コード例 #1
0
ファイル: CameraManager.cpp プロジェクト: DanielChappuis/PEEL
void CameraManager::GenerateRays(PintRaycastData* rays, udword nb_rays, float max_dist)
{
	GLint viewPort[4];
	GLdouble modelMatrix[16];
	GLdouble projMatrix[16];
	glGetIntegerv(GL_VIEWPORT, viewPort);
	glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix);
	glGetDoublev(GL_PROJECTION_MATRIX, projMatrix);

	const float fScreenWidth = float(gScreenWidth)/float(nb_rays);
	const float fScreenHeight = float(gScreenHeight)/float(nb_rays);
	const Point Origin = GetCameraPos();

	udword Offset=0;
	for(udword j=0;j<nb_rays;j++)
	{
		const udword yi = udword(fScreenHeight*float(j));
		for(udword i=0;i<nb_rays;i++)
		{
			const udword xi = udword(fScreenWidth*float(i));
			rays[Offset].mOrigin = Origin;
			rays[Offset].mDir = ComputeWorldRay(viewPort, modelMatrix, projMatrix, xi, yi);
			rays[Offset].mMaxDist = max_dist;
			Offset++;
		}
	}
}
コード例 #2
0
void CapsuleMeshQuery::MotionCallback(int x, int y)
{
    if(mValidHit)
    {
        Point Dir = ComputeWorldRay(x, y);
        mWorld.SetTrans(GetCameraPos() + Dir*mDist - mLocalHit);
    }
}
コード例 #3
0
void CapsuleMeshQuery::MouseCallback(int button, int state, int x, int y)
{
    mValidHit = false;
    if(!button && !state)
    {
        Point Dir = ComputeWorldRay(x, y);

        float s[2];
        if(RayCapsuleOverlap(GetCameraPos(), Dir, mCapsule, s))
        {
            mValidHit = true;
            mDist = s[0];
            Point hit = GetCameraPos() + Dir * mDist;
            mLocalHit = hit - (Point)mWorld.GetTrans();
        }
    }
}
コード例 #4
0
void OBBMeshQuery::MotionCallback(int x, int y)
{
	if(mValidHit)
	{
		Point Dir = ComputeWorldRay(x, y);
		mBox.mCenter = GetCameraPos() + Dir*mDist - mLocalHit;
	}
}
コード例 #5
0
void LantirnClass::DrawTerrain() 
{
	AircraftClass *playerAC = SimDriver.GetPlayerAircraft();

    Tpoint cameraPos;
    GetCameraPos (&cameraPos);

    ((RenderIR*)display)->StartDraw();
#if 0
    display->SetColor (0x03000000);
    display->Tri (-1.0F, -1.0F, -1.0F, 1.0F, 1.0F, 1.0F);
    display->Tri (-1.0F, -1.0F, 1.0F, -1.0F, 1.0F, 1.0F);
    display->SetColor (0xff00ff00);
#endif
	Trotation viewRotation;
	mlTrig tha, psi, phi;
	mlSinCos(&tha, playerAC->Pitch()+m_dpitch);
	mlSinCos(&psi, playerAC->Yaw());
	mlSinCos(&phi, playerAC->Roll());


	viewRotation.M11 = psi.cos * tha.cos;
	viewRotation.M21 = psi.sin * tha.cos;
	viewRotation.M31 = -tha.sin;

	viewRotation.M12 = -psi.sin*phi.cos + psi.cos*tha.sin*phi.sin;
	viewRotation.M22 = psi.cos*phi.cos + psi.sin*tha.sin*phi.sin;
	viewRotation.M32 = tha.cos*phi.sin;

	viewRotation.M13 = psi.sin*phi.sin + psi.cos*tha.sin*phi.cos;
	viewRotation.M23 = -psi.cos*phi.sin + psi.sin*tha.sin*phi.cos;
	viewRotation.M33 = tha.cos*phi.cos;

	Tpoint p;
	Trotation *r = &viewRotation;
	p.x = cameraPos.x;
	p.y = cameraPos.y;
	p.z = cameraPos.z;
	cameraPos.x = p.x * r->M11 + p.y * r->M12 + p.z * r->M13;
	cameraPos.y = p.x * r->M21 + p.y * r->M22 + p.z * r->M23;
	cameraPos.z = p.x * r->M31 + p.y * r->M32 + p.z * r->M33;

    ((RenderIR*)display)->DrawScene(&cameraPos, &viewRotation);

	//JAM 12Dec03 - ZBUFFERING OFF
	if(DisplayOptions.bZBuffering)
		((RenderIR*)display)->context.FlushPolyLists();

