Some experimental implementation of a RaySceneQuery.

pull/7/head
Armin Preiml 15 years ago
parent 69cc88bcaf
commit b50c7e0788

@ -41,6 +41,8 @@ namespace MWInput
A_MoveForward, // Forward / Backward
A_MoveBackward,
A_Activate,
A_LAST // Marker for the last item
};
@ -57,6 +59,10 @@ namespace MWInput
MWRender::PlayerPos &player;
MWGui::WindowManager &windows;
//may be better placed at OEngine::Renderer
Ogre::RaySceneQuery *mRaySceneQuery;
// Count screenshots.
int shotCount;
@ -133,6 +139,51 @@ namespace MWInput
else setGuiMode(GM_Console);
}
void activate()
{
Ogre::Camera *mCamera = ogre.getCamera();
//get a ray pointing to the center of the viewport
Ogre::Ray centerRay = mCamera->getCameraToViewportRay ( 0.5, 0.5 );
// get all objects touched by the ray
mRaySceneQuery->setRay ( centerRay );
Ogre::RaySceneQueryResult &result = mRaySceneQuery->execute();
Ogre::RaySceneQueryResult::iterator itr = result.begin();
Ogre::RaySceneQueryResult::iterator nearest = result.end();
for ( ; itr != result.end(); itr++ )
{
/*if ( itr->worldFragment ) //world fragments aren't currently used by openw
{
Ogre::Vector3 location = itr->worldFragment->singleIntersection;
std::cout << "WorldFragment: (" << location.x << ", " << location.y << ", " << location.z << ")" << std::endl;
} // if*/
// Is this result a MovableObject?
// there seem to be omnipresent objects like the caelum sky dom,
// the distance of these objects is always 0 so this if excludes these
if ( itr->movable && itr->distance >= 0.1)
{
std::cout << "Movobj: " << itr->movable->getName() << " dist: " << itr->distance << "\n";
if ( nearest == result.end() ) //if no object is set
{
nearest = itr;
}
else if ( itr->distance < nearest->distance )
{
nearest = itr;
}
}
}
if ( nearest != result.end() )
std::cout << "Nearest MovableObject: " << nearest->movable->getName()
<< " Distance: " << nearest->distance << std::endl;
}
// Exit program now button (which is disabled in GUI mode)
void exitNow()
{
@ -170,6 +221,8 @@ namespace MWInput
"Toggle inventory screen");
disp->funcs.bind(A_Console, boost::bind(&InputImpl::toggleConsole, this),
"Toggle console");
disp->funcs.bind(A_Activate, boost::bind(&InputImpl::activate, this),
"Activate");
// Add the exit listener
@ -198,6 +251,9 @@ namespace MWInput
// Start out in game mode
setGuiMode(MWGui::GM_Game);
//init rayscene query (would be also better placed at Oengine::Renderer)
mRaySceneQuery = ogre.getScene()->createRayQuery(Ogre::Ray());
/**********************************
Key binding section
@ -212,6 +268,7 @@ namespace MWInput
disp->bind(A_Screenshot, KC_SYSRQ);
disp->bind(A_Inventory, KC_I);
disp->bind(A_Console, KC_F1);
disp->bind(A_Activate, KC_SPACE);
// Key bindings for polled keys
@ -257,6 +314,7 @@ namespace MWInput
if(moveX != 0 || moveY != 0 || moveZ != 0)
player.moveRel(moveX, moveY, moveZ);
return true;
}
};

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