Пример #1
0
bool Panel::injectMouseMoved(const Ogre::Ray& ray)
{
    Ogre::Matrix4 transform;
    transform.makeTransform(mNode->getPosition(), mNode->getScale(), mNode->getOrientation());
   
    Ogre::AxisAlignedBox aabb = mScreenRenderable->getBoundingBox();
    aabb.transform(transform);
    pair<bool, Ogre::Real> result = Ogre::Math::intersects(ray, aabb);

    if (result.first == false)
    {
        unOverAllElements();
        return false;
    }

    Ogre::Vector3 a,b,c,d;
    Ogre::Vector2 halfSize = (mSize/100) * 0.5f;
    a = transform * Ogre::Vector3(-halfSize.x,-halfSize.y,0);
    b = transform * Ogre::Vector3( halfSize.x,-halfSize.y,0);
    c = transform * Ogre::Vector3(-halfSize.x, halfSize.y,0);
    d = transform * Ogre::Vector3( halfSize.x, halfSize.y,0);
    
    result = Ogre::Math::intersects(ray, c, b, a);
    if (result.first == false)
        result = Ogre::Math::intersects(ray, c, d, b);
    if (result.first == false)
    {
        unOverAllElements();
        return false;
    }
    if (result.second > mDistanceFromPanelToInteractWith)
    {
        unOverAllElements();
        return false;
    }

    Ogre::Vector3 hitPos = (ray.getOrigin() + (ray.getDirection() * result.second));
    Ogre::Vector3 localPos = transform.inverse() * hitPos;
    localPos.x += halfSize.x;
    localPos.y -= halfSize.y;
    localPos.x *= 100;
    localPos.y *= 100;
   
    // Cursor clip
    localPos.x = Ogre::Math::Clamp<Ogre::Real>(localPos.x, 0, mSize.x - 10);
    localPos.y = Ogre::Math::Clamp<Ogre::Real>(-localPos.y, 0, mSize.y - 18);

    mInternalMousePos = Ogre::Vector2(localPos.x, localPos.y);
    mMousePointer->position(mInternalMousePos);

    // Let's actualize the "over" for each elements
    for (size_t i=0; i < mPanelElements.size(); i++)
        mPanelElements[i]->isOver(mInternalMousePos);

    return true;
}
Пример #2
0
// ----------------------------------------------------------------
// gets the location of the specified eye
// ----------------------------------------------------------------
Ogre::Matrix4 OgreOpenVR::getHMDMatrixPoseEye(vr::Hmd_Eye nEye)
{
    if (!m_pHMD)
        return Ogre::Matrix4();

    vr::HmdMatrix34_t matEye = m_pHMD->GetEyeToHeadTransform(nEye);    
    Ogre::Matrix4 eyeTransform = convertSteamVRMatrixToOgreMatrix4(matEye);

    return eyeTransform.inverse();
}
Пример #3
0
  Button* check(const Ogre::Ray& ray, bool& isOver)
  {
   
   isOver = false;
   
   Ogre::Matrix4 transform;
   transform.makeTransform(mNode->getPosition(), mNode->getScale(), mNode->getOrientation());
   
   Ogre::AxisAlignedBox aabb = mScreen->getBoundingBox();
   aabb.transform(transform);
   std::pair<bool, Ogre::Real> result = Ogre::Math::intersects(ray, aabb);

   if (result.first == false)
     return 0;
   
   Ogre::Vector3 a,b,c,d;
   Ogre::Vector2 halfSize = mSize * 0.5f;
   a = transform * Ogre::Vector3(-halfSize.x,-halfSize.y,0);
   b = transform * Ogre::Vector3( halfSize.x,-halfSize.y,0);
   c = transform * Ogre::Vector3(-halfSize.x, halfSize.y,0);
   d = transform * Ogre::Vector3( halfSize.x, halfSize.y,0);
    
   result = Ogre::Math::intersects(ray, c, b, a);
   if (result.first == false)
    result = Ogre::Math::intersects(ray, c, d, b);
   if (result.first == false)
    return 0;
   
   if (result.second > 6.0f)
    return 0;
   
   isOver = true;
   
   Ogre::Vector3 hitPos = ( ray.getOrigin() + (ray.getDirection() * result.second) );
   Ogre::Vector3 localPos = transform.inverse() * hitPos;
   localPos.x += halfSize.x;
   localPos.y -= halfSize.y;
   localPos.x *= 100;
   localPos.y *= 100;
   
