Screen space related functions consistency (#3830)

* Screen/world-space related functions rename

* Update raylib_api.* by CI

---------

Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
This commit is contained in:
aiafrasinei 2024-03-07 13:28:11 +02:00 committed by GitHub
parent fccdfa7926
commit 3b7be85151
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10 changed files with 19 additions and 19 deletions

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@ -60,7 +60,7 @@ int main(void)
{
if (!collision.hit)
{
ray = GetMouseRay(GetMousePosition(), camera);
ray = GetScreenToWorldRay(GetMousePosition(), camera);
// Check collision between ray and box
collision = GetRayCollisionBox(ray,

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@ -109,7 +109,7 @@ int main(void)
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
// Check collision between ray and box
if (GetRayCollisionBox(GetMouseRay(GetMousePosition(), camera), bounds).hit) selected = !selected;
if (GetRayCollisionBox(GetScreenToWorldRay(GetMousePosition(), camera), bounds).hit) selected = !selected;
else selected = false;
}
//----------------------------------------------------------------------------------

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@ -88,7 +88,7 @@ int main(void)
Color cursorColor = WHITE;
// Get ray and test against objects
ray = GetMouseRay(GetMousePosition(), camera);
ray = GetScreenToWorldRay(GetMousePosition(), camera);
// Check ray collision against ground quad
RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);

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@ -195,7 +195,7 @@ int main(void)
// Handle clicking the cube
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
Ray ray = GetMouseRay(GetMousePosition(), camera);
Ray ray = GetScreenToWorldRay(GetMousePosition(), camera);
// Check collision between ray and box
RayCollision collision = GetRayCollisionBox(ray,

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@ -3872,7 +3872,7 @@
]
},
{
"name": "GetMouseRay",
"name": "GetScreenToWorldRay",
"description": "Get a ray trace from mouse position",
"returnType": "Ray",
"params": [
@ -3887,7 +3887,7 @@
]
},
{
"name": "GetViewRay",
"name": "GetScreenToWorldRayEx",
"description": "Get a ray trace from mouse position in a viewport",
"returnType": "Ray",
"params": [

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@ -3635,7 +3635,7 @@ return {
}
},
{
name = "GetMouseRay",
name = "GetScreenToWorldRay",
description = "Get a ray trace from mouse position",
returnType = "Ray",
params = {
@ -3644,7 +3644,7 @@ return {
}
},
{
name = "GetViewRay",
name = "GetScreenToWorldRayEx",
description = "Get a ray trace from mouse position in a viewport",
returnType = "Ray",
params = {

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@ -1421,14 +1421,14 @@ Function 083: UnloadShader() (1 input parameters)
Return type: void
Description: Unload shader from GPU memory (VRAM)
Param[1]: shader (type: Shader)
Function 084: GetMouseRay() (2 input parameters)
Name: GetMouseRay
Function 084: GetScreenToWorldRay() (2 input parameters)
Name: GetScreenToWorldRay
Return type: Ray
Description: Get a ray trace from mouse position
Param[1]: mousePosition (type: Vector2)
Param[2]: camera (type: Camera)
Function 085: GetViewRay() (4 input parameters)
Name: GetViewRay
Function 085: GetScreenToWorldRayEx() (4 input parameters)
Name: GetScreenToWorldRayEx
Return type: Ray
Description: Get a ray trace from mouse position in a viewport
Param[1]: mousePosition (type: Vector2)

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@ -902,11 +902,11 @@
<Function name="UnloadShader" retType="void" paramCount="1" desc="Unload shader from GPU memory (VRAM)">
<Param type="Shader" name="shader" desc="" />
</Function>
<Function name="GetMouseRay" retType="Ray" paramCount="2" desc="Get a ray trace from mouse position">
<Function name="GetScreenToWorldRay" retType="Ray" paramCount="2" desc="Get a ray trace from mouse position">
<Param type="Vector2" name="mousePosition" desc="" />
<Param type="Camera" name="camera" desc="" />
</Function>
<Function name="GetViewRay" retType="Ray" paramCount="4" desc="Get a ray trace from mouse position in a viewport">
<Function name="GetScreenToWorldRayEx" retType="Ray" paramCount="4" desc="Get a ray trace from mouse position in a viewport">
<Param type="Vector2" name="mousePosition" desc="" />
<Param type="Camera" name="camera" desc="" />
<Param type="float" name="width" desc="" />

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@ -1049,8 +1049,8 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
RLAPI Ray GetViewRay(Vector2 mousePosition, Camera camera, float width, float height); // Get a ray trace from mouse position in a viewport
RLAPI Ray GetScreenToWorldRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
RLAPI Ray GetScreenToWorldRayEx(Vector2 mousePosition, Camera camera, float width, float height); // Get a ray trace from mouse position in a viewport
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position

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@ -1407,13 +1407,13 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
//----------------------------------------------------------------------------------
// Get a ray trace from mouse position
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
Ray GetScreenToWorldRay(Vector2 mousePosition, Camera camera)
{
return GetViewRay(mousePosition, camera, (float)GetScreenWidth(), (float)GetScreenHeight());
return GetScreenToWorldRayEx(mousePosition, camera, (float)GetScreenWidth(), (float)GetScreenHeight());
}
// Get a ray trace from the mouse position within a specific section of the screen
Ray GetViewRay(Vector2 mousePosition, Camera camera, float width, float height)
Ray GetScreenToWorldRayEx(Vector2 mousePosition, Camera camera, float width, float height)
{
Ray ray = { 0 };