Some bugs corrected and trying to implement 3d picking
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parent
9964935a12
commit
04d9c4c183
35
src/core.c
35
src/core.c
@ -532,6 +532,7 @@ void Begin3dMode(Camera camera)
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double top = 0.1f*tan(45.0f*PI / 360.0f);
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double right = top*aspect;
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// NOTE: zNear and zFar values are important when computing depth buffer values
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rlFrustum(-right, right, -top, top, 0.1f, 1000.0f);
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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
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@ -559,7 +560,7 @@ void End3dMode(void)
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// Set target FPS for the game
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void SetTargetFPS(int fps)
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{
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targetTime = 1 / (float)fps;
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targetTime = 1 / (double)fps;
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TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
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}
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@ -567,16 +568,16 @@ void SetTargetFPS(int fps)
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// Returns current FPS
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float GetFPS(void)
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{
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return (1/(float)frameTime);
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return (float)(1/frameTime);
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}
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// Returns time in seconds for one frame
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float GetFrameTime(void)
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{
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// As we are operating quite a lot with frameTime, it could be no stable
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// so we round it before before passing around to be used
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// As we are operate quite a lot with frameTime,
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// it could be no stable, so we round it before passing it around
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// NOTE: There are still problems with high framerates (>500fps)
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double roundedFrameTime = round(frameTime*10000) / 10000;
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double roundedFrameTime = round(frameTime*10000)/10000;
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return (float)roundedFrameTime; // Time in seconds to run a frame
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}
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@ -672,24 +673,28 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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Matrix proj = MatrixIdentity();
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Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
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// Calculate projection matrix for the camera
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float aspect = (GLfloat)GetScreenWidth()/(GLfloat)GetScreenHeight();
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double top = 0.1f*tanf(45.0f*PI / 360.0f);
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double top = 0.1f*tanf(45.0f*PI/360.0f);
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double right = top*aspect;
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// NOTE: zNear and zFar values are important for depth
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proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
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MatrixTranspose(&proj);
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float realy = (float)GetScreenHeight() - mousePosition.y;
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// NOTE: Our screen origin is top-left instead of bottom-left: transform required!
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float invertedMouseY = (float)GetScreenHeight() - mousePosition.y;
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// NOTE: Do I really need to get z value from depth buffer?
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//float z;
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// glReadPixels(mousePosition.x, mousePosition.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
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//glReadPixels(mousePosition.x, mousePosition.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
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//http://www.bfilipek.com/2012/06/select-mouse-opengl.html
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Vector3 nearPoint = { mousePosition.x, realy, 0.0f };
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Vector3 farPoint = { mousePosition.x, realy, 1.0f };
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Vector3 nearPoint = { mousePosition.x, invertedMouseY, 0.0f };
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Vector3 farPoint = { mousePosition.x, invertedMouseY, 1.0f };
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//nearPoint = internalCamera.position;
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farPoint = rlglUnproject(farPoint, proj, view);
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nearPoint = rlglUnproject(nearPoint, proj, view);
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farPoint = rlglUnproject(farPoint, proj, view); // TODO: it seems it doesn't work...
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Vector3 direction = VectorSubtract(farPoint, nearPoint);
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VectorNormalize(&direction);
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@ -813,7 +818,11 @@ void SetMousePosition(Vector2 position)
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// Returns mouse wheel movement Y
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int GetMouseWheelMove(void)
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{
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#if defined(PLATFORM_WEB)
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return previousMouseWheelY/100;
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#else
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return previousMouseWheelY;
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#endif
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}
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// Hide mouse cursor
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@ -1483,7 +1492,7 @@ static double GetTime(void)
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clock_gettime(CLOCK_MONOTONIC, &ts);
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uint64_t time = ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
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return (double)(time - baseTime) * 1e-9;
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return (double)(time - baseTime)*1e-9;
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#endif
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}
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