本文整理汇总了C++中ogre::Ray类的典型用法代码示例。如果您正苦于以下问题:C++ Ray类的具体用法?C++ Ray怎么用?C++ Ray使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Ray类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: shootingMouvements
void InputListener::shootingMouvements(const Ogre::FrameEvent& evt)
{
if (this->_Game->getGun(this->_Game->getNextTeam()->getChoseGun()).getAfterEffect() == true)
{
if (this->_Game->getGun(this->_Game->getNextTeam()->getChoseGun()).afterEffect(evt.timeSinceLastFrame) == true)
{
this->changeTurn();
}
else
{
this->_Game->doDamageToWorms(this->_Game->
getGun(this->_Game->getNextTeam()->getChoseGun()).getExplosion(), this->_Game->
getGun(this->_Game->getNextTeam()->getChoseGun()).getScale() / 20);
}
}
else if (!this->_WormsApp->getSceneManager()->getScene("PlayScene")->getGame()
->getGun(this->_Game->getNextTeam()->getChoseGun()).getIsFree())
this->_Game->getGun(this->_Game->getNextTeam()->getChoseGun()).move(evt.timeSinceLastFrame, this->_CollisionMgr, this->_Game->getTeam());
if (this->_Mouse->getMouseState().buttonDown(OIS::MB_Left))
{
if (this->_Game->getTeleportActivated())
{
Ogre::Vector2 pos = this->_WormsApp->getUIManager()->teleportPressed();
pos.x = pos.x / this->_currentScene->getViewPort()->getActualWidth();
pos.y = pos.y / this->_currentScene->getViewPort()->getActualHeight();
Ogre::Ray ray = this->_currentScene->getCamera()->getCameraToViewportRay(pos.x, pos.y);
Ogre::Vector3 newRay= ray.getOrigin() + (ray.getDirection() * 3);
newRay.z = 0;
_current->getNode()->setPosition(newRay);
}
}
}
示例2: OnDragMove
//----------------------------------------------------------------------------------------
bool ObjectsViewWidget::OnDragMove(Ogre::Viewport *vp, unsigned int modifier, Ogre::Vector2& position)
{
if(mDragData.ObjectType == "")
return false;
if(!mDragData.Object)
return true;
Ogre::Ray mouseRay;
mouseRay = vp->getCamera()->getCameraToViewportRay(position.x, position.y);
Ogre::Vector3 vPos;
mDragData.Object->getProperties()->getValue("position", vPos);
bool hitfound = false;
if(modifier & Ogitors::DragDropShiftModifier)
{
hitfound = OgitorsRoot::getSingletonPtr()->GetViewport()->GetHitPosition(mouseRay, vPos, mDragData.Object->getName());
}
if(!hitfound)
{
if(vPos.x == 999999 && vPos.y == 999999 && vPos.z == 999999)
vPos = mouseRay.getOrigin() + (mouseRay.getDirection() * 40.0f);
else
vPos = OgitorsRoot::getSingletonPtr()->GetGizmoIntersectCameraPlane(mDragData.Object, mouseRay);
}
mDragData.Object->getProperties()->setValue("position", vPos);
return true;
}
示例3: getBodyUnderCursorUsingBullet
// -------------------------------------------------------------------------
void OgreBulletListener::button1Pressed()
{
// small unique impulse under cursor.
