mirror of https://github.com/raysan5/raylib
Added viewport independent raycast (#3709)
* added viewport independent raycast * Renamed GetMouseRayEx to GetViewRay
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@ -1050,6 +1050,7 @@ RLAPI void UnloadShader(Shader shader); // Un
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// Screen-space-related functions
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
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RLAPI Ray GetViewRay(Vector2 mousePosition, Camera camera, float width, float height); // Get a ray trace from mouse position in a viewport
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RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
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RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
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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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16
src/rcore.c
16
src/rcore.c
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@ -1404,14 +1404,20 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
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//----------------------------------------------------------------------------------
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// Get a ray trace from mouse position
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Ray GetMouseRay(Vector2 mouse, Camera camera)
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Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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{
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return GetViewRay(mousePosition, camera, GetScreenWidth(), 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 GetViewRay(Vector2 mousePosition, 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*mouse.x)/(float)GetScreenWidth() - 1.0f;
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float y = 1.0f - (2.0f*mouse.y)/(float)GetScreenHeight();
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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 z = 1.0f;
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// Store values in a vector
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@ -1425,11 +1431,11 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
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if (camera.projection == CAMERA_PERSPECTIVE)
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{
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// Calculate projection matrix from perspective
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matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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}
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else if (camera.projection == CAMERA_ORTHOGRAPHIC)
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{
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double aspect = (double)CORE.Window.screen.width/(double)CORE.Window.screen.height;
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double aspect = (double)width/(double)height;
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double top = camera.fovy/2.0;
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double right = top*aspect;
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