Made dragging slightly less horrific
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@@ -50,7 +50,7 @@ void ArrowTool::onMouseMoved(Mouse mouse)
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{
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{
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if(PartInstance * part = dynamic_cast<PartInstance *>(g_selectedInstances[i]))
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if(PartInstance * part = dynamic_cast<PartInstance *>(g_selectedInstances[i]))
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{
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{
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part->setPosition(mouse.getPosition());
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part->setPosition(mouse.getPosition(g_selectedInstances));
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}
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}
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}
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}
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return;
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return;
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@@ -1,6 +1,7 @@
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#include "Mouse.h"
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#include "Mouse.h"
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#include "Application.h"
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#include "Application.h"
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#include "Globals.h"
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#include "Globals.h"
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#include <algorithm>
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Mouse::Mouse(){
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Mouse::Mouse(){
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x = y = 0;
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x = y = 0;
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@@ -40,15 +41,17 @@ double getVectorDistance(Vector3 vector1, Vector3 vector2)
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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);
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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);
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}
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}
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Vector3 Mouse::getPosition()
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Vector3 Mouse::getPosition(std::vector<Instance *> ignore)
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{
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{
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testRay = g_usableApp->cameraController.getCamera()->worldRay(x, y, g_usableApp->getRenderDevice()->getViewport());
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testRay = g_usableApp->cameraController.getCamera()->worldRay(x, y, g_usableApp->getRenderDevice()->getViewport());
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Vector3 pos = testRay.closestPoint(Vector3(0,0,0));
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Vector3 pos = Vector3(0,0,0);
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nearest=std::numeric_limits<float>::infinity();
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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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//Vector3 camPos = g_usableApp->cameraController.getCamera()->getCoordinateFrame().translation;
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for(size_t i = 0; i < g_dataModel->getWorkspace()->partObjects.size(); i++)
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for(size_t i = 0; i < g_dataModel->getWorkspace()->partObjects.size(); i++)
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{
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{
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PartInstance * p = g_dataModel->getWorkspace()->partObjects[i];
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PartInstance * p = g_dataModel->getWorkspace()->partObjects[i];
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if(std::find(ignore.begin(), ignore.end(), p) != ignore.end())
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continue;
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if(G3D::isFinite(testRay.intersectionTime(p->getBox())))
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if(G3D::isFinite(testRay.intersectionTime(p->getBox())))
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{
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{
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@@ -67,7 +70,7 @@ Vector3 Mouse::getPosition()
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Vector3 side3;
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Vector3 side3;
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Vector3 side4;
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Vector3 side4;
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p->getBox().getFaceCorners(i, side1, side2, side3, side4);
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p->getBox().getFaceCorners(i, side1, side2, side3, side4);
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Vector3 inter = testRay.intersection(G3D::Plane(side2, side3, side4));
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Vector3 inter = testRay.intersection(G3D::Plane(side1, side2, side3));
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float newdistance = testRay.distance(inter);
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float newdistance = testRay.distance(inter);
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if(nearest > abs(newdistance))
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if(nearest > abs(newdistance))
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{
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{
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2
Mouse.h
2
Mouse.h
@@ -13,7 +13,7 @@ public:
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int x, y;
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int x, y;
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int oldx, oldy;
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int oldx, oldy;
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PartInstance * getTarget();
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PartInstance * getTarget();
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Vector3 getPosition();
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Vector3 getPosition(std::vector<Instance *> ignore = std::vector<Instance *>());
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bool isMouseOnScreen();
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bool isMouseOnScreen();
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bool isMouseDown();
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bool isMouseDown();
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void setMouseDown(bool mouseDown);
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void setMouseDown(bool mouseDown);
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