예제 #1
0
파일: rc.go 프로젝트: toophy/vu
// raycast checks which grid tile is selected on a mouse click. It gets
// the picking ray direction and then intersect the ray against the
// geometry in world space.
func (rc *rctag) raycast(mx, my int) {
	rx, ry, rz := rc.cam.Ray(mx, my, rc.ww, rc.wh)
	ray := vu.NewRay(rx, ry, rz)
	ray.World().SetLoc(rc.cam.Location()) // camera is ray origin.

	// collide the ray with the plane and get the world-space contact point on hit.
	if hit, x, y, z := vu.Cast(ray, rc.floor.Body()); hit {
		bot := &lin.V3{X: -rc.fsize, Y: -rc.fsize, Z: 0}
		top := &lin.V3{X: rc.fsize, Y: rc.fsize, Z: 0}

		// check if the plane hit was within the floor area.
		if x >= bot.X && x <= top.X && y >= bot.Y && y <= top.Y {

			// place a marker where the mouse hit.
			rc.hilite.SetLocation(x, y, z)
			rc.hilite.SetVisible(true)

			rc.banner.SetVisible(true)
			if model := rc.banner.Model(); model != nil {
				// adjust and display grid coordinates. Map x, y to 0:31
				xsize, ysize := top.X-bot.X, top.Y-bot.Y
				gx := int(((x * 2 / xsize) + 1) / 2 * rc.gsize)
				gy := int(((y * 2 / ysize) + 1) / 2 * rc.gsize)
				model.SetPhrase(fmt.Sprintf("%d:%d", gx, gy))
			}
		} else {
			rc.hilite.SetVisible(false) // missed the grid.
			rc.banner.SetVisible(false)
		}
	} else {
		println("missed plane")
		rc.hilite.SetVisible(false) // missed the plane entirely.
		rc.banner.SetVisible(false)
	}
}
예제 #2
0
파일: rc.go 프로젝트: toophy/vu
// hovercast checks the sphere each update and turns the spheres a different
// colour when the mouse is over them.
func (rc *rctag) hovercast(mx, my int) {
	rx, ry, rz := rc.cam.Ray(mx, my, rc.ww, rc.wh)
	ray := vu.NewRay(rx, ry, rz)
	ray.World().SetLoc(rc.cam.Location())
	parts := []vu.Pov{rc.s0, rc.s1, rc.s2, rc.s3}
	colors := []rgb{rgb{1, 0, 0}, rgb{0, 1, 0}, rgb{0, 0, 1}, rgb{1, 1, 0}}
	for cnt, p := range parts {
		if hit, _, _, _ := vu.Cast(ray, p.Body()); hit {
			p.Model().SetUniform("kd", 1, 1, 1)
		} else {
			rgb := colors[cnt]
			p.Model().SetUniform("kd", rgb.R, rgb.G, rgb.B)
		}
	}
}