mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-07-08 06:30:56 -04:00
Fix ScreenRayTrace in widescreen
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@@ -38,14 +38,17 @@ void Editor::Tick() {
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}
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void Editor::MouseClick() {
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FVector ray = ScreenRayTrace();
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_ray[0] = ray.x;
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_ray[1] = ray.y;
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_ray[2] = ray.z;
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}
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FVector Editor::ScreenRayTrace() {
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auto wnd = GameEngine::Instance->context->GetWindow();
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Camera* camera = &cameras[0];
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if (!_spawned) {
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_spawned = true;
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object = reinterpret_cast<AShip*>(gWorldInstance.AddActor(new AShip(FVector(0, 0, 0), AShip::Skin::SHIP2)));
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}
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Ship::Coords mouse = wnd->GetMousePos();
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// Get screen dimensions
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@@ -59,84 +62,32 @@ void Editor::MouseClick() {
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FVector4 rayClip = {x, y, z, 1.0f};
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// printf("rayClip %f %f %f\n", x, y, z);
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Mat4 perspMtx;
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u16 perspNorm;
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guPerspectiveF(perspMtx, &perspNorm, gCameraZoom[0], gScreenAspect, CM_GetProps()->NearPersp, CM_GetProps()->FarPersp, 1.0f);
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guPerspectiveF(perspMtx, &perspNorm, gCameraZoom[0], OTRGetAspectRatio(), CM_GetProps()->NearPersp, CM_GetProps()->FarPersp, 1.0f);
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Mat4 inversePerspMtx;
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if (Editor::Inverse((MtxF*)&perspMtx, (MtxF*)&inversePerspMtx) != 2) {
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FVector4 rayEye = MultiplyMatrixVector(inversePerspMtx, (float*)&rayClip.x);
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Mat4 lookAtMtx;
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guLookAtF(lookAtMtx, camera->pos[0], camera->pos[1], camera->pos[2], camera->lookAt[0], camera->lookAt[1], camera->lookAt[2], camera->up[0], camera->up[1], camera->up[2]);
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//Mat4 combinedMtx;
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// mtxf_multiplication(combinedMtx, lookAtMtx, perspMtx);
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Mat4 inverseViewMtx;
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if (Editor::Inverse((MtxF*)&lookAtMtx, (MtxF*)&inverseViewMtx[0][0]) != 2) {
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rayEye.w = 0;
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FVector4 invRayWor = MultiplyMatrixVector(inverseViewMtx, (float*)&rayEye.x);
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//printf("rayEye %f %f %f\n", invRayWor.x, invRayWor.y, invRayWor.z);
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FVector direction;
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direction = FVector(invRayWor.x, invRayWor.y, invRayWor.z);
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// if (invRayWor.w != 1) {
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// direction = FVector(invRayWor.x / invRayWor.w, invRayWor.y / invRayWor.w, invRayWor.z / invRayWor.w);
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printf("3 %f %f %f div\n", direction.x, direction.y, direction.z);
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// } else {
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// printf("3 %f %f %f\n", direction.x, direction.y, direction.z);
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// }
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float rayLength = 400.0f;
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float nearPlaneOffset = 1.0f;
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FVector camDirection;
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camDirection.x = camera->lookAt[0] - camera->pos[0];
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camDirection.y = camera->lookAt[1] - camera->pos[1];
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camDirection.z = camera->lookAt[2] - camera->pos[2];
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float length = sqrt(camDirection.x * camDirection.x + camDirection.y * camDirection.y + camDirection.z * camDirection.x);
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if (length != 0) {
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camDirection.x /= length; camDirection.y /= length; camDirection.z /= length;
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}
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FVector rayStart;
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rayStart.x = camera->pos[0];// + direction.x * nearPlaneOffset;
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rayStart.y = camera->pos[1];// + direction.y * nearPlaneOffset;
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rayStart.z = camera->pos[2];// + direction.z * nearPlaneOffset;
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// FVector rotatedDirection = RotateVectorWithMatrix(direction, camera->lookAt);
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FVector rayEnd;
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rayEnd.x = 0; //* (rayLength + ray_wor[0]);
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rayEnd.y = 0; //* (rayLength + ray_wor[1]);
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rayEnd.z = 0; // * (rayLength + ray_wor[2]);
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float length2 = 400.0f;
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float length = 400.0f;
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FVector ray;
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ray.x = (rayStart.x + rayEnd.x) + direction.x * length2;
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ray.y = (rayStart.y + rayEnd.y) + direction.y * length2;
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ray.z = (rayStart.z + rayEnd.z) + direction.z * length2;
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_ray[0] = ray.x;
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_ray[1] = ray.y;
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_ray[2] = ray.z;
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// printf("cam pos %f, ray*len %f, cam+ray*len %f, brckt %f\n", camera->pos[0], _ray[0] * 300, camera->pos[0] + _ray[0] * 300, camera->pos[0] + (_ray[0] * 300));
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// printf("pos %f %f %f dir %f %f %f\n", camera->pos[0], camera->pos[1], camera->pos[2], rayLength * ray_wor[0], rayLength * ray_wor[1], rayLength * ray_wor[2]);
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object->Pos.x = ray.x;
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object->Pos.y = ray.y;
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object->Pos.z = ray.z;
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// ray = rayStart + direction * length of ray
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ray.x = camera->pos[0] + direction.x * length;
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ray.y = camera->pos[1] + direction.y * length;
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ray.z = camera->pos[2] + direction.z * length;
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return ray;
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}
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}
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}
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@@ -13,9 +13,9 @@ public:
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void Tick();
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void Draw();
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void MouseClick();
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FVector ScreenRayTrace();
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FVector4 MultiplyMatrixVector(float matrix[4][4], float vector[4]);
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private:
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bool _spawned = false;
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bool _draw = false;
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AShip* object;
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Vec3f _ray;
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