Ogre::Vector3 pickPos;
Ogre::Ray rayTo;
OgreBulletDynamics::RigidBody * body =
getBodyUnderCursorUsingBullet(pickPos, rayTo);
//getBodyUnderCursorUsingOgre(pickPos, rayTo);
if (body)
{
if (!(body->isStaticObject()
|| body->isKinematicObject()
))
{
body->enableActiveState ();
const Ogre::Vector3 relPos (pickPos - body->getCenterOfMassPosition());
const Ogre::Vector3 impulse (rayTo.getDirection ());
body->applyImpulse (impulse * mImpulseForce, relPos);
}
getDebugLines();
mDebugRayLine->addLine (rayTo.getOrigin(), pickPos);
mDebugRayLine->draw();
}
}
示例4: onSelectActorAtClickpoint
void ProjectManager::onSelectActorAtClickpoint(float mouseX,
float mouseY)
{
assert(QThread::currentThread() == thread());
QOCamera* cameraNode = getCameraWithName("cam1");
if(!cameraNode)
{
qWarning("ProjectManager.onSelectActorAtClickpoint: Can't determine an actor to select "
"without a corresponding CameraNode.");
return;
}
Ogre::Camera* camera = cameraNode->camera();
if(!camera)
{
qWarning("ProjectManager.onSelectActorAtClickpoint: Can't determine an actor to select "
"without a corresponding ogre camera.");
return;
}
Ogre::Ray mouseRay = camera->getCameraToViewportRay(mouseX, mouseY);
Scene* current = mScenarioManager.getCurrentScene();
QSharedPointer<Actor> hitActor = current->raycast(mouseRay.getOrigin(),
mouseRay.getDirection()).actor.toStrongRef();
if(hitActor)
{
onActorChangeSelected(hitActor->getName(),
!hitActor->getSceneNode()->getShowBoundingBox());
}
}
示例5: pos
gkCam2ViewportRay::gkCam2ViewportRay(gkScalar x, gkScalar y, gkScalar rayLength)
{
gkScene* pScene = gkEngine::getSingleton().getActiveScene();
GK_ASSERT(pScene);
gkCamera* pCamera = pScene->getMainCamera();
GK_ASSERT(pCamera);
gkVector2 pos(x, y);
gkWindow* pWindow = pScene->getDisplayWindow();
if (pWindow == 0)
pWindow = gkWindowSystem::getSingleton().getMainWindow();
GK_ASSERT(pWindow);
gkScalar width = pWindow->getWidth();
gkScalar height = pWindow->getHeight();
GK_ASSERT(width && height);
Ogre::Ray ray = pCamera->getCamera()->getCameraToViewportRay(pos.x / width, pos.y / height);
gkVector3 p0 = ray.getOrigin();
gkVector3 p1 = p0 + ray.getDirection() * rayLength;
setOrigin(p0);
setDirection(p1 - p0);
}
示例6: RaycastPickScreen
bool Renderer::RaycastPickScreen(const Vec2& screenPosition, float depth, Camera* camera,
RendererRaycastResult& result)
{
// Set up the ray query object
Ogre::Camera* ogreCamera = camera->GetOgreCamera();
Ogre::Ray ray = ogreCamera->getCameraToViewportRay(screenPosition.x, screenPosition.y);
mRaySceneQuery->setRay(ray);
mRaySceneQuery->setQueryMask(~UNIVERSE_OBJECT);
// Execute the ray query
Ogre::RaySceneQueryResult& rayQuery = mRaySceneQuery->execute();
for (auto i = rayQuery.begin(); i != rayQuery.end(); ++i)
{
Ogre::Entity* entity = dynamic_cast<Ogre::Entity*>((*i).movable);
if (entity && (*i).distance > 0.0f)
{
result.hit = true;
result.entity = entity;
result.position = Position::FromCameraSpace(camera, ray.getPoint((*i).distance));
result.normal = Vec3::zero;
return true;
}
}
// At this point - the ray didn't hit anything of interest
result.hit = false;
result.entity = nullptr;
result.position = Position::FromCameraSpace(camera, ray.getPoint(depth));
result.normal = Vec3::zero;
return false;
}
示例7: updateCameraHeight
void TerrainManager::updateCameraHeight(const Ogre::FrameEvent& evt)
{
// clamp to terrain
Ogre::Vector3 camPos = mCamera->getPosition();
Ogre::Ray ray;
ray.setOrigin(Ogre::Vector3(camPos.x, mTerrainPos.y + 10000, camPos.z));
ray.setDirection(Ogre::Vector3::NEGATIVE_UNIT_Y);
