#include "MasterState.hpp"
+#include "Application.hpp"
#include "../creature/Creature.hpp"
#include "../graphics/Viewport.hpp"
#include "../math/const.hpp"
, remain(0)
, thirds(0)
, paused(false) {
+ cp.ZIndex(10.0f);
+ rp.ZIndex(20.0f);
+ tp.ZIndex(30.0f);
}
MasterState::~MasterState() noexcept {
void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
if (e.keysym.sym == SDLK_p) {
paused = !paused;
+ } else if (e.keysym.sym == SDLK_F1) {
+ rp.Toggle();
}
}
}
void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
- if (e.button == SDL_BUTTON_RIGHT) {
+ if (e.button == SDL_BUTTON_LEFT) {
+ glm::dmat4 inverse(glm::inverse(cam.Projection() * cam.View()));
+ math::Ray ray(inverse * App().GetViewport().ShootPixel(e.x, e.y));
+ creature::Creature *closest = nullptr;
+ double closest_dist = 1.0e24;
+ for (creature::Creature *c : sim.LiveCreatures()) {
+ glm::dvec3 normal(0.0);
+ double dist = 0.0;
+ if (Intersect(ray, c->CollisionBox(), glm::dmat4(cam.Model(c->GetSituation().GetPlanet())) * c->CollisionTransform(), normal, dist)
+ && dist < closest_dist) {
+ closest = c;
+ closest_dist = dist;
+ }
+ }
+ if (closest) {
+ cp.Show(*closest);
+ } else {
+ cp.Hide();
+ }
+ } else if (e.button == SDL_BUTTON_RIGHT) {
SDL_SetRelativeMouseMode(SDL_FALSE);
cam_dragging = false;
}
constexpr double zoom_scale = -1.0;
constexpr double zoom_base = 1.125;
cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
- cam_tgt_dist = std::max(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
+ if (cp.Shown()) {
+ cam_tgt_dist = std::max(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
+ } else {
+ cam_tgt_dist = std::max(1.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
+ }
}
void MasterState::OnRender(graphics::Viewport &viewport) {
// TODO: extend to nearby bodies as well
for (auto c : cam.Reference().Creatures()) {
assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
- assets.shaders.creature_skin.SetBaseColor(c->BaseColor());
- assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor());
+ assets.shaders.creature_skin.SetBaseColor(glm::vec3(c->BaseColor()));
+ assets.shaders.creature_skin.SetHighlightColor(glm::vec4(c->HighlightColor()));
c->Draw(viewport);
}