Created
March 22, 2014 15:55
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Diablo like mouse character lookAt
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void Player::lookAtFromMouse() { | |
if (m_pCharacter == NULL) return; | |
//o-- Get Mouse Position | |
CEGUI::Vector2f absMouse = CEGUI::System::getSingleton().getDefaultGUIContext().getMouseCursor().getPosition(); | |
CEGUI::Vector2f relativeMouse = CEGUI::CoordConverter::screenToWindow( | |
*CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow(), | |
absMouse | |
); | |
//o-- Get Screen Coordinates | |
R32 screenX = relativeMouse.d_x; | |
R32 screenY = relativeMouse.d_y; | |
//o-- Get Window Size | |
R32 windowWidth = CEGUI::CoordConverter::screenToWindowX( | |
*CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow(), | |
CEGUI::UDim(1,0) | |
); | |
R32 windowHeight = CEGUI::CoordConverter::screenToWindowY( | |
*CEGUI::System::getSingleton().getDefaultGUIContext().getRootWindow(), | |
CEGUI::UDim(1,0) | |
); | |
Ogre::SceneManager *m_pSceneMgr = Ogre::Root::getSingletonPtr()->getSceneManager("SceneManager"); | |
//o-- Assume we have a valid SceneManager | |
if (!m_pSceneMgr) return; | |
Ogre::Camera *m_pCamera = m_pSceneMgr->getCamera("Camera"); | |
//o-- Assume we have a valid Camera | |
if (!m_pCamera) return; | |
//o-- Create a Ray | |
Ogre::Ray mouseRay = m_pCamera->getCameraToViewportRay( | |
screenX / windowWidth, | |
screenY / windowHeight | |
); | |
//o-- Create a Plane in Y Axis with Origin as Character Position | |
Ogre::Plane characterPlane(Ogre::Vector3::UNIT_Y, m_pCharacter->getPosition() ); | |
//o-- Get an intersection point from Screen to that Plane | |
std::pair<bool, Ogre::Real> intersectionResult = mouseRay.intersects(characterPlane); | |
if (intersectionResult.first) { | |
//o-- Use the intersection point of the plane to calculate the rotation for the character | |
Ogre::Vector3 intersectionInWorldCoord = mouseRay.getPoint( intersectionResult.second ); | |
Ogre::Vector3 lookingAt = intersectionInWorldCoord - m_pCharacter->getPosition(); | |
Ogre::Vector3 facingTo = Ogre::Vector3::NEGATIVE_UNIT_Z; | |
lookingAt.y = 0; | |
facingTo.y = 0; | |
Ogre::Real mDistance = lookingAt.normalise(); | |
Ogre::Quaternion newOrientation = facingTo.getRotationTo( lookingAt ); | |
m_pCharacter->setOrientation( newOrientation ); | |
} | |
} |
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