3d Picking under reticle
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Wolftousen
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Published on 2012-06-13T02:44:48Z
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2012/06/13
4:48 UTC
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i'm currently trying to work out some 3d picking code that I started years ago, but then lost interested the assignment was completed (this part wasn't actually part of the assignment).
I am not using the mouse coords for picking, i'm just using the position in 3d space and a ray directly out from there. A small hitch though is that I want to use a cone and not a ray.
Here are the variables i'm using:
float iReticleSlope = 95/3000; //inverse reticle slope
float baseReticle = 1; //radius of the reticle at z = 0
float maxRange = 3000; //max range to target
Quaternion orientation; //the cameras orientation
Vector3d position; //the cameras position
Then I loop through each object in the world:
Vector3d transformed; //object position after transformations
float d, r; //holder variables
for(i = 0; i < objects.length; i++) {
transformed = position - objects[i].position; //transform the position relative to camera
orientation.multiply(transformed); //orient the object relative to the camera
if(transformed.z < 0) {
d = sqrt(transformed[0] * transformed[0] + transformed[1] * transformed[1]);
r = -transformed[2] * iReticleSlope + objects[i].radius;
if(d < r && -transformed[2] - objects[i].radius <= maxRange) {
//the object is under the reticle
} else {
//the object is not under the reticle
}
} else {
//the object is not under the reticle
}
}
Now this all works fine and dandy until the window ratio doesn't match the resolution ratio. Is there any simple way to account for that
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