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Renamed function for consistency
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@@ -43,7 +43,7 @@ int main()
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UpdateCamera(&camera); // Update internal camera and our camera
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UpdateCamera(&camera); // Update internal camera and our camera
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// Calculate cube screen space position (with a little offset to be in top)
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// Calculate cube screen space position (with a little offset to be in top)
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cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
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cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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@@ -905,7 +905,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
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Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
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#else // OPTION 2: Compute unprojection directly here
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#else // OPTION 2: Compute unprojection directly here
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// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
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// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
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Matrix matProjView = MatrixMultiply(matProj, matView);
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Matrix matProjView = MatrixMultiply(matProj, matView);
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MatrixInvert(&matProjView);
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MatrixInvert(&matProjView);
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@@ -935,7 +935,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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}
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}
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// Returns the screen space position from a 3d world space position
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// Returns the screen space position from a 3d world space position
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Vector2 WorldToScreen(Vector3 position, Camera camera)
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Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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{
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{
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// Calculate projection matrix (from perspective instead of frustum
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// Calculate projection matrix (from perspective instead of frustum
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Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
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Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
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@@ -586,7 +586,7 @@ void BeginTextureMode(RenderTexture2D target); // Initializes rende
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void EndTextureMode(void); // Ends drawing to render texture
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void EndTextureMode(void); // Ends drawing to render texture
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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