Files
Blocks3D/src/source/Mouse.cpp
2022-10-11 13:58:38 -04:00

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;
}