   // Cursor clip
   localPos.x = Ogre::Math::Clamp<Ogre::Real>(localPos.x, 0, (mSize.x * 100) - 10);
   localPos.y = Ogre::Math::Clamp<Ogre::Real>(-localPos.y, 0, (mSize.y * 100) - 18);
   
   mMousePointer->position(localPos.x, localPos.y);

   for (size_t i=0;i < mButtons.size();i++)
   {
    if (mButtons[i]->isOver(mMousePointer->position()))
     return mButtons[i];
   }
   
   return 0;
  }
Пример #4
0
void PlayerCameraOgre::onRightButtonPressed()
{
	if (!mRightButtonPressedLastFrame)
		mMousePosLastFrame = mMouse->getPosition();

	mp::Vector2i diff = mMouse->getPosition() - mMousePosLastFrame;
	const mp::Vector3f &playerPos = mPlayer->model()->getPosition();
	Ogre::Vector3 pivotPoint(playerPos.getX(), playerPos.getY() + mPivotHeight, playerPos.getZ());
	float yaw = (float)diff.getX() * CAMERA_SPEED;
	float pitch = (float)-diff.getY() * CAMERA_SPEED;

	Ogre::Quaternion yawQuat;
	yawQuat.FromAngleAxis(Ogre::Radian(yaw), Ogre::Vector3::UNIT_Y);
	Ogre::Matrix3 yawMat;
	yawQuat.ToRotationMatrix(yawMat);

	Ogre::Vector3 pivotToPos = Ogre::Vector3(mRealPosition.getX(), mRealPosition.getY(), mRealPosition.getZ()) - pivotPoint;
	Ogre::Matrix4 pos(1, 0, 0, pivotToPos.x,
		0, 1, 0, pivotToPos.y,
		0, 0, 1, pivotToPos.z,
		0, 0, 0, 1);

	Ogre::Vector3 xz(pivotToPos.x, 0, pivotToPos.z);
	Ogre::Vector3 norm(-xz.z, 0, xz.x);
	Ogre::Quaternion pitchQuat;
	pitchQuat.FromAngleAxis(Ogre::Radian(pitch), norm);
	Ogre::Matrix3 pitchMat;
	pitchQuat.ToRotationMatrix(pitchMat);

	Ogre::Matrix4 toPivot(1, 0, 0, pivotPoint.x,
		0, 1, 0, pivotPoint.y,
		0, 0, 1, pivotPoint.z,
		0, 0, 0, 1);

	Ogre::Matrix4 newPosMat = pos * pitchMat * yawMat * toPivot;
	newPosMat = newPosMat.inverse();
	Ogre::Vector3 newPos = newPosMat.getTrans();
	mRealPosition.set(-newPos.x, -newPos.y, -newPos.z);
	setPosition(mRealPosition);
	lookAt(pivotPoint.x, pivotPoint.y, pivotPoint.z);

	adjustDistance();

	mMousePosLastFrame = mMouse->getPosition();
	mRightButtonPressedLastFrame = true;
}
Пример #5
0
float3 EC_WaterPlane::GetPointOnPlane(const float3 &point) const 
{
    if (node_ == 0)
        return float3::nan;

    Ogre::Quaternion rot = node_->_getDerivedOrientation();
    Ogre::Vector3 trans = node_->_getDerivedPosition();
    Ogre::Vector3 scale = node_->_getDerivedScale();

    Ogre::Matrix4 worldTM;
    worldTM.makeTransform(trans, scale, rot);

    // In Ogre 1.7.1 we could simply use the following line, but since we're also supporting Ogre 1.6.4 for now, the above
    // lines are used instead, which work in both.
    // Ogre::Matrix4 worldTM = node_->_getFullTransform(); // local->world. 

    Ogre::Matrix4 inv = worldTM.inverse(); // world->local
    Ogre::Vector4 local = inv * Ogre::Vector4(point.x, point.y, point.z, 1.f);
 
    local.y = 0;
    Ogre::Vector4 world = worldTM * local;
    return float3(world.x, world.y, world.z);
}
//----------------------------------------------------------------------------//
void OgreRenderTarget::unprojectPoint(const GeometryBuffer& buff,
                                      const Vector2& p_in, Vector2& p_out) const
{
    if (!d_matrixValid)
        updateMatrix();

    const OgreGeometryBuffer& gb = static_cast<const OgreGeometryBuffer&>(buff);

    const Ogre::Real midx = d_area.getWidth() * 0.5f;
    const Ogre::Real midy = d_area.getHeight() * 0.5f;

    // viewport matrix
    const Ogre::Matrix4 vpmat(
        midx,    0,    0,    d_area.d_left + midx,
         0,    -midy,  0,    d_area.d_top + midy,
         0,      0,    1,    0,
         0,      0,    0,    1
    );

    // matrices used for projecting and unprojecting points
    const Ogre::Matrix4 proj(gb.getMatrix() * d_matrix * vpmat);
    const Ogre::Matrix4 unproj(proj.inverse());

