Game Development Community

TGEA 1.7.0 Beta 1 Bug - 3D coordinates issues

by Henry Garle · in Torque Game Engine Advanced · 03/21/2008 (5:43 pm) · 1 replies

I spent an hour or so today just messing with TGEA and decided to do a resource that i did on 1.1 without any troubles, just to see how it went. It was Mouse controlled player movement and everything works fine apart from now when i click on the screen, say bottom left it will go to the exact oposite point in top right. The ray casting seems to have a bit of an issue too, it only works when im inside the model of the target.

Code:
ConsoleMethod( GameTSCtrl, getMouse3DVec, const char*, 2, 2, "()")
{
char* retBuffer = Con::getReturnBuffer(256);
const Point3F &vec = object->getMouse3DVec();

dSprintf(retBuffer, 256, "%g %g %g", vec.x, vec.y, vec.z);

return retBuffer;
}

ConsoleMethod( GameTSCtrl, getMouse3DPos, const char*, 2, 2, "()")
{
char* retBuffer = Con::getReturnBuffer(256);
const Point3F &pos = object->getMouse3DPos();

dSprintf(retBuffer, 256, "%g %g %g", pos.x, pos.y, pos.z);

return retBuffer;
}


The co-ords seem to be reversed for some reason?

Henry

#1
03/22/2008 (7:30 am)
Ok, here is a picture to explain it a bit better.
Ive used the "Object selection" and "Mouse controlled player movement" resources to make bots selectable and movable by clicking the mouse. In the picture below, i clicked roughly where the red circle is and the bot moves to the oposite.

www.ryth.net/coords.jpg