REVIEWED: GetMouseRay() functions rename #3830

This commit is contained in:
Ray 2024-03-07 12:33:37 +01:00
parent b1029a40b2
commit 93a828f744
2 changed files with 10 additions and 9 deletions

View File

@ -1049,8 +1049,9 @@ 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 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
#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, float width, float height); // Get a ray trace from screen position (i.e mouse) 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

View File

@ -1406,21 +1406,21 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
// Module Functions Definition: Screen-space Queries
//----------------------------------------------------------------------------------
// Get a ray trace from mouse position
Ray GetScreenToWorldRay(Vector2 mousePosition, Camera camera)
// Get a ray trace from screen position (i.e mouse)
Ray GetScreenToWorldRay(Vector2 position, Camera camera)
{
return GetScreenToWorldRayEx(mousePosition, camera, (float)GetScreenWidth(), (float)GetScreenHeight());
return GetScreenToWorldRayEx(position, camera, (float)GetScreenWidth(), (float)GetScreenHeight());
}
// Get a ray trace from the mouse position within a specific section of the screen
Ray GetScreenToWorldRayEx(Vector2 mousePosition, Camera camera, float width, float height)
// Get a ray trace from the screen position (i.e mouse) within a specific section of the screen
Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, float width, float height)
{
Ray ray = { 0 };
// Calculate normalized device coordinates
// NOTE: y value is negative
float x = (2.0f*mousePosition.x)/width - 1.0f;
float y = 1.0f - (2.0f*mousePosition.y)/height;
float x = (2.0f*position.x)/width - 1.0f;
float y = 1.0f - (2.0f*position.y)/height;
float z = 1.0f;
// Store values in a vector