Screen/world-space related functions rename

This commit is contained in:
aiaf 2024-02-25 09:34:59 +02:00
parent c251e9309e
commit fb3f616be5
6 changed files with 9 additions and 9 deletions

View File

@ -60,7 +60,7 @@ int main(void)
{ {
if (!collision.hit) if (!collision.hit)
{ {
ray = GetMouseRay(GetMousePosition(), camera); ray = GetScreenToWorldRay(GetMousePosition(), camera);
// Check collision between ray and box // Check collision between ray and box
collision = GetRayCollisionBox(ray, collision = GetRayCollisionBox(ray,

View File

@ -109,7 +109,7 @@ int main(void)
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{ {
// Check collision between ray and box // 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; else selected = false;
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View File

@ -88,7 +88,7 @@ int main(void)
Color cursorColor = WHITE; Color cursorColor = WHITE;
// Get ray and test against objects // Get ray and test against objects
ray = GetMouseRay(GetMousePosition(), camera); ray = GetScreenToWorldRay(GetMousePosition(), camera);
// Check ray collision against ground quad // Check ray collision against ground quad
RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3); RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);

View File

@ -195,7 +195,7 @@ int main(void)
// Handle clicking the cube // Handle clicking the cube
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{ {
Ray ray = GetMouseRay(GetMousePosition(), camera); Ray ray = GetScreenToWorldRay(GetMousePosition(), camera);
// Check collision between ray and box // Check collision between ray and box
RayCollision collision = GetRayCollisionBox(ray, RayCollision collision = GetRayCollisionBox(ray,

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@ -1049,8 +1049,8 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions // Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position RLAPI Ray GetScreenToWorldRay(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 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 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 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 RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position

View File

@ -1404,13 +1404,13 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Get a ray trace from mouse position // 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 // 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 }; Ray ray = { 0 };