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- /// void update_mouse_vector(xfrom, yfrom, zfrom, xto, yto, zto, xup, yup, zup, fov, aspect);
- // Pretty suret his is an adapted version of code written by a
- // guy called Yourself on the game maker forums, but i can't
- // find the original thread.
- var mm,dX,dY,dZ,uX,uY,uZ,vX,vY,vZ,mX,mY,mZ,width,height,tFOV,asp;
- asp=argument10;
- // normalize TO vector
- dX = argument3-argument0;
- dY = argument4-argument1;
- dZ = argument5-argument2;
- mm = sqrt(dX*dX+dY*dY+dZ*dZ);
- dX /= mm;
- dY /= mm;
- dZ /= mm;
- // fix UP vector and normalize it
- uX = argument6;
- uY = argument7;
- uZ = argument8;
- mm = uX*dX+uY*dY+uZ*dZ;
- uX -= mm*dX;
- uY -= mm*dY;
- uZ -= mm*dZ
- mm = sqrt(uX*uX+uY*uY+uZ*uZ);
- uX /= mm;
- uY /= mm;
- uZ /= mm;
- // make x vector using TO and UP
- vX = uY*dZ-dY*uZ;
- vY = uZ*dX-dZ*uX;
- vZ = uX*dY-dX*uY;
- // convert angle to screen width and height
- // not sure why this is pi/360 instead of pi/180 but that's the way
- // it came and i don't want to touch it
- tFOV = tan(argument9*pi/360);
- uX *= tFOV;
- uY *= tFOV;
- uZ *= tFOV;
- vX *= tFOV*asp;
- vY *= tFOV*asp;
- vZ *= tFOV*asp;
- // add UP*MOUSE_Y and X*MOUSE_X vector to TO vector
- mX = dX+uX*(1-2*MOUSE_Y/HH)+vX*(2*MOUSE_X/WW-1);
- mY = dY+uY*(1-2*MOUSE_Y/HH)+vY*(2*MOUSE_X/WW-1);
- mZ = dZ+uZ*(1-2*MOUSE_Y/HH)+vZ*(2*MOUSE_X/WW-1);
- mm = sqrt(mX*mX+mY*mY+mZ*mZ);
- // normalize mouse direction vector
- // if you're using gms2 just return [mX/mm, mY/mm, mZ/mm], because
- // array literals are nice, otherwise write this script yourself
- return array_compose(mX/mm, mY/mm, mZ/mm);
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