#include "Mouse.h" #include "Application.h" #include "Globals.h" #include Mouse::Mouse() { x = y = 0; } Mouse::~Mouse() {} PartInstance * selectedInstance = NULL; Ray testRay; float nearest = std::numeric_limits::infinity(); void eprt(PartInstance * instance) { float time = testRay.intersectionTime(instance->getBox()); if (time != inf() && nearest > time) { nearest = time; selectedInstance = instance; } } PartInstance * Mouse::getTarget() { selectedInstance = NULL; testRay = g_usableApp->cameraController.getCamera()->worldRay(x, y, g_usableApp->getRenderDevice()->getViewport()); nearest=std::numeric_limits::infinity(); for_each (g_dataModel->getWorkspace()->partObjects.begin(), g_dataModel->getWorkspace()->partObjects.end(), eprt); return selectedInstance; } G3D::Ray * Mouse::getRay() { return &g_usableApp->cameraController.getCamera()->worldRay(x, y, g_usableApp->getRenderDevice()->getViewport()); } G3D::Ray Mouse::getLastRay() { return testRay; } 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); } MousePoint Mouse::getPositionAndPart(std::vector 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::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()) continue; float newdistance = testRay.intersectionTime(p->getBox()); //testRay.distance(inter); 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(ignore[0])) { return MousePoint(part->getPosition(), part); } return MousePoint(pos, currPart); } // A crude implementation of stud snapping Vector3 pSz = currPart->getSize(); pos.x = ceil(pos.x); pos.y = ceil(pos.y); pos.z = ceil(pos.z); return MousePoint(pos, currPart); } Vector3 Mouse::getPosition(std::vector ignore) { return getPositionAndPart(ignore).position; } bool Mouse::isMouseOnScreen() { //hm return true; } bool Mouse::isMouseDown() { return mouseDown; } void Mouse::setMouseDown(bool bval) { mouseDown = bval; }