Added tools and texture handler
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65
Mouse.cpp
65
Mouse.cpp
@@ -1,14 +1,43 @@
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#include "Mouse.h"
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#include "Application.h"
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#include "Globals.h"
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Mouse::Mouse(){
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x = y = 0;
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}
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Mouse::~Mouse(){}
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Instance * Mouse::getTarget()
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PartInstance * selectedInstance = NULL;
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Ray testRay;
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float nearest=std::numeric_limits<float>::infinity();
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void eprt(PartInstance * instance)
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{
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return NULL;
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float time = testRay.intersectionTime(instance->getBox());
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if (time != inf())
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{
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if (nearest>time)
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{
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nearest=time;
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selectedInstance = instance;
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//This is where dead code below was
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}
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}
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}
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PartInstance * Mouse::getTarget()
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{
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selectedInstance = NULL;
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testRay = g_usableApp->cameraController.getCamera()->worldRay(x, y, g_usableApp->getRenderDevice()->getViewport());
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nearest=std::numeric_limits<float>::infinity();
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//Vector3 camPos = g_usableApp->cameraController.getCamera()->getCoordinateFrame().translation;
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for_each (g_dataModel->getWorkspace()->partObjects.begin(), g_dataModel->getWorkspace()->partObjects.end(), eprt);
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return selectedInstance;
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}
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Vector3 Mouse::getPosition()
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{
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return Vector3();
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@@ -28,4 +57,32 @@ bool Mouse::isMouseDown()
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void Mouse::setMouseDown(bool bval)
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{
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mouseDown = bval;
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}
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}
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//bool found = false;
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/*for(size_t i = 0; i < g_selectedInstances.size(); i++)
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{
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if(g_selectedInstances.at(i) == test)
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{
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found = true;
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//ShowWindow(_propWindow->_hwndProp, SW_SHOW);
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//SetActiveWindow(_propWindow->_hwndProp);
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//SetForegroundWindow(_propWindow->_hwndProp);
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break;
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}
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}
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if(!found)
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{
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selectedInstance = test;
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//if(!GetHoldKeyState(VK_RCONTROL) && !GetHoldKeyState(VK_LCONTROL))
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//g_selectedInstances.clear();
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//if(std::find(g_selectedInstances.begin(), g_selectedInstances.end(),test)==g_selectedInstances.end())
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//g_selectedInstances.push_back(test);
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}
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//selectInstance(test, _propWindow);
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//_message = "Dragging = true.";
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//_messageTime = System::time();
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//_dragging = true;*/
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