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@@ -774,8 +774,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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{
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Ray ray;
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- Matrix proj = MatrixIdentity();
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- Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
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+ Matrix matProj = MatrixIdentity();
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+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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// Calculate projection matrix for the camera
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float aspect = (float)GetScreenWidth()/(float)GetScreenHeight();
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@@ -783,8 +783,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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double right = top*aspect;
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// NOTE: zNear and zFar values are important for depth
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- proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
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- MatrixTranspose(&proj);
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+ matProj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
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+ MatrixTranspose(&matProj);
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// NOTE: Our screen origin is top-left instead of bottom-left: transform required!
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float invertedMouseY = (float)GetScreenHeight() - mousePosition.y;
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@@ -797,8 +797,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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Vector3 nearPoint = { mousePosition.x, invertedMouseY, 0.0f };
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Vector3 farPoint = { mousePosition.x, invertedMouseY, 1.0f };
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- nearPoint = rlglUnproject(nearPoint, proj, view);
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- farPoint = rlglUnproject(farPoint, proj, view); // TODO: it seems it doesn't work...
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+ nearPoint = rlglUnproject(nearPoint, matProj, matView);
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+ farPoint = rlglUnproject(farPoint, matProj, matView); // TODO: it seems it doesn't work...
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Vector3 direction = VectorSubtract(farPoint, nearPoint);
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VectorNormalize(&direction);
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