[rcore] reveiwed GetWorldToScreenEx (#3351)
* reveiwed GetWorldToScreenEx Used the inputted "width" instead of global CORE.window. Used Vector3Transform instead of quaternion. * reverted accidental unrelated change * reverted Vector3Transform back * fixed mistyped result --------- Co-authored-by: Brian-E <brian@intra.fo>
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@ -2952,7 +2952,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
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else if (camera.projection == CAMERA_ORTHOGRAPHIC)
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else if (camera.projection == CAMERA_ORTHOGRAPHIC)
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{
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{
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float aspect = (float)CORE.Window.screen.width/(float)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 top = camera.fovy/2.0;
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double right = top*aspect;
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double right = top*aspect;
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@ -2963,8 +2963,6 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
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// Calculate view matrix from camera look at (and transpose it)
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// Calculate view matrix from camera look at (and transpose it)
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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// TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
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// Convert world position vector to quaternion
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// Convert world position vector to quaternion
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Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
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Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
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