Convert 3D points to 2D points using GUIDemo
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==onBeginScene== | ==onBeginScene== | ||
<pre> | <pre> | ||
− | + | MEngine * engine = MEngine::getInstance(); // get the engine instance | |
− | + | MLevel * level = engine->getLevel(); // get the current level | |
− | + | GUI_scene = level->getSceneByName("GUI"); | |
− | + | Game_scene = level->getSceneByName("MyScene"); | |
− | + | MSystemContext * system = engine->getSystemContext(); | |
− | + | system->getScreenSize(&screenWidth, &screenHeight); | |
− | + | ratio = (float)screenWidth/(float)screenHeight; | |
− | + | GUI_camera = GUI_scene->getCameraByName("Camera"); | |
− | + | Game_camera = Game_scene->getCameraByName("MyCamera"); | |
</pre> | </pre> | ||
Revision as of 14:58, 22 August 2013
Here I'll create and show how to use a function to convert 3D points to 2D points, which is useful for debugging purposes, for showing names over character heads, to highlight some locations/objects, etc.
This is made for projects which are based on the GUIDemo.
Contents |
Header
unsigned int screenWidth, screenHeight; float ratio; MOCamera * GUI_camera; MOCamera * Game_camera; MScene * GUI_scene; MScene * Game_scene;
onBeginScene
MEngine * engine = MEngine::getInstance(); // get the engine instance MLevel * level = engine->getLevel(); // get the current level GUI_scene = level->getSceneByName("GUI"); Game_scene = level->getSceneByName("MyScene"); MSystemContext * system = engine->getSystemContext(); system->getScreenSize(&screenWidth, &screenHeight); ratio = (float)screenWidth/(float)screenHeight; GUI_camera = GUI_scene->getCameraByName("Camera"); Game_camera = Game_scene->getCameraByName("MyCamera");
Function to convert 3D points to 2D points
MVector3 MyGame::to2D(MVector3 pos) { pos = Game_camera->getProjectedPoint(pos); if(pos.z<1) { pos.x = pos.x / screenWidth - 0.5f; pos.y = pos.y = 1 - (pos.y / screenHeight) - 0.5f; pos.x = GUI_camera->getPosition().x + pos.x * GUI_camera->getFov() * ratio; pos.y = GUI_camera->getPosition().y + pos.y * GUI_camera->getFov(); pos.z = -10; } else pos.z = -10000; //out of GUI_camera return pos; }
Use example
MVector3 pos(50,50,50); pos = to2D(pos); char string[30]; sprintf_s(string,30,"%f %f %f",pos.x,pos.y,pos.z); MOText * text = GUI_scene->getTextByName("MyText"); text->setText(string); pos.y -= text->getBoundingBox()->min.y/2; //move it to its vertical center text->setPosition(pos);