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authorLuís Almeida <[email protected]>2024-02-04 10:37:10 +0000
committerGitHub <[email protected]>2024-02-04 11:37:10 +0100
commit9a5dddc311d890c30474d8ac28e6887ffd11688e (patch)
treecd4ed29d2cbe1eca9f79dd35cdcc21dbd6d99456 /src
parentf033b307030f00e1ae3875fb22de3f86cc4282c3 (diff)
downloadraylib-9a5dddc311d890c30474d8ac28e6887ffd11688e.tar.gz
raylib-9a5dddc311d890c30474d8ac28e6887ffd11688e.zip
Added viewport independent raycast (#3709)
* added viewport independent raycast * Renamed GetMouseRayEx to GetViewRay
Diffstat (limited to 'src')
-rw-r--r--src/raylib.h1
-rw-r--r--src/rcore.c16
2 files changed, 12 insertions, 5 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 4c4b191c..e2404a32 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1050,6 +1050,7 @@ RLAPI void UnloadShader(Shader shader); // Un
// Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
+RLAPI Ray GetViewRay(Vector2 mousePosition, Camera camera, float width, float height); // Get a ray trace from mouse position in a viewport
RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
diff --git a/src/rcore.c b/src/rcore.c
index 784b9b62..48c863f5 100644
--- a/src/rcore.c
+++ b/src/rcore.c
@@ -1404,14 +1404,20 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
//----------------------------------------------------------------------------------
// Get a ray trace from mouse position
-Ray GetMouseRay(Vector2 mouse, Camera camera)
+Ray GetMouseRay(Vector2 mousePosition, Camera camera)
+{
+ return GetViewRay(mousePosition, camera, GetScreenWidth(), GetScreenHeight());
+}
+
+// Get a ray trace from the mouse position within a specific section of the screen
+Ray GetViewRay(Vector2 mousePosition, Camera camera, float width, float height)
{
Ray ray = { 0 };
// Calculate normalized device coordinates
// NOTE: y value is negative
- float x = (2.0f*mouse.x)/(float)GetScreenWidth() - 1.0f;
- float y = 1.0f - (2.0f*mouse.y)/(float)GetScreenHeight();
+ float x = (2.0f*mousePosition.x)/width - 1.0f;
+ float y = 1.0f - (2.0f*mousePosition.y)/height;
float z = 1.0f;
// Store values in a vector
@@ -1425,11 +1431,11 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
if (camera.projection == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
- matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
- double aspect = (double)CORE.Window.screen.width/(double)CORE.Window.screen.height;
+ double aspect = (double)width/(double)height;
double top = camera.fovy/2.0;
double right = top*aspect;