diff --git a/examples/core/core_3d_picking.c b/examples/core/core_3d_picking.c index fa6fcaec3..634afba8c 100644 --- a/examples/core/core_3d_picking.c +++ b/examples/core/core_3d_picking.c @@ -60,7 +60,7 @@ int main(void) { if (!collision.hit) { - ray = GetMouseRay(GetMousePosition(), camera); + ray = GetScreenToWorldRay(GetMousePosition(), camera); // Check collision between ray and box collision = GetRayCollisionBox(ray, diff --git a/examples/models/models_loading.c b/examples/models/models_loading.c index 8b4002d18..d35db347c 100644 --- a/examples/models/models_loading.c +++ b/examples/models/models_loading.c @@ -109,7 +109,7 @@ int main(void) if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { // Check collision between ray and box - if (GetRayCollisionBox(GetMouseRay(GetMousePosition(), camera), bounds).hit) selected = !selected; + if (GetRayCollisionBox(GetScreenToWorldRay(GetMousePosition(), camera), bounds).hit) selected = !selected; else selected = false; } //---------------------------------------------------------------------------------- diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c index 4530d58a1..15723e39d 100644 --- a/examples/models/models_mesh_picking.c +++ b/examples/models/models_mesh_picking.c @@ -88,7 +88,7 @@ int main(void) Color cursorColor = WHITE; // Get ray and test against objects - ray = GetMouseRay(GetMousePosition(), camera); + ray = GetScreenToWorldRay(GetMousePosition(), camera); // Check ray collision against ground quad RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3); diff --git a/examples/text/text_draw_3d.c b/examples/text/text_draw_3d.c index b279f1b36..ed4e6ce67 100644 --- a/examples/text/text_draw_3d.c +++ b/examples/text/text_draw_3d.c @@ -195,7 +195,7 @@ int main(void) // Handle clicking the cube if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { - Ray ray = GetMouseRay(GetMousePosition(), camera); + Ray ray = GetScreenToWorldRay(GetMousePosition(), camera); // Check collision between ray and box RayCollision collision = GetRayCollisionBox(ray, diff --git a/src/raylib.h b/src/raylib.h index 7cf4e6536..e4f7ddd4f 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1049,8 +1049,8 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) // Screen-space-related functions -RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position -RLAPI Ray GetViewRay(Vector2 mousePosition, Camera camera, float width, float height); // Get a ray trace from mouse position in a viewport +RLAPI Ray GetScreenToWorldRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position +RLAPI Ray GetScreenToWorldRayEx(Vector2 mousePosition, Camera camera, float width, float height); // Get a ray trace from mouse position in a viewport RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position diff --git a/src/rcore.c b/src/rcore.c index 0cbe3c815..81539c335 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -1404,13 +1404,13 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) //---------------------------------------------------------------------------------- // Get a ray trace from mouse position -Ray GetMouseRay(Vector2 mousePosition, Camera camera) +Ray GetScreenToWorldRay(Vector2 mousePosition, Camera camera) { - return GetViewRay(mousePosition, camera, (float)GetScreenWidth(), (float)GetScreenHeight()); + return GetScreenToWorldRayEx(mousePosition, camera, (float)GetScreenWidth(), (float)GetScreenHeight()); } // Get a ray trace from the mouse position within a specific section of the screen -Ray GetViewRay(Vector2 mousePosition, Camera camera, float width, float height) +Ray GetScreenToWorldRayEx(Vector2 mousePosition, Camera camera, float width, float height) { Ray ray = { 0 };