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| author | victorfisac <victorfisac@gmail.com> | 2016-01-11 15:59:26 +0100 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-01-11 15:59:26 +0100 |
| commit | 4cc394c376c83926da67afe14855d2a3e2b06cfd (patch) | |
| tree | dad410c2320a3a2b021c724d3b512a17d83cdf5d /src | |
| parent | 8eb6fc5612da86e4fc196ed9719949748ed08d85 (diff) | |
| download | raylib-4cc394c376c83926da67afe14855d2a3e2b06cfd.tar.gz raylib-4cc394c376c83926da67afe14855d2a3e2b06cfd.zip | |
Added world to screen conversion
- Added function WorldToScreen(...).
- Added world to screen example.
- Review GetMouseRay() comment.
- Removed deprecated lighting functions from raylib header.
Diffstat (limited to 'src')
| -rw-r--r-- | src/core.c | 30 | ||||
| -rw-r--r-- | src/raylib.h | 23 |
2 files changed, 31 insertions, 22 deletions
@@ -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 //---------------------------------------------------------------------------------- diff --git a/src/raylib.h b/src/raylib.h index 4d8d104d..d6b28e53 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -527,7 +527,8 @@ void EndDrawing(void); // End canvas drawin void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode -Ray GetMouseRay(Vector2 mousePosition, Camera camera); // TODO: Returns a ray trace from mouse position +Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position +Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position void SetTargetFPS(int fps); // Set target FPS (maximum) float GetFPS(void); // Returns current FPS @@ -787,26 +788,6 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) //---------------------------------------------------------------------------------- -// Lighting System Functions (engine-module: lighting) -// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue() -//---------------------------------------------------------------------------------- -// Lights functions -void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer -void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer -void SetLightIntensity(Light *light, float intensity); // Set light intensity value -void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color) -void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color) -void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color) -void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier) - -// Materials functions -void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color) -void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter) -void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color) -void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100) -void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier) - -//---------------------------------------------------------------------------------- // Physics System Functions (engine-module: physics) //---------------------------------------------------------------------------------- void InitPhysics(void); // Initialize all internal physics values |
