Esempio n. 1
0
std::pair<std::string, float> MWScene::getFacedHandle (MWWorld::World& world)
{
    std::string handle = "";
    float distance = -1;

    //get a ray pointing to the center of the viewport
    Ray centerRay = getCamera()->getCameraToViewportRay(
        getViewport()->getWidth()/2,
        getViewport()->getHeight()/2);

    // get all objects touched by the ray
    getRaySceneQuery()->setRay (centerRay );
    RaySceneQueryResult &result = getRaySceneQuery()->execute();

    RaySceneQueryResult::iterator nearest = result.end();

    for (RaySceneQueryResult::iterator itr = result.begin();
        itr != result.end(); itr++ )
    {
        // there seem to be omnipresent objects like the caelum sky dom,
        // the distance of these objects is always 0 so this if excludes these
        if ( itr->movable && itr->distance >= 0.1)
        {
            // horrible hack to exclude statics. this must be removed as soon as a replacement for the
            // AABB raycasting is implemented (we should not ignore statics)
            MWWorld::Ptr ptr = world.getPtrViaHandle (itr->movable->getParentSceneNode()->getName());
            if (ptr.getType()==typeid (ESM::Static))
                break;

            if ( nearest == result.end() )  //if no object is set
            {
                nearest = itr;
            }
            else if ( itr->distance < nearest->distance )
            {
                nearest = itr;
            }
        }
    }

    if ( nearest != result.end() )
    {
        handle = nearest->movable->getParentSceneNode()->getName();
        distance = nearest->distance;
    }

    return std::pair<std::string, float>(handle, distance);
}