Merge branch 'master' of https://github.com/raysan5/raylib
This commit is contained in:
commit
d34956b197
6 changed files with 536 additions and 481 deletions
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@ -3886,6 +3886,29 @@
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}
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]
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},
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{
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"name": "GetViewRay",
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"description": "Get a ray trace from mouse position in a viewport",
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"returnType": "Ray",
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"params": [
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{
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"type": "Vector2",
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"name": "mousePosition"
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},
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{
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"type": "Camera",
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"name": "camera"
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},
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{
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"type": "float",
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"name": "width"
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},
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{
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"type": "float",
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"name": "height"
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}
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]
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},
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{
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"name": "GetCameraMatrix",
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"description": "Get camera transform matrix (view matrix)",
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@ -3643,6 +3643,17 @@ return {
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{type = "Camera", name = "camera"}
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}
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},
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{
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name = "GetViewRay",
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description = "Get a ray trace from mouse position in a viewport",
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returnType = "Ray",
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params = {
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{type = "Vector2", name = "mousePosition"},
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{type = "Camera", name = "camera"},
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{type = "float", name = "width"},
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{type = "float", name = "height"}
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}
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},
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{
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name = "GetCameraMatrix",
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description = "Get camera transform matrix (view matrix)",
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@ -669,7 +669,7 @@
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<Param type="unsigned int" name="frames" desc="" />
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</Callback>
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</Callbacks>
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<Functions count="558">
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<Functions count="559">
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<Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context">
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<Param type="int" name="width" desc="" />
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<Param type="int" name="height" desc="" />
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@ -906,6 +906,12 @@
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<Param type="Vector2" name="mousePosition" desc="" />
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<Param type="Camera" name="camera" desc="" />
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</Function>
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<Function name="GetViewRay" retType="Ray" paramCount="4" desc="Get a ray trace from mouse position in a viewport">
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<Param type="Vector2" name="mousePosition" desc="" />
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<Param type="Camera" name="camera" desc="" />
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<Param type="float" name="width" desc="" />
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<Param type="float" name="height" desc="" />
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</Function>
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<Function name="GetCameraMatrix" retType="Matrix" paramCount="1" desc="Get camera transform matrix (view matrix)">
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<Param type="Camera" name="camera" desc="" />
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</Function>
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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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