reveiwed GetWorldToScreenEx
Used the inputted "width" instead of global CORE.window. Used Vector3Transform instead of quaternion.
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src/rcore.c
15
src/rcore.c
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@ -2922,7 +2922,7 @@ Matrix GetCameraMatrix2D(Camera2D camera)
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// 2. Rotate and Scale
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// 3. Move by -target
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Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
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Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
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Matrix matRotation = MatrixRotateZ(-camera.rotation*DEG2RAD);
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Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
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Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
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@ -2952,7 +2952,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
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}
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else if (camera.projection == CAMERA_ORTHOGRAPHIC)
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{
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float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
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float aspect = ((double)width/(double)height);
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double top = camera.fovy/2.0;
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double right = top*aspect;
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@ -2963,19 +2963,14 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
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// Calculate view matrix from camera look at (and transpose it)
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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// TODO: Why not use Vector3Transform(Vector3 v, Matrix mat)?
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// Convert world position vector to quaternion
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Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
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// Transform world position to view
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worldPos = QuaternionTransform(worldPos, matView);
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Vector3 worldPos = Vector3Transform(position, matView);
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// Transform result to projection (clip space position)
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worldPos = QuaternionTransform(worldPos, matProj);
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worldPos = Vector3Transform(worldPos, matProj);
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// Calculate normalized device coordinates (inverted y)
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Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
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Vector3 ndcPos = { worldPos.x, -worldPos.y, worldPos.z };
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// Calculate 2d screen position vector
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Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)width, (ndcPos.y + 1.0f)/2.0f*(float)height };
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