smrendererv3/SMCode/SM2D/Controls/Mouse2D.cs
Michel Fedde 5bb690e45f 2021-15-03
+ GenericTransformation.InWorldSpace (Merges the object transformation and the last master transformation)
+ Ray class for Raycasting (may not work correctly)
+ Util.CallGarbageCollector() can call the garbage collector.
+ GLWindow.WindowFlags allow to easly switch between Window <-> Borderless Window (this will cause the window to fill the entire screen) <-> Exclusive Fullscreen.

~ Made the bloom-texture scale a constructor-parameter.

SM.OGL:
+ OpenGL-GarbageCollector integration.
+ BoundingBox.GetBounds(Matrix4, out Vector3,out Vector3) allows for easy transformation of the bounding box.
+ GLObjects can now marked as not compiled. Where it always returns false at WasCompiled.

SM2D:
~ Improved the Mouse2D.MouseOver Algorithm.
2021-03-15 18:11:58 +01:00

74 lines
No EOL
2.5 KiB
C#

using System.Collections.Generic;
using System.Windows.Controls;
using OpenTK;
using SM.Base.Controls;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM.Utility;
using SM2D.Scene;
using SM2D.Types;
namespace SM2D.Controls
{
public class Mouse2D
{
public static Vector2 InWorld(Vector2 worldScale)
{
var res = worldScale;
res.Y *= -1;
return Mouse.InScreenNormalized * res - res / 2;
}
public static Vector2 InWorld(Camera cam)
{
return InWorld(cam.WorldScale) + cam.Position;
}
public static Vector2 InWorld(Vector2 worldScale, Vector2 position)
{
return InWorld(worldScale) + position;
}
public static bool MouseOver<TObject>(Vector2 mousePos, params TObject[] checkingObjects)
where TObject : IModelItem, ITransformItem<Transformation>
=> MouseOver(mousePos, out _, checkingObjects);
public static bool MouseOver<TObject>(Vector2 mousePos, ICollection<TObject> checkingObjects)
where TObject : IModelItem, ITransformItem<Transformation>
=> MouseOver<TObject>(mousePos, out _, checkingObjects);
public static bool MouseOver<TObject>(Vector2 mousePos, out TObject clicked, params TObject[] checkingObjects)
where TObject : IModelItem, ITransformItem<Transformation>
=> MouseOver<TObject>(mousePos, out clicked, (ICollection<TObject>)checkingObjects);
public static bool MouseOver<TObject>(Vector2 mousePos, out TObject clickedObj, ICollection<TObject> checkingObjects)
where TObject : IModelItem, ITransformItem<Transformation>
{
clickedObj = default;
bool success = false;
float distance = -10;
foreach (TObject item in checkingObjects)
{
Matrix4 worldPos = item.Transform.InWorldSpace;
item.Mesh.BoundingBox.GetBounds(worldPos, out Vector3 min, out Vector3 max);
if (mousePos.X > min.X && mousePos.X < max.X &&
mousePos.Y > min.Y && mousePos.Y < max.Y)
{
// if z is greater than distance
if (worldPos[3, 2] > distance)
{
clickedObj = item;
distance = worldPos[3, 2];
}
success = true;
}
}
return success;
}
}
}