diff --git a/src/source/Mouse.cpp b/src/source/Mouse.cpp index faf1cd8..53ac108 100644 --- a/src/source/Mouse.cpp +++ b/src/source/Mouse.cpp @@ -3,25 +3,25 @@ #include "Globals.h" #include -Mouse::Mouse(){ +Mouse::Mouse() +{ x = y = 0; } -Mouse::~Mouse(){} + +Mouse::~Mouse() {} PartInstance * selectedInstance = NULL; Ray testRay; -float nearest=std::numeric_limits::infinity(); +float nearest = std::numeric_limits::infinity(); + void eprt(PartInstance * instance) { - float time = testRay.intersectionTime(instance->getBox()); - if (time != inf()) - { - if (nearest>time) - { - nearest=time; - selectedInstance = instance; - } - } + float time = testRay.intersectionTime(instance->getBox()); + if (time != inf() && nearest > time) + { + nearest = time; + selectedInstance = instance; + } } PartInstance * Mouse::getTarget() @@ -46,6 +46,7 @@ G3D::Ray Mouse::getLastRay() double getVectorDistance(Vector3 vector1, Vector3 vector2) { + // what the return pow(pow((double)vector1.x - (double)vector2.x, 2) + pow((double)vector1.y - (double)vector2.y, 2) + pow((double)vector1.z - (double)vector2.z, 2), 0.5); } @@ -53,28 +54,28 @@ MousePoint Mouse::getPositionAndPart(std::vector ignore) { testRay = g_usableApp->cameraController.getCamera()->worldRay(x, y, g_usableApp->getRenderDevice()->getViewport()); PartInstance * currPart = NULL; - Vector3 pos = testRay.closestPoint(Vector3(0,0,0)); - nearest=std::numeric_limits::infinity(); + Vector3 pos = testRay.closestPoint(Vector3(0, 0, 0)); + nearest = std::numeric_limits::infinity(); + for(size_t i = 0; i < g_dataModel->getWorkspace()->partObjects.size(); i++) { PartInstance * p = g_dataModel->getWorkspace()->partObjects[i]; - if(std::find(ignore.begin(), ignore.end(), p) != ignore.end()) + + if (std::find(ignore.begin(), ignore.end(), p) != ignore.end()) continue; + float newdistance = testRay.intersectionTime(p->getBox()); //testRay.distance(inter); - if(G3D::isFinite(newdistance)) - { - if(nearest > abs(newdistance)) - { - nearest = newdistance; - pos = testRay.origin+(testRay.direction*nearest); - currPart = p; - } - } + if (G3D::isFinite(newdistance) && nearest > abs(newdistance)) + { + nearest = newdistance; + pos = testRay.origin + (testRay.direction * nearest); + currPart = p; + } } // A scuffed fix for moving - if(currPart == NULL) { - if(PartInstance * part = dynamic_cast(ignore[0])) + if (currPart == NULL) { + if (PartInstance * part = dynamic_cast(ignore[0])) { return MousePoint(part->getPosition(), part); } @@ -83,9 +84,9 @@ MousePoint Mouse::getPositionAndPart(std::vector ignore) // A crude implementation of stud snapping Vector3 pSz = currPart->getSize(); - pos.x = (ceil(pos.x / 1) * 1); - pos.y = (ceil(pos.y / 1) * 1); - pos.z = (ceil(pos.z / 1) * 1); + pos.x = ceil(pos.x); + pos.y = ceil(pos.y); + pos.z = ceil(pos.z); return MousePoint(pos, currPart); }