Object under mouse?
My little game engine basically has a 3D array Cubes[x][y][z] (its actually a big 1D array but I'v done some overloading). I know which cube in X Y Z that the player is standing on. The player will be able to shoot a cube to destroy it which is why I need to figure out how to find the Cube that the mouse is under. I found some OpenGL documentation on picking, but this method was slow. Since my cubes are organized and I know which cube the player is on, and the camera's angle in X and Y (camera does not rotate on Z), and that the mouse is always at screenwidth / 2, screenheight / 2 I'm sure theres a faster way than the gl picking technique.
Here is how the camera is set up:
void CCubeGame::SetCameraMatrix()
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(Camera.rotx,1,0,0);
glRotatef(Camera.roty,0,1,0);
glRotatef(Camera.rotz,0,0,1)开发者_JAVA技巧;
glTranslatef(-Camera.x , -Camera.y,-Camera.z );
}
void CCubeGame::MouseMove(int x, int y)
{
if(!isTrapped)
return;
int diffx = x-lastMouse.x;
int diffy = y-lastMouse.y;
lastMouse.x = x;
lastMouse.y = y;
Camera.rotx += (float) diffy * 0.2;
Camera.roty += (float) diffx * 0.2;
if(Camera.rotx > 90)
{
Camera.rotx = 90;
}
if(Camera.rotx < -90)
{
Camera.rotx = -90;
}
if(isTrapped)
if (fabs(ScreenDimensions.x/2 - x) > 1 || fabs(ScreenDimensions.y/2 - y) > 1) {
resetPointer();
}
}
Vertex3f CCubeGame::MoveCamera( int direction, float amount )
{
float xrotrad, yrotrad;
Vertex3f result(0,0,0);
switch(direction)
{
case CAM_FORWARD:
yrotrad = (Camera.roty / 180 * 3.141592654f);
xrotrad = (Camera.rotx / 180 * 3.141592654f);
result.x = float(sin(yrotrad)) * amount;
result.z = -(float(cos(yrotrad)) * amount);
result.y = 0;
//Camera.y -= float(sin(xrotrad)) * amount;
break;
case CAM_BACKWARD:
yrotrad = (Camera.roty / 180 * 3.141592654f);
xrotrad = (Camera.rotx / 180 * 3.141592654f);
result.x = -(float(sin(yrotrad)) * amount);
result.z = float(cos(yrotrad)) * amount;
result.y = 0;
//Camera.y += float(sin(xrotrad)) * amount;
break;
case CAM_RIGHT:
yrotrad = (Camera.roty / 180 * 3.141592654f);
result.x = float(cos(yrotrad)) * amount;
result.z += float(sin(yrotrad)) * amount;
result.y = 0;
break;
case CAM_LEFT:
yrotrad = (Camera.roty / 180 * 3.141592654f);
result.x = -(float(cos(yrotrad)) * amount);
result.z = -(float(sin(yrotrad)) * amount);
result.y = 0;
break;
default:
break;
}
Camera.x += result.x;
Camera.y += result.y;
Camera.z += result.z;
return result;
}
Thanks
If you can't rotate in Z, then you can only shoot a cube at the same Z height that the gun is at. This makes things a lot simpler because you can sort your cubes by Z and throw away any that are too high or too low (this will take log(N)
time in the number of cubes if they can be at fractional heights; if they're all the same height and all at the same height as each other, you just index into that portion of the array).
Now you need to draw a line from the gun through the grid and find out which cube it hits first. The way to do this is with a vector along the line of the gun:
v = (cos(angle), sin(angle))
and find each boundary where that line crosses an integer in either X or Y. If we are at
(x0,y0)
to start with and travel in direction v
then we will hit (assuming cos(angle) > 0)
ceil(x0), ceil(x0+1), ...
at times
(ceil(x0)-x0)/cos(angle), (ceil(x1)-x1)/cos(angle), ...
and similarly for y0
and sin(angle)
. Now you just walk down the list of times--which will take you into a new square--and the first time you encounter a cube, you hit it.
If the cube array is not gigantic, this whole thing should take only a few microseconds on a decent processor (maybe a few hundred or so on an embedded processor).
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