Some bugs corrected and trying to implement 3d picking

This commit is contained in:
raysan5 2015-08-27 16:10:15 +02:00
parent 9964935a12
commit 04d9c4c183

View File

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