irrlicht/source/Irrlicht/CSceneCollisionManager.cpp
Vitaliy 9954667c45
Cleanup line endings (#245)
The exact commands to make this commit were:

git reset --hard origin/master
find -type f |  # list all regular files
  grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' |  # filter for text files
  xargs -n 1 -P $(nproc) sed -i 's:\s*$::'  # for each file, trim trailing whitespace including the CR
git commit -a
2023-10-03 20:37:00 +02:00

77 lines
1.8 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CSceneCollisionManager.h"
#include "ICameraSceneNode.h"
#include "SViewFrustum.h"
#include "os.h"
#include "irrMath.h"
namespace irr
{
namespace scene
{
//! constructor
CSceneCollisionManager::CSceneCollisionManager(ISceneManager* smanager, video::IVideoDriver* driver)
: SceneManager(smanager), Driver(driver)
{
#ifdef _DEBUG
setDebugName("CSceneCollisionManager");
#endif
if (Driver)
Driver->grab();
}
//! destructor
CSceneCollisionManager::~CSceneCollisionManager()
{
if (Driver)
Driver->drop();
}
//! Returns a 3d ray which would go through the 2d screen coordinates.
core::line3d<f32> CSceneCollisionManager::getRayFromScreenCoordinates(
const core::position2d<s32> & pos, const ICameraSceneNode* camera)
{
core::line3d<f32> ln(0,0,0,0,0,0);
if (!SceneManager)
return ln;
if (!camera)
camera = SceneManager->getActiveCamera();
if (!camera)
return ln;
const scene::SViewFrustum* f = camera->getViewFrustum();
core::vector3df farLeftUp = f->getFarLeftUp();
core::vector3df lefttoright = f->getFarRightUp() - farLeftUp;
core::vector3df uptodown = f->getFarLeftDown() - farLeftUp;
const core::rect<s32>& viewPort = Driver->getViewPort();
core::dimension2d<u32> screenSize(viewPort.getWidth(), viewPort.getHeight());
f32 dx = pos.X / (f32)screenSize.Width;
f32 dy = pos.Y / (f32)screenSize.Height;
if (camera->isOrthogonal())
ln.start = f->cameraPosition + (lefttoright * (dx-0.5f)) + (uptodown * (dy-0.5f));
else
ln.start = f->cameraPosition;
ln.end = farLeftUp + (lefttoright * dx) + (uptodown * dy);
return ln;
}
} // end namespace scene
} // end namespace irr