114 lines
2.7 KiB
C++
114 lines
2.7 KiB
C++
#include "Mouse.h"
|
|
#include "Application.h"
|
|
#include "Globals.h"
|
|
#include <math.h>
|
|
|
|
Mouse::Mouse()
|
|
{
|
|
x = y = 0;
|
|
}
|
|
|
|
Mouse::~Mouse() {}
|
|
|
|
PartInstance * selectedInstance = NULL;
|
|
Ray testRay;
|
|
float nearest = std::numeric_limits<float>::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<float>::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<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();
|
|
|
|
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<PartInstance *>(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<Instance *> ignore)
|
|
{
|
|
return getPositionAndPart(ignore).position;
|
|
}
|
|
|
|
bool Mouse::isMouseOnScreen()
|
|
{
|
|
//hm
|
|
return true;
|
|
}
|
|
|
|
bool Mouse::isMouseDown()
|
|
{
|
|
return mouseDown;
|
|
}
|
|
|
|
void Mouse::setMouseDown(bool bval)
|
|
{
|
|
mouseDown = bval;
|
|
}
|