouseRayCast(true)
cedit.cval = {}
if cedit.mesh == nil then return end
-- local rayCast = cameraMouseRayCast(true)
if rayCast == nil then return end
local a,b = v+vec3(0,0,H),v+vec3(0,0,H+desc.afloor[i].h)
rayCast = cameraMouseRayCast(false)
if U.angDistVert(a,b) then
else
if mup(cameraMouseRayCast(true), {D = D}) then
return
else
if mwheel(w, cameraMouseRayCast(true)) then return end
end
if out.inseed then
local rayCast = cameraMouseRayCast(false, im.flags(SOTTerrain))
if rayCast then
-- if editor.keyModifiers.alt then
-- lo('?? for_ALT:'..tostring(cameraMouseRayCast(false).object.name))
-- end
local rayCast,rayCastHit = cameraMouseRayCast(false)
if rayCast then
-- if im.IsMouseClicked(0) then
-- lo('?? for_RCSDSS:'..tostring(cameraMouseRayCast(true).object.name)..':'..tostring(cameraMouseRayCast(false).object.name))
-- end
-- if im.IsMouseClicked(0) then
-- lo('?? for_RCSDSS:'..tostring(cameraMouseRayCast(true).object.name)..':'..tostring(cameraMouseRayCast(false).object.name))
-- end
@/lua/ge/extensions/editor/buildingEditor.lua
local rayCast = cameraMouseRayCast(true)
if rayCast == nil then
local nm = rayCast.object.name
-- lo('?? CE.RC:'..tostring(nm)..':'..tostring(rayCast.pos)) --..' true:'..tostring(cameraMouseRayCast(true).object.name)..' false:'..tostring(cameraMouseRayCast(false).object.name)) --..':'..tostring(editor.selection.forestItem)
if nm ~= nil then
local nm = rayCast.object.name
-- lo('?? CE.RC:'..tostring(nm)..':'..tostring(rayCast.pos)) --..' true:'..tostring(cameraMouseRayCast(true).object.name)..' false:'..tostring(cameraMouseRayCast(false).object.name)) --..':'..tostring(editor.selection.forestItem)
if nm ~= nil then
if im.IsMouseClicked(0) then
-- lo('?? MC:'..cameraMouseRayCast(true).object.name)
if not im.IsWindowHovered(im.HoveredFlags_AnyWindow) and not im.IsAnyItemHovered() then
if im.IsMouseReleased(0) then
if false and W.mup(cameraMouseRayCast(true), {R = R, D = D}) then
return
if false then
if W.mwheel(w, cameraMouseRayCast(true)) then
elseif U._PRD == 0 and #Net.sregion == 1 then
@/lua/ge/extensions/editor/roadEditor.lua
if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
local rayCast = cameraMouseRayCast()
if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/gameplay/rally/test/testRouteFix.lua
local function drawMousePos()
local mousePos = cameraMouseRayCast()
if mousePos and mousePos.pos then
@/lua/ge/extensions/editor/decalEditor.lua
local function onUpdate()
local res = cameraMouseRayCast()
local campos = core_camera.getPosition()