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find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
75 lines
1.8 KiB
C++
75 lines
1.8 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CSceneCollisionManager.h"
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#include "ICameraSceneNode.h"
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#include "SViewFrustum.h"
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#include "os.h"
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#include "irrMath.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CSceneCollisionManager::CSceneCollisionManager(ISceneManager *smanager, video::IVideoDriver *driver) :
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SceneManager(smanager), Driver(driver)
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{
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#ifdef _DEBUG
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setDebugName("CSceneCollisionManager");
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#endif
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if (Driver)
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Driver->grab();
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}
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//! destructor
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CSceneCollisionManager::~CSceneCollisionManager()
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{
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if (Driver)
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Driver->drop();
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}
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//! Returns a 3d ray which would go through the 2d screen coordinates.
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core::line3d<f32> CSceneCollisionManager::getRayFromScreenCoordinates(
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const core::position2d<s32> &pos, const ICameraSceneNode *camera)
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{
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core::line3d<f32> ln(0, 0, 0, 0, 0, 0);
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if (!SceneManager)
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return ln;
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if (!camera)
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camera = SceneManager->getActiveCamera();
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if (!camera)
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return ln;
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const scene::SViewFrustum *f = camera->getViewFrustum();
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core::vector3df farLeftUp = f->getFarLeftUp();
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core::vector3df lefttoright = f->getFarRightUp() - farLeftUp;
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core::vector3df uptodown = f->getFarLeftDown() - farLeftUp;
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const core::rect<s32> &viewPort = Driver->getViewPort();
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core::dimension2d<u32> screenSize(viewPort.getWidth(), viewPort.getHeight());
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f32 dx = pos.X / (f32)screenSize.Width;
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f32 dy = pos.Y / (f32)screenSize.Height;
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if (camera->isOrthogonal())
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ln.start = f->cameraPosition + (lefttoright * (dx - 0.5f)) + (uptodown * (dy - 0.5f));
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else
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ln.start = f->cameraPosition;
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ln.end = farLeftUp + (lefttoright * dx) + (uptodown * dy);
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return ln;
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}
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} // end namespace scene
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} // end namespace irr
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