2006/10/21, Donald Tidrow <[EMAIL PROTECTED]>:
osgUtil::SceneView::projectWindowXYIntoObject(int x,int y,osg::Vec3&
near_point,osg::Vec3& far_point)
Gives you the line segment in the view frustrum under the (x,y) screen
coordinates provided.
osgProducer::Viewer::computeIntersections(...) likely does it all for
you :-)
Don
On Fri, 2006-10-20 at 15:21 +0200, Ivan Bolčina wrote:
> Yes. And how to do it? I figure it has something to do with inverting
> perspective/view matrix, but how?
>
> 2006/10/20, Andreas Goebel <[EMAIL PROTECTED]>:
> Ivan Bolčina schrieb:
> > Ok. Yes I will take a look at osgPick. Basically i need a
> vector where
> > mouse is pointing so that the bullets are assigned that
> vector for
> > movement.
> Hi,
>
> while osgPick will help you to find a vector (or rather a
> line-segment)
> that is exactly perpendicular to the screen and starting at
> the point
> where the mouse is currently, I do not think that this will be
> the
> correct vector for your bullets. If you do this, your bullets
> will fly
> like this:
>
> ||||||||||||||||||||||||| (Bullets)
> ------------- (Screen)
>
> Your gun has a fixed length, and the vector of your bullets is
> given by
> the direction of your gun. If the gun is fixed somewhere, the
> points the
> other end of the gun can reach lie on a sphere. So you might
> be better
> of by using the mouse-coordinates to compute some spherical
> coordinates
> for your gun.
>
> \ | / (Bullets)
> ----------------------- (Screen)
>
> Regards,
>
> Andreas
>
>
>
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--
"A government that is big enough to give you all you want
is big enough to take it all away." -- Barry Goldwater
+---------------+
| Don Tidrow |
| Vis-Sim geek |
+---------------+
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