smrendererv3/SMCode/SM2D/Controls/Mouse2D.cs
2021-03-19 20:59:02 +01:00

134 lines
No EOL
5 KiB
C#

using System.Collections.Generic;
using OpenTK;
using SM.Base.Controls;
using SM.Base.Scene;
using SM.OGL.Mesh;
using SM2D.Scene;
using SM2D.Types;
namespace SM2D.Controls
{
/// <summary>
/// Contains special methods for the mouse.
/// </summary>
public class Mouse2D
{
/// <summary>
/// Returns the current position of the mouse inside the world.
/// </summary>
public static Vector2 InWorld(Vector2 worldScale)
{
var res = worldScale;
res.Y *= -1;
return Mouse.InScreenNormalized * res - res / 2;
}
/// <summary>
/// Returns the current position of the mouse inside the world.
/// </summary>
public static Vector2 InWorld(Camera cam)
{
return InWorld(cam.WorldScale) + cam.Position;
}
/// <summary>
/// Returns the current position of the mouse inside the world.
/// </summary>
public static Vector2 InWorld(Vector2 worldScale, Vector2 position)
{
return InWorld(worldScale) + position;
}
/// <summary>
/// Checks if the mouse is over an object.
/// </summary>
/// <param name="mousePos">The position in the world. See <see cref="InWorld(Camera)"/></param>
/// <param name="checkingObjects"></param>
/// <typeparam name="TObject"></typeparam>
public static bool MouseOver<TObject>(Vector2 mousePos, params TObject[] checkingObjects)
where TObject : IModelItem, ITransformItem<Transformation>
=> MouseOver(mousePos, out _, checkingObjects);
/// <summary>
/// Checks if the mouse is over an object.
/// </summary>
/// <param name="mousePos">The position in the world. See <see cref="InWorld(Camera)"/></param>
/// <param name="checkingObjects"></param>
/// <typeparam name="TObject"></typeparam>
/// <returns></returns>
public static bool MouseOver<TObject>(Vector2 mousePos, ICollection<TObject> checkingObjects)
where TObject : IModelItem, ITransformItem<Transformation>
=> MouseOver<TObject>(mousePos, out _, checkingObjects);
/// <summary>
/// Checks if the mouse is over an object and returns the object that was clicked on.
/// </summary>
/// <param name="mousePos">The position in the world. See <see cref="InWorld(Camera)"/></param>
/// <param name="clicked"></param>
/// <param name="checkingObjects"></param>
/// <typeparam name="TObject"></typeparam>
/// <returns></returns>
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);
/// <summary>
/// Checks if the mouse is over an object and returns the object that was clicked on.
/// </summary>
/// <param name="mousePos">The position in the world. See <see cref="InWorld(Camera)"/></param>
/// <param name="clickedObj"></param>
/// <param name="checkingObjects"></param>
/// <typeparam name="TObject"></typeparam>
/// <returns></returns>
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)
{
if (MouseOver(mousePos, item.Mesh.BoundingBox, item.Transform))
{
Matrix4 worldPos = item.Transform.InWorldSpace;
// if z is greater than distance
if (worldPos[3, 2] > distance)
{
clickedObj = item;
distance = worldPos[3, 2];
}
success = true;
}
}
return success;
}
/// <summary>
/// Checks if the mouse is over an object and returns the object that was clicked on.
/// </summary>
/// <param name="mousePos">The position in the world. See <see cref="InWorld(Camera)"/></param>
/// <param name="boundingBox"></param>
/// <param name="transform"></param>
/// <returns></returns>
public static bool MouseOver(Vector2 mousePos, BoundingBox boundingBox, Transformation transform)
{
Matrix4 worldPos = transform.InWorldSpace;
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)
{
return true;
}
return false;
}
}
}