#include <glm/gtx/transform.hpp>
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
namespace blobs {
namespace app {
, cam_tgt_dist(5.0)
, cam_orient(PI * 0.375, PI * 0.25, 0.0)
, cam_dragging(false)
+, bp(assets)
, cp(assets)
, rp(sim)
, tp(sim)
, remain(0)
, thirds(0)
, paused(false) {
- cp.ZIndex(10.0f);
- rp.ZIndex(20.0f);
- tp.ZIndex(30.0f);
+ bp.ZIndex(10.0f);
+ cp.ZIndex(20.0f);
+ rp.ZIndex(30.0f);
+ tp.ZIndex(40.0f);
}
MasterState::~MasterState() noexcept {
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;
+
+ creature::Creature *closest_creature = nullptr;
+ double closest_dist = std::numeric_limits<double>::infinity();
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)
+ if (Intersect(ray, c->CollisionBounds(), glm::dmat4(cam.Model(c->GetSituation().GetPlanet())) * c->CollisionTransform(), normal, dist)
&& dist < closest_dist) {
- closest = c;
+ closest_creature = c;
+ closest_dist = dist;
+ }
+ }
+
+ world::Body *closest_body = nullptr;
+ for (world::Body *b : sim.Bodies()) {
+ glm::dvec3 normal(0.0);
+ double dist = 0.0;
+ if (Intersect(ray, glm::dmat4(cam.Model(*b)) * b->CollisionBounds(), normal, dist) && dist < closest_dist) {
+ closest_creature = nullptr;
+ closest_body = b;
closest_dist = dist;
}
}
- if (closest) {
- cp.Show(*closest);
+
+ if (closest_creature) {
+ cp.Show(*closest_creature);
+ bp.Hide();
+ } else if (closest_body) {
+ bp.Show(*closest_body);
+ cp.Hide();
} else {
cp.Hide();
+ bp.Hide();
}
} else if (e.button == SDL_BUTTON_RIGHT) {
SDL_SetRelativeMouseMode(SDL_FALSE);
}
viewport.ClearDepth();
+ bp.Draw(viewport);
cp.Draw(viewport);
rp.Draw(viewport);
tp.Draw(viewport);