diff --git a/src/core.c b/src/core.c index 028d7b141..48c46dfd3 100644 --- a/src/core.c +++ b/src/core.c @@ -979,45 +979,16 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) TraceLog(LOG_DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); - // Calculate projection matrix (from perspective instead of frustum) + // Calculate projection matrix from perspective Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); // Calculate view matrix from camera look at Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - // Do I need to transpose it? It seems that yes... - // NOTE: matrix order may be 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); - -//#define USE_RLGL_UNPROJECT -#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlUnproject() - + // Unproject far/near points Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); -#else // OPTION 2: Compute unprojection directly here - - // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it - Matrix matProjView = MatrixMultiply(matProj, matView); - MatrixInvert(&matProjView); - - // Calculate far and near points - Quaternion qNear = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f }; - Quaternion qFar = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f }; - - // Multiply points by unproject matrix - QuaternionTransform(&qNear, matProjView); - QuaternionTransform(&qFar, matProjView); - - // Calculate normalized world points in vectors - Vector3 nearPoint = { qNear.x/qNear.w, qNear.y/qNear.w, qNear.z/qNear.w}; - Vector3 farPoint = { qFar.x/qFar.w, qFar.y/qFar.w, qFar.z/qFar.w}; -#endif - // Calculate normalized direction vector Vector3 direction = VectorSubtract(farPoint, nearPoint); VectorNormalize(&direction); diff --git a/src/rlgl.c b/src/rlgl.c index ac4ad20d7..244badc90 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1306,15 +1306,15 @@ Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view) { Vector3 result = { 0.0f, 0.0f, 0.0f }; - // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it - Matrix matProjView = MatrixMultiply(proj, view); - MatrixInvert(&matProjView); + // Calculate unproject matrix (multiply view patrix by projection matrix) and invert it + Matrix matViewProj = MatrixMultiply(view, proj); + MatrixInvert(&matViewProj); // Create quaternion from source point Quaternion quat = { source.x, source.y, source.z, 1.0f }; // Multiply quat point by unproject matrix - QuaternionTransform(&quat, matProjView); + QuaternionTransform(&quat, matViewProj); // Normalized world points in vectors result.x = quat.x/quat.w;