| 
				
				
					
						
					
				
				
				 | 
			
			 | 
			
			@ -779,78 +779,68 @@ int StorageLoadValue(int position) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// Gives the ray trace from mouse position | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			// TODO: DOESN'T WORK! :( | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			//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 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			//https://www.opengl.org/archives/resources/faq/technical/transformations.htm | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			Ray GetMouseRay(Vector2 mousePosition, Camera camera) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			{ | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Tutorial used: https://mkonrad.net/2014/08/07/simple-opengl-object-picking-in-3d.html | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Similar to http://antongerdelan.net, the problem is maybe in MatrixPerspective vs MatrixFrustum | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // or matrix order (transpose it or not... that's the question) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Ray ray; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Calculate projection matrix | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float aspect = (float)GetScreenWidth()/(float)GetScreenHeight(); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    double top = 0.1f*tanf(45.0f*PI/360.0f); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    double right = top*aspect; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // NOTE: zNear and zFar values are important for depth | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Matrix matProjection = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Calculate normalized device coordinates | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // NOTE: y value is negative | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float x = (2.0f * mousePosition.x) / GetScreenWidth() - 1.0f; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float y = 1.0f - (2.0f * mousePosition.y) / GetScreenHeight(); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float z = 1.0f; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Calculate view matrix (camera) | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Store values in a vector | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Vector3 deviceCoords = {x, y, z}; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Tutorial used: http://antongerdelan.net/opengl/raycasting.html | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Device debug message | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    TraceLog(INFO, "device(%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Step 0: We got mouse coordinates in viewport-space [0:screenWidth, 0:screenHeight] | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    o">// NOTE: That that 0 is at the top of the screen here, so the y-axis direction is opposed to that in other coordinate systems | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Calculate projection matrix (from perspective instead of frustum | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    n">Matrix matProj = MatrixPerspective(45.0f, (float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Step 1: 3d Normalised Device Coordinates [-1:1, -1:1, -1:1] | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Transform mousePosition into 3d normalised device coordinates.  | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // We have an x and y already, so we scale their range, and reverse the direction of y. | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float x = (2.0f*mousePosition.x)/(float)screenWidth - 1.0f; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float y = 1.0f - (2.0f*mousePosition.x)/(float)screenHeight; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    float z = 1.0f; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Vector3 rayDevice = { x, y, z }; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Calculate view matrix from camera look at | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Step 2: 4d Homogeneous Clip Coordinates [-1:1, -1:1, -1:1, -1:1] | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // We want our ray's z to point forwards - this is usually the negative z direction in OpenGL style.  | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // We can add a w, just so that we have a 4d vector. | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    //vec4 ray_clip = vec4 (ray_nds.xy, -1.0, 1.0); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Quaternion rayClip = { rayDevice.x, rayDevice.y , -1.0f, 1.0f }; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Do I need to transpose it? It seems that yes... | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // NOTE: matrix order is maybe incorrect... In OpenGL to get world position from | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // camera view it just needs to get inverted, but here we need to transpose it too. | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // For example, if you get view matrix, transpose and inverted and you transform it | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // to a vector, you will get its 3d world position coordinates (camera.position). | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // If you don't transpose, final position will be wrong. | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    MatrixTranspose(&matView); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Step 3: 4d Eye (Camera) Coordinates [-x:x, -y:y, -z:z, -w:w] | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // To get into clip space from eye space we multiply the vector by a projection matrix.  | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // We can go backwards by multiplying by the inverse of this matrix. | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    //vec4 ray_eye = MatrixInverse(matProjection) * ray_clip; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Quaternion rayEye = rayClip; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    MatrixInvert(&matProjection); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    QuaternionTransform(&rayEye, matProjection); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Matrix matProjView = MatrixMultiply(matProj, matView); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    MatrixInvert(&matProjView); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // We only needed to un-project the x,y part, so let's manually set the z,w part to mean "forwards, and not a point". | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    //ray_eye = vec4(ray_eye.xy, -1.0, 0.0); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    rayEye.z = -1.0f; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    rayEye.w = 0.0f; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Calculate far and near points | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Quaternion near = { deviceCoords.x, deviceCoords.y, 0, 1}; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Quaternion far = { deviceCoords.x, deviceCoords.y, 1, 1}; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Step 4: 4d World Coordinates [-x:x, -y:y, -z:z, -w:w] | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Go back another step in the transformation pipeline. Remember that we manually specified a -1 for the z component,  | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // which means that our ray isn't normalised. We should do this before we use it | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    //Vector3 rayWorld = (MatrixInverse(matView) * ray_eye).xyz; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    MatrixInvert(&matView); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    QuaternionTransform(&rayEye, matView); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Vector3 rayWorld = { rayEye.x, rayEye.y, rayEye.z }; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    VectorNormalize(&rayWorld); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Multiply points by unproject matrix | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    QuaternionTransform(&near, matProjView); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    QuaternionTransform(&far, matProjView); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Assuming our camera is looking directly along the -Z world axis,  | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    o">// we should get [0,0,-1] when the mouse is in the centre of the screen,  | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    o">// and less significant z values when the mouse moves around the screen. | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Calculate normalized world points in vectors | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Vector3 nearPoint = {near.x / near.w, near.y / near.w, near.z / near.w}; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Vector3 farPoint = {far.x / far.w, far.y / far.w, far.z / far.w}; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Calculate normalized direction vector | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    Vector3 direction = VectorSubtract(farPoint, nearPoint); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    VectorNormalize(&direction); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    // Apply calculated vectors to ray | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    ray.position = camera.position; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    ray.direction = rayWorld; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    ray.direction = direction; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    TraceLog(INFO, "ray.position -> (%f, %f, %f)", ray.position.x, ray.position.y, ray.position.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    TraceLog(INFO, "ray.direction -> (%f, %f, %f)", ray.direction.x, ray.direction.y, ray.direction.z); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    return ray; | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			} | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			
 | 
			
		
		
	
	
		
			
				| 
				
					
						
					
				
				
				
				 | 
			
			 | 
			
			
 |