Attempted to make getPosition...
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@@ -689,7 +689,8 @@ void Application::onGraphics(RenderDevice* rd) {
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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rd->setObjectToWorldMatrix(forDraw);
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rd->setObjectToWorldMatrix(forDraw);
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rd->afterPrimitive();
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rd->afterPrimitive();
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Draw::sphere(G3D::Sphere(mouse.getPosition(), 1), rd, Color3::cyan(), Color4::clear());
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if(g_selectedInstances.size() > 0)
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if(g_selectedInstances.size() > 0)
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{
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{
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for(size_t i = 0; i < g_selectedInstances.size(); i++)
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for(size_t i = 0; i < g_selectedInstances.size(); i++)
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46
Mouse.cpp
46
Mouse.cpp
@@ -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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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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}
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}
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@@ -34,14 +35,49 @@ PartInstance * Mouse::getTarget()
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}
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}
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double getVectorDistance(Vector3 vector1, Vector3 vector2)
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{
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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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Vector3 Mouse::getPosition()
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Vector3 Mouse::getPosition()
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{
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{
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return Vector3();
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testRay = g_usableApp->cameraController.getCamera()->worldRay(x, y, g_usableApp->getRenderDevice()->getViewport());
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//Not implemented
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Vector3 pos = testRay.closestPoint(Vector3(0,0,0));
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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(size_t i = 0; i < g_dataModel->getWorkspace()->partObjects.size(); i++)
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{
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PartInstance * p = g_dataModel->getWorkspace()->partObjects[i];
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if(G3D::isFinite(testRay.intersectionTime(p->getBox())))
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{
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if (nearest>testRay.intersectionTime(p->getBox()))
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{
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// BROKEN
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pos = (testRay.closestPoint(p->getPosition()/2));
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}
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/* // This would be an overall better solution
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for(char i = 0; i < 6; i++)
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{
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Vector3 side1;
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Vector3 side2;
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Vector3 side3;
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Vector3 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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float newdistance = testRay.distance(inter);
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if(nearest > abs(newdistance))
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{
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nearest = newdistance;
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pos = inter;
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}
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}*/
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}
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}
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return pos;
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}
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}
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bool Mouse::isMouseOnScreen()
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bool Mouse::isMouseOnScreen()
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{
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{
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