REVIEWED: GetMouseRay() functions rename #3830
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@ -1049,8 +1049,9 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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// Screen-space-related functions
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RLAPI Ray GetScreenToWorldRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
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RLAPI Ray GetScreenToWorldRayEx(Vector2 mousePosition, Camera camera, float width, float height); // Get a ray trace from mouse position in a viewport
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#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
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RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
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RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, float width, float height); // Get a ray trace from screen position (i.e mouse) in a viewport
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
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RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
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RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
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14
src/rcore.c
14
src/rcore.c
@ -1406,21 +1406,21 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
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// Module Functions Definition: Screen-space Queries
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//----------------------------------------------------------------------------------
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// Get a ray trace from mouse position
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Ray GetScreenToWorldRay(Vector2 mousePosition, Camera camera)
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// Get a ray trace from screen position (i.e mouse)
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Ray GetScreenToWorldRay(Vector2 position, Camera camera)
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{
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return GetScreenToWorldRayEx(mousePosition, camera, (float)GetScreenWidth(), (float)GetScreenHeight());
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return GetScreenToWorldRayEx(position, camera, (float)GetScreenWidth(), (float)GetScreenHeight());
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}
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// Get a ray trace from the mouse position within a specific section of the screen
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Ray GetScreenToWorldRayEx(Vector2 mousePosition, Camera camera, float width, float height)
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// Get a ray trace from the screen position (i.e mouse) within a specific section of the screen
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Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, float width, float height)
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{
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Ray ray = { 0 };
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// Calculate normalized device coordinates
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// NOTE: y value is negative
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float x = (2.0f*mousePosition.x)/width - 1.0f;
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float y = 1.0f - (2.0f*mousePosition.y)/height;
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float x = (2.0f*position.x)/width - 1.0f;
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float y = 1.0f - (2.0f*position.y)/height;
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float z = 1.0f;
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// Store values in a vector
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