#include "MasterState.hpp"
+#include "Application.hpp"
#include "../creature/Creature.hpp"
#include "../graphics/Viewport.hpp"
#include "../math/const.hpp"
}
void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
- if (e.button == SDL_BUTTON_RIGHT) {
+ if (e.button == SDL_BUTTON_RIGHT && cp.Shown()) {
SDL_SetRelativeMouseMode(SDL_TRUE);
cam_dragging = true;
}
}
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 pitch_scale = PI * 0.001;
constexpr double yaw_scale = PI * 0.002;
if (cam_dragging) {
- cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.5);
+ cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.499);
cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
}
}
// 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);
}