Ray picking - get direction from pitch and yaw
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Isaac Waller
on Game Development
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Published on 2011-11-21T03:26:31Z
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2011/11/21
10:23 UTC
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I am attempting to cast a ray from the center of the screen and check for collisions with objects.
When rendering, I use these calls to set up the camera:
GL11.glRotated(mPitch, 1, 0, 0);
GL11.glRotated(mYaw, 0, 1, 0);
GL11.glTranslated(mPositionX, mPositionY, mPositionZ);
I am having trouble creating the ray, however. This is the code I have so far:
ray.origin = new Vector(mPositionX, mPositionY, mPositionZ);
ray.direction = new Vector(?, ?, ?);
My question is: what should I put in the question mark spots? I.e. how can I create the ray direction from the pitch and roll?
Any help would be much appreciated!
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