//    ((RenderIR*)display)->PostSceneCloudOcclusion();
    ((RenderIR*)display)->EndDraw();
}
コード例 #6
0
void OBBMeshQuery::MouseCallback(int button, int state, int x, int y)
{
	mValidHit = false;
	if(!button && !state)
	{
		Point Dir = ComputeWorldRay(x, y);

		float d;
		Point hit;
		if(RayOBB(GetCameraPos(), Dir, mBox, d, hit))
		{
			mValidHit = true;
			mDist = d;
			mLocalHit = hit - mBox.mCenter;
		}
	}
}
コード例 #7
0
ファイル: Papyrus.cpp プロジェクト: himika/LockOn
	// カメラを任意の座標に向ける
	static void LookAt(float posX, float posY, float posZ, float wait)
	{
		PlayerCharacter* player = *g_thePlayer;
		NiPoint3 cameraPos;
		double x, y, z, xy;
		double rotZ, rotX;
		
		GetCameraPos(&cameraPos);

		x = posX - cameraPos.x;
		y = posY - cameraPos.y;
		z = posZ - cameraPos.z;

		xy = sqrt(x*x + y*y);
		rotZ = atan2(x, y);
		rotX = atan2(-z, xy);
		
		if (rotZ - player->rot.z > M_PI)
			rotZ -= M_PI * 2;
		else if (rotZ - player->rot.z < -M_PI)
			rotZ += M_PI * 2;

		SetPlayerAngle(rotZ, rotX, wait);
	}
コード例 #8
0
ファイル: Papyrus.cpp プロジェクト: himika/LockOn
	// 一定距離内に居るアクターをすべて返す
	VMArray<Actor*> FindCloseActor(float distance, UInt32 sortOrder)
	{
		enum Order {
			kSortOrder_distance		= 0,		// 距離が近い順
			kSortOrder_crosshair	= 1,		// クロスヘアに近い順
			kSortOrder_zaxis_clock	= 2,		// Z軸時計回り
			kSortOrder_zaxis_rclock	= 3,		// Z軸逆時計回り
			kSortOrder_invalid      = 4
		};

		double fovThreshold = (double)PlayerCamera::GetSingleton()->worldFOV / 180.0 * M_PI /2;

		VMArray<Actor*> result;
		result.arr = NULL;

		tArray<UInt32>* actorHandles = &(*s_cellInfo)->actorHandles;
		if (actorHandles->count == 0)
			return result;

		std::vector<std::pair<double, Actor*>> vec;
		vec.reserve(actorHandles->count);

		PlayerCharacter* player = *g_thePlayer;
		NiPoint3 camPos;
		GetCameraPos(&camPos);

		UInt32 handle;
		size_t i = 0;
		while (actorHandles->GetNthItem(i++, handle))
		{
			TESObjectREFR* ref = NULL;
			if (handle != *g_invalidRefHandle)
				LookupREFRByHandle(&handle, &ref);

			if (ref && ref->formType == kFormType_Character)
			{
				Actor* actor = (Actor*)ref;
				NiPoint3 pos;
				GetTargetPos(actor, &pos);
				double dx = pos.x - camPos.x;
				double dy = pos.y - camPos.y;
				double dz = pos.z - camPos.z;
				double dd = sqrt(dx*dx + dy*dy + dz*dz);

				if (distance <= 0 || dd <= distance)
				{
					double point;
					NiPoint3 cameraAngle;
					GetCameraAngle(&cameraAngle);
					double angleZ = NormalRelativeAngle(atan2(dx, dy) - cameraAngle.z);
					double angleX = NormalRelativeAngle(atan2(-dz, sqrt(dx*dx + dy*dy)) - cameraAngle.x);
					
					if (abs(angleZ) < fovThreshold)
					{
						switch (sortOrder)
						{
						case kSortOrder_distance:
							point = dd;
							break;
						case kSortOrder_crosshair:
							point = sqrt(angleZ*angleZ + angleX*angleX);
							break;
						case kSortOrder_zaxis_clock:
							point = NormalAbsoluteAngle(atan2(dx, dy) - cameraAngle.z);
							break;
						case kSortOrder_zaxis_rclock:
							point = 2*M_PI - NormalAbsoluteAngle(atan2(dx, dy) - cameraAngle.z);
							break;
						default:
							point = 0;
							break;
						}

						if (point >= 0)
						{
							vec.push_back(std::make_pair(point, actor));
						}
					}
				}
			}
		}

		if (vec.size() == 0)
			return result;

		if (sortOrder < kSortOrder_invalid)
			std::sort(vec.begin(), vec.end());

		// Papyrusに返す配列を確保
		if (result.Allocate(vec.size()))
		{
			for (i = 0; i < vec.size(); i++)
			{
				result.Set(&vec[i].second, i);
			}
		}

		return result;
	}