cleanup mouse.cpp code a bit more

This commit is contained in:
pinksub
2022-10-11 13:58:21 -04:00
committed by GitHub
parent 8f3d12c516
commit 9d62380df9

View File

@@ -3,25 +3,28 @@
#include "Globals.h"
#include <math.h>
Mouse::Mouse(){
Mouse::Mouse()
{
x = y = 0;
}
Mouse::~Mouse(){}
Mouse::~Mouse()
{
}
PartInstance * selectedInstance = NULL;
Ray testRay;
float nearest=std::numeric_limits<float>::infinity();
float nearest = std::numeric_limits<float>::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 +49,7 @@ 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 +57,28 @@ MousePoint Mouse::getPositionAndPart(std::vector<Instance *> 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<float>::infinity();
Vector3 pos = testRay.closestPoint(Vector3(0, 0, 0));
nearest = std::numeric_limits<float>::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<PartInstance *>(ignore[0]))
if (currPart == NULL) {
if (PartInstance * part = dynamic_cast<PartInstance *>(ignore[0]))
{
return MousePoint(part->getPosition(), part);
}