Ogre::TerrainGroup::RayResult rayResult = mTerrainGroup->rayIntersects(ray);
Ogre::Real distanceAboveTerrain = 50;
Ogre::Real fallSpeed = 300;
Ogre::Real newy = camPos.y;
if (rayResult.hit)
{
if (camPos.y > rayResult.position.y + distanceAboveTerrain)
{
mFallVelocity += evt.timeSinceLastFrame * 20;
mFallVelocity = std::min(mFallVelocity, fallSpeed);
newy = camPos.y - mFallVelocity * evt.timeSinceLastFrame;
}
newy = std::max(rayResult.position.y + distanceAboveTerrain, newy);
mCamera->setPosition(camPos.x, newy, camPos.z);
}
}
示例8: intersectSomeYzPlane
bool InteractiveMarkerControl::intersectSomeYzPlane( const Ogre::Ray& mouse_ray,
const Ogre::Vector3& point_on_plane,
const Ogre::Quaternion& plane_orientation,
Ogre::Vector3& intersection_3d,
Ogre::Vector2& intersection_2d,
float& ray_t )
{
Ogre::Vector3 normal = plane_orientation * control_orientation_.xAxis();
Ogre::Vector3 axis_1 = plane_orientation * control_orientation_.yAxis();
Ogre::Vector3 axis_2 = plane_orientation * control_orientation_.zAxis();
Ogre::Plane plane(normal, point_on_plane);
Ogre::Vector2 origin_2d(point_on_plane.dotProduct(axis_1), point_on_plane.dotProduct(axis_2));
std::pair<bool, Ogre::Real> intersection = mouse_ray.intersects(plane);
if (intersection.first)
{
intersection_3d = mouse_ray.getPoint(intersection.second);
intersection_2d = Ogre::Vector2(intersection_3d.dotProduct(axis_1), intersection_3d.dotProduct(axis_2));
intersection_2d -= origin_2d;
ray_t = intersection.second;
return true;
}
ray_t = 0;
return false;
}
示例9: findClosestPoint
/** Find the closest point on target_ray to mouse_ray.
* @returns false if rays are effectively parallel, true otherwise.
*/
bool InteractiveMarkerControl::findClosestPoint( const Ogre::Ray& target_ray,
const Ogre::Ray& mouse_ray,
Ogre::Vector3& closest_point )
{
// Find the closest point on target_ray to any point on mouse_ray.
//
// Math taken from http://paulbourke.net/geometry/lineline3d/
// line P1->P2 is target_ray
// line P3->P4 is mouse_ray
Ogre::Vector3 v13 = target_ray.getOrigin() - mouse_ray.getOrigin();
Ogre::Vector3 v43 = mouse_ray.getDirection();
Ogre::Vector3 v21 = target_ray.getDirection();
double d1343 = v13.dotProduct( v43 );
double d4321 = v43.dotProduct( v21 );
double d1321 = v13.dotProduct( v21 );
double d4343 = v43.dotProduct( v43 );
double d2121 = v21.dotProduct( v21 );
double denom = d2121 * d4343 - d4321 * d4321;
if( fabs( denom ) <= Ogre::Matrix3::EPSILON )
{
return false;
}
double numer = d1343 * d4321 - d1321 * d4343;
double mua = numer / denom;
closest_point = target_ray.getPoint( mua );
return true;
}
示例10: mousePressed
bool CPlayerController::mousePressed(const InputListener::CMouseState &mouseState)
{
if(m_avatar){
CEGUI::Vector2f mousePos = CEGUI::System::getSingleton().getDefaultGUIContext().getMouseCursor().getPosition();
Ogre::Ray mouseRay = m_avatar->getScene()->getSceneCamera()->getCameraToViewportRay(mousePos.d_x/float(mouseState.width),mousePos.d_y/float(mouseState.height));
float dist(1300.0f);
Ogre::Vector3 point = mouseRay.getPoint(Ogre::Real(dist));
int i =0;
while((point.y > -295.0 || point.y < -305.0) && i < 20){
dist += 300.0 + point.y;
point = mouseRay.getPoint(Ogre::Real(dist));
i+=1;
}
point.y = -300.0f;
auto it (m_mouseCommands.find(mouseState.button));
if(it != m_mouseCommands.end()){
m_mouseCommands[mouseState.button]->execute
(Common::Input::Action::MOUSE_PRESSED,m_avatar,point);
//return true; //We're not returning true because we want the mouse event to get to the GUI
