ClassiCube/Selections/SelectionManager.cs
UnknownShadow200 423d365267 Add everything.
2014-12-17 14:47:17 +11:00

96 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp.Selections {
public class SelectionManager : IDisposable {
public Game Window;
public IGraphicsApi Graphics;
public SelectionManager( Game window ) {
Window = window;
Graphics = window.Graphics;
}
List<SelectionBox> selections = new List<SelectionBox>( 256 );
public void AddSelection( byte id, Vector3I p1, Vector3I p2, FastColour col ) {
SelectionBox selection = new SelectionBox( p1, p2, col, Graphics );
selection.ID = id;
selections.Add( selection );
}
public void RemoveSelection( byte id ) {
for( int i = 0; i < selections.Count; i++ ) {
SelectionBox sel = selections[i];
if( sel.ID == id ) {
sel.Dispose();
selections.RemoveAt( i );
break;
}
}
}
void Intersect( SelectionBox box, Vector3 origin, out float minDist, out float maxDist ) {
Vector3I min = box.Min;
Vector3I max = box.Max;
float closest = float.PositiveInfinity;
float furthest = float.NegativeInfinity;
foreach( float dist in GetDistances( origin, min, max ) ) {
if( dist < closest ) closest = dist;
if( dist > furthest ) furthest = dist;
}
minDist = closest;
maxDist = furthest;
}
static IEnumerable<float> GetDistances( Vector3 pos, Vector3I min, Vector3I max ) {
// bottom corners
yield return Utils.DistanceSquared( pos.X, pos.Y, pos.Z, min.X, min.Y, min.Z );
yield return Utils.DistanceSquared( pos.X, pos.Y, pos.Z, max.X, min.Y, min.Z );
yield return Utils.DistanceSquared( pos.X, pos.Y, pos.Z, max.X, min.Y, max.Z );
yield return Utils.DistanceSquared( pos.X, pos.Y, pos.Z, min.X, min.Y, max.Z );
// top corners
yield return Utils.DistanceSquared( pos.X, pos.Y, pos.Z, min.X, max.Y, min.Z );
yield return Utils.DistanceSquared( pos.X, pos.Y, pos.Z, max.X, max.Y, min.Z );
yield return Utils.DistanceSquared( pos.X, pos.Y, pos.Z, max.X, max.Y, max.Z );
yield return Utils.DistanceSquared( pos.X, pos.Y, pos.Z, min.X, max.Y, max.Z );
}
// Basically sorts selection boxes back to front for better transparency.
// TODO: Proper selection box sorting.
Vector3 pos;
int Compare( SelectionBox a, SelectionBox b ) {
float minDistA = 0, minDistB = 0, maxDistA = 0, maxDistB = 0;
Intersect( a, pos, out minDistA, out maxDistA );
Intersect( b, pos, out minDistB, out maxDistB );
return maxDistA == maxDistB ? minDistA.CompareTo( minDistB ) : maxDistA.CompareTo( maxDistB );
}
public void Render( double delta ) {
Player player = Window.LocalPlayer;
pos = player.Position;
if( selections.Count == 0 ) return;
selections.Sort( (a, b) => Compare( a, b ) );
Graphics.BeginVbBatch( VertexFormat.VertexPos3fCol4b );
Graphics.AlphaBlending = true;
for( int i = 0 ; i < selections.Count; i++ ) {
SelectionBox box = selections[i];
box.Render( delta );
}
Graphics.AlphaBlending = false;
Graphics.EndVbBatch();
}
public void Dispose() {
foreach( SelectionBox sel in selections ) {
sel.Dispose();
}
selections.Clear();
}
}
}