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-rw-r--r--src/core.c30
1 files changed, 29 insertions, 1 deletions
diff --git a/src/core.c b/src/core.c
index f1445cce..8b61aaf7 100644
--- a/src/core.c
+++ b/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
//----------------------------------------------------------------------------------