Merge branch 'develop' into modnark
This commit is contained in:
@@ -3,25 +3,25 @@
|
|||||||
#include "Globals.h"
|
#include "Globals.h"
|
||||||
#include <math.h>
|
#include <math.h>
|
||||||
|
|
||||||
Mouse::Mouse(){
|
Mouse::Mouse()
|
||||||
|
{
|
||||||
x = y = 0;
|
x = y = 0;
|
||||||
}
|
}
|
||||||
Mouse::~Mouse(){}
|
|
||||||
|
Mouse::~Mouse() {}
|
||||||
|
|
||||||
PartInstance * selectedInstance = NULL;
|
PartInstance * selectedInstance = NULL;
|
||||||
Ray testRay;
|
Ray testRay;
|
||||||
float nearest=std::numeric_limits<float>::infinity();
|
float nearest = std::numeric_limits<float>::infinity();
|
||||||
|
|
||||||
void eprt(PartInstance * instance)
|
void eprt(PartInstance * instance)
|
||||||
{
|
{
|
||||||
float time = testRay.intersectionTime(instance->getBox());
|
float time = testRay.intersectionTime(instance->getBox());
|
||||||
if (time != inf())
|
if (time != inf() && nearest > time)
|
||||||
{
|
{
|
||||||
if (nearest>time)
|
nearest = time;
|
||||||
{
|
selectedInstance = instance;
|
||||||
nearest=time;
|
}
|
||||||
selectedInstance = instance;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
PartInstance * Mouse::getTarget()
|
PartInstance * Mouse::getTarget()
|
||||||
@@ -46,6 +46,7 @@ G3D::Ray Mouse::getLastRay()
|
|||||||
|
|
||||||
double getVectorDistance(Vector3 vector1, Vector3 vector2)
|
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);
|
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<Instance *> ignore)
|
|||||||
{
|
{
|
||||||
testRay = g_usableApp->cameraController.getCamera()->worldRay(x, y, g_usableApp->getRenderDevice()->getViewport());
|
testRay = g_usableApp->cameraController.getCamera()->worldRay(x, y, g_usableApp->getRenderDevice()->getViewport());
|
||||||
PartInstance * currPart = NULL;
|
PartInstance * currPart = NULL;
|
||||||
Vector3 pos = testRay.closestPoint(Vector3(0,0,0));
|
Vector3 pos = testRay.closestPoint(Vector3(0, 0, 0));
|
||||||
nearest=std::numeric_limits<float>::infinity();
|
nearest = std::numeric_limits<float>::infinity();
|
||||||
|
|
||||||
for(size_t i = 0; i < g_dataModel->getWorkspace()->partObjects.size(); i++)
|
for(size_t i = 0; i < g_dataModel->getWorkspace()->partObjects.size(); i++)
|
||||||
{
|
{
|
||||||
PartInstance * p = g_dataModel->getWorkspace()->partObjects[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;
|
continue;
|
||||||
|
|
||||||
float newdistance = testRay.intersectionTime(p->getBox()); //testRay.distance(inter);
|
float newdistance = testRay.intersectionTime(p->getBox()); //testRay.distance(inter);
|
||||||
if(G3D::isFinite(newdistance))
|
if (G3D::isFinite(newdistance) && nearest > abs(newdistance))
|
||||||
{
|
{
|
||||||
if(nearest > abs(newdistance))
|
nearest = newdistance;
|
||||||
{
|
pos = testRay.origin + (testRay.direction * nearest);
|
||||||
nearest = newdistance;
|
currPart = p;
|
||||||
pos = testRay.origin+(testRay.direction*nearest);
|
}
|
||||||
currPart = p;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// A scuffed fix for moving
|
// A scuffed fix for moving
|
||||||
if(currPart == NULL) {
|
if (currPart == NULL) {
|
||||||
if(PartInstance * part = dynamic_cast<PartInstance *>(ignore[0]))
|
if (PartInstance * part = dynamic_cast<PartInstance *>(ignore[0]))
|
||||||
{
|
{
|
||||||
return MousePoint(part->getPosition(), part);
|
return MousePoint(part->getPosition(), part);
|
||||||
}
|
}
|
||||||
@@ -83,9 +84,9 @@ MousePoint Mouse::getPositionAndPart(std::vector<Instance *> ignore)
|
|||||||
|
|
||||||
// A crude implementation of stud snapping
|
// A crude implementation of stud snapping
|
||||||
Vector3 pSz = currPart->getSize();
|
Vector3 pSz = currPart->getSize();
|
||||||
pos.x = (ceil(pos.x / 1) * 1);
|
pos.x = ceil(pos.x);
|
||||||
pos.y = (ceil(pos.y / 1) * 1);
|
pos.y = ceil(pos.y);
|
||||||
pos.z = (ceil(pos.z / 1) * 1);
|
pos.z = ceil(pos.z);
|
||||||
|
|
||||||
return MousePoint(pos, currPart);
|
return MousePoint(pos, currPart);
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user