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@@ -1129,16 +1129,16 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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MatrixInvert(&matProjView);
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MatrixInvert(&matProjView);
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// Calculate far and near points
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// Calculate far and near points
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- Quaternion nearPoint = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
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- Quaternion farPoint = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
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+ Quaternion qNear = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
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+ Quaternion qFar = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
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// Multiply points by unproject matrix
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// Multiply points by unproject matrix
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- QuaternionTransform(&nearPoint, matProjView);
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- QuaternionTransform(&farPoint, matProjView);
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+ QuaternionTransform(&qNear, matProjView);
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+ QuaternionTransform(&qFar, matProjView);
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// Calculate normalized world points in vectors
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// Calculate normalized world points in vectors
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- Vector3 nearPoint = { nearPoint.x/nearPoint.w, nearPoint.y/nearPoint.w, nearPoint.z/nearPoint.w};
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- Vector3 farPoint = { farPoint.x/farPoint.w, farPoint.y/farPoint.w, farPoint.z/farPoint.w};
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+ Vector3 nearPoint = { qNear.x/qNear.w, qNear.y/qNear.w, qNear.z/qNear.w};
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+ Vector3 farPoint = { qFar.x/qFar.w, qFar.y/qFar.w, qFar.z/qFar.w};
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#endif
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#endif
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// Calculate normalized direction vector
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// Calculate normalized direction vector
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