Reputation: 21
I have got the origin and a direction vector but I have no clue how to follow the ray and check for collisions...
Here is a picture of the ray, it goes out about 6 blocks.
Vector3f cam = camera.getPosition();
Vector3f dir = getDirection();
dir.x *= 40;
dir.y *= 40;
dir.z *= 40;
Vector3f dest = new Vector3f(cam.x + dir.x, cam.y + dir.y, cam.z + dir.z);
public Vector3f getDirection()
{
Vector3f vector = new Vector3f();
float rotX = camera.yaw;
float rotY = camera.pitch;
vector.y = (float) -Math.sin(Math.toRadians(rotY));
float h = (float) Math.cos(Math.toRadians(rotY));
vector.x = (float) (h * Math.sin(Math.toRadians(rotX)));
vector.z = (float) (-h * Math.cos(Math.toRadians(rotX)));
return vector;
}
I have tried using gluUnProject and it worked a little bit but like when you picked a face of a block it wasn't very precise.
BTW: I am using display lists for the chunks and I am just rendering block quads inside that display list. I get 60 FPS. I have been searching and searching but I cannot find ANYTHING on ray tracing and or ray picking... Thanks!
Upvotes: 2
Views: 1665
Reputation: 1796
Your question is very unprecise.
Since your scene seems to consist of a grid, I suggest you to look into "3D Digital Differential Analyzer":
http://www.cse.chalmers.se/edu/course/_MY_MISSING_COURSE_2012/_courses_2011/TDA361_Computer_Graphics/grid.pdf
and:
http://en.wikipedia.org/wiki/Digital_differential_analyzer_%28graphics_algorithm%29
Upvotes: 1