}
}
return false;
}
示例11: injectMousePress
void OrientationControlet::injectMousePress(int _absx, int _absy, MyGUI::MouseButton _id)
{
if( _id == MyGUI::MouseButton::Left ){
string name = Game::getSingleton().pickMovableObject( _absx,_absy );
if( name == mName ){
mPick = true;
mMouseX = _absx;
mMouseY = _absy;
InputFilter::getSingleton().setCapture();
/*判断开始时候,控制球是在球的正面还是背面
*/
Game& game = Game::getSingleton();
int sx = game.getScreenWidth();
int sy = game.getScreenHeight();
Ogre::Ray B = game.getCamera()->getCameraToViewportRay(
(Ogre::Real)_absx/(Ogre::Real)sx,
(Ogre::Real)_absy/(Ogre::Real)sy
);
Ogre::Matrix3 m3 = mNode->getLocalAxes();
Ogre::Vector3 axis = m3.GetColumn(2);
if( axis.dotProduct(B.getDirection())>0 )
mNearFar = false;
else
mNearFar = true;
}
}
}
示例12: collides
bool gkRayTest::collides(const Ogre::Ray& ray)
{
gkVector3 from = ray.getOrigin();
gkVector3 to = ray.getOrigin() + ray.getDirection();
gkRayTestFilter test;
return gkRayTest::collides(from, to,test);
}
示例13: ViewportRay
void CombatCamera::ViewportRay(double screen_x, double screen_y, Ogre::Ray& ray) const
{
double out_origin[3];
double ray_direction[3];
ViewportRay(screen_x, screen_y, out_origin, ray_direction);
ray.setOrigin(Ogre::Vector3(out_origin[0], out_origin[1], out_origin[2]));
ray.setDirection(Ogre::Vector3(ray_direction[0], ray_direction[1], ray_direction[2]));
}
示例14: transformRay
Ogre::Ray OgreMesh::transformRay(Ogre::Node *node, const Ogre::Ray &ray) {
return ray;
const Ogre::Vector3 &position = node->_getDerivedPosition();
const Ogre::Quaternion &orient = node->_getDerivedOrientation();
const Ogre::Vector3 &scale = node->_getDerivedScale();
Ogre::Vector3 newStart = (orient.Inverse() * (ray.getOrigin() - position)) / scale;
Ogre::Vector3 newDirection = orient.Inverse() * ray.getDirection();
return Ogre::Ray(newStart, newDirection);
}
示例15: injectMouseMoved
bool Panel::injectMouseMoved(const Ogre::Ray& ray)
{
Ogre::Matrix4 transform;
transform.makeTransform(mNode->getPosition(), mNode->getScale(), mNode->getOrientation());
Ogre::AxisAlignedBox aabb = mScreenRenderable->getBoundingBox();
aabb.transform(transform);
pair<bool, Ogre::Real> result = Ogre::Math::intersects(ray, aabb);
if (result.first == false)
{
unOverAllElements();
return false;
}
Ogre::Vector3 a,b,c,d;
Ogre::Vector2 halfSize = (mSize/100) * 0.5f;
a = transform * Ogre::Vector3(-halfSize.x,-halfSize.y,0);
b = transform * Ogre::Vector3( halfSize.x,-halfSize.y,0);
c = transform * Ogre::Vector3(-halfSize.x, halfSize.y,0);
d = transform * Ogre::Vector3( halfSize.x, halfSize.y,0);
result = Ogre::Math::intersects(ray, c, b, a);
if (result.first == false)
result = Ogre::Math::intersects(ray, c, d, b);
if (result.first == false)
{
unOverAllElements();
return false;
}
if (result.second > mDistanceFromPanelToInteractWith)
{
unOverAllElements();
return false;
}
Ogre::Vector3 hitPos = (ray.getOrigin() + (ray.getDirection() * result.second));
Ogre::Vector3 localPos = transform.inverse() * hitPos;
localPos.x += halfSize.x;
localPos.y -= halfSize.y;
localPos.x *= 100;
localPos.y *= 100;
// Cursor clip
localPos.x = Ogre::Math::Clamp<Ogre::Real>(localPos.x, 0, mSize.x - 10);
localPos.y = Ogre::Math::Clamp<Ogre::Real>(-localPos.y, 0, mSize.y - 18);
mInternalMousePos = Ogre::Vector2(localPos.x, localPos.y);
mMousePointer->position(mInternalMousePos);
// Let's actualize the "over" for each elements
for (size_t i=0; i < mPanelElements.size(); i++)
mPanelElements[i]->isOver(mInternalMousePos);
return true;
}