    Ogre::Vector3 in;

    // unproject the ends of the ray
    in.x = midx;
    in.y = midy;
    in.z = -d_viewDistance;
    const Ogre::Vector3 r1(unproj * in);
    in.x = p_in.d_x;
    in.y = p_in.d_y;
    in.z = 0;
    // calculate vector of picking ray
    const Ogre::Vector3 rv(r1 - unproj * in);

    // project points to orientate them with GeometryBuffer plane
    in.x = 0.0;
    in.y = 0.0;
    const Ogre::Vector3 p1(proj * in);
    in.x = 1.0;
    in.y = 0.0;
    const Ogre::Vector3 p2(proj * in);
    in.x = 0.0;
    in.y = 1.0;
    const Ogre::Vector3 p3(proj * in);

    // calculate the plane normal
    const Ogre::Vector3 pn((p2 - p1).crossProduct(p3 - p1));
    // calculate distance from origin
    const Ogre::Real plen = pn.length();
    const Ogre::Real dist = -(p1.x * (pn.x / plen) +
                              p1.y * (pn.y / plen) +
                              p1.z * (pn.z / plen));

    // calculate intersection of ray and plane
    const Ogre::Real pn_dot_rv = pn.dotProduct(rv);
    const Ogre::Real tmp = pn_dot_rv != 0.0 ?
                            (pn.dotProduct(r1) + dist) / pn_dot_rv :
                            0.0;

    p_out.d_x = static_cast<float>(r1.x - rv.x * tmp);
    p_out.d_y = static_cast<float>(r1.y - rv.y * tmp);
}
Пример #7
0
		void BoneAim::update(float time){
			if (mBone == NULL){
				mBone = mGo->getEntity()->getSkeleton()->getBone(mBoneName);
				mTarget = Level::getSingleton()->getCurrentSegment()->getObjectByName(mTargetName);
				if (mTarget == NULL){
					throw("No such object : "+mTargetName);
				}
			}
			//Ogre::Entity* entity;
			//mTarget = Level::getSingleton()->getPlayerShip();
			
			
			Ogre::Matrix4 matrixA = mGo->getNode()->_getFullTransform()*mBone->_getFullTransform();
			
			Ogre::Matrix4 matrix = matrixA;
			Ogre::Matrix4 transform = matrix.inverse()*mTarget->getNode()->_getFullTransform();
			Ogre::Vector3 v = transform.getTrans();
			/*Util::Log(
					"Bone:"+ts(matrixA.getTrans())+
					" Ship:"+ts(mTarget->getNode()->_getFullTransform().getTrans())+
					" Diff:"+ts(v)
					,0
				);*/


			//targetMatrix = Ogre::Matrix4::IDENTITY;
			//matrix.setTrans(mTarget->getNode()->_getFullTransform());
			

			//Ogre::Quaternion q = transform.extractQuaternion();
			Ogre::Quaternion q;

			switch (mAxis){
				case AXIS_X:
					q.FromAngleAxis(Ogre::Math::ATan2(v.y, v.z),Ogre::Vector3(-1,0,0));
				break;
				case AXIS_Y:
					q.FromAngleAxis(Ogre::Math::ATan2(v.x, v.z),Ogre::Vector3(0,1,0));
				break;
				case AXIS_Z:
					q.FromAngleAxis(Ogre::Math::ATan2(v.x, v.y),Ogre::Vector3(0,0,1));
				break;
				case AXIS_ALL:
					//q.FromAngleAxis(Ogre::Radian(0),v);
					q = transform.extractQuaternion();// - matrixA.extractQuaternion();
					//q = transform.extractQuaternion() - matrixA.extractQuaternion();
				break;
			}

			mBone->setManuallyControlled(true);
			
			//mBone->setOrientation(q);
			float slerp = time*mStrength;
			if (slerp > 1){
				slerp = 1;
			}
			Ogre::Quaternion r = Quaternion::Slerp(slerp, Ogre::Quaternion::IDENTITY, q); //Level::getSingleton()->getTimeDelta()
			
			mBone->rotate(r);
			/*mBone->yaw(Ogre::Radian(Ogre::Math::RangeRandom(-Math::PI, Math::PI)));
			mBone->pitch(Ogre::Radian(Ogre::Math::RangeRandom(-Math::PI, Math::PI)));
			mBone->roll(Ogre::Radian(Ogre::Math::RangeRandom(-Math::PI, Math::PI)));*/
			//mBone->_update(true, true);



			Parent::update(time);
			//mSpeed += .6*time; 
			//mGo->getNode()->translate(0, 0-mSpeed, 0);*/
		}