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@ -1026,7 +1026,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) |
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// Calculate view matrix from camera look at |
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); |
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Matrix matProj; |
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Matrix matProj = MatrixIdentity(); |
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if (camera.type == CAMERA_PERSPECTIVE) |
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{ |
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@ -1038,6 +1038,7 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) |
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float aspect = (float)screenWidth/(float)screenHeight; |
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double top = camera.fovy/2.0; |
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double right = top*aspect; |
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// Calculate projection matrix from orthographic |
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matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0); |
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} |
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@ -1067,18 +1068,19 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) |
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Vector2 GetWorldToScreen(Vector3 position, Camera camera) |
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{ |
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// Calculate projection matrix (from perspective instead of frustum |
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Matrix matProj; |
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Matrix matProj = MatrixIdentity(); |
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if(camera.type == CAMERA_PERSPECTIVE) |
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if (camera.type == 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()), 0.01, 1000.0); |
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} |
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else if(camera.type == CAMERA_ORTHOGRAPHIC) |
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else if (camera.type == CAMERA_ORTHOGRAPHIC) |
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{ |
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float aspect = (float)screenWidth/(float)screenHeight; |
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double top = camera.fovy/2.0; |
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double right = top*aspect; |
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// Calculate projection matrix from orthographic |
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matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0); |
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} |
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