Added world to screen conversion
- Added function WorldToScreen(...). - Added world to screen example. - Review GetMouseRay() comment. - Removed deprecated lighting functions from raylib header.
This commit is contained in:
parent
8eb6fc5612
commit
4cc394c376
3 changed files with 108 additions and 22 deletions
30
src/core.c
30
src/core.c
|
@ -791,7 +791,7 @@ int StorageLoadValue(int position)
|
|||
return value;
|
||||
}
|
||||
|
||||
// Gives the ray trace from mouse position
|
||||
// Returns a ray trace from mouse position
|
||||
//http://www.songho.ca/opengl/gl_transform.html
|
||||
//http://www.songho.ca/opengl/gl_matrix.html
|
||||
//http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
|
||||
|
@ -857,6 +857,34 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
|
|||
return ray;
|
||||
}
|
||||
|
||||
// Returns the screen space position from a 3d world space position
|
||||
Vector2 WorldToScreen(Vector3 position, Camera camera)
|
||||
{
|
||||
// Calculate projection matrix (from perspective instead of frustum
|
||||
Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
|
||||
|
||||
// Calculate view matrix from camera look at (and transpose it)
|
||||
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
MatrixTranspose(&matView);
|
||||
|
||||
// Convert world position vector to quaternion
|
||||
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
|
||||
|
||||
// Transform world position to view
|
||||
QuaternionTransform(&worldPos, matView);
|
||||
|
||||
// Transform result to projection (clip space position)
|
||||
QuaternionTransform(&worldPos, matProj);
|
||||
|
||||
// Calculate normalized device coordinates (inverted y)
|
||||
Vector3 ndcPos = { worldPos.x / worldPos.w, -worldPos.y / worldPos.w, worldPos.z / worldPos.z };
|
||||
|
||||
// Calculate 2d screen position vector
|
||||
Vector2 screenPosition = { (ndcPos.x + 1.0f) / 2.0f * GetScreenWidth(), (ndcPos.y + 1.0f) / 2.0f * GetScreenHeight() };
|
||||
|
||||
return screenPosition;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue