Fix ConvertMouseToRay for orthographic projection

#2748
This commit is contained in:
Wojtek Figat
2024-08-20 16:10:03 +02:00
parent a7b9dccba4
commit 2542adba92
2 changed files with 41 additions and 32 deletions

View File

@@ -1385,15 +1385,32 @@ namespace FlaxEditor.Viewport
/// <summary>
/// Converts the mouse position to the ray (in world space of the viewport).
/// </summary>
/// <param name="mousePosition">The mouse position.</param>
/// <param name="mousePosition">The mouse position (in UI space of the viewport [0; Size]).</param>
/// <returns>The result ray.</returns>
public Ray ConvertMouseToRay(ref Float2 mousePosition)
{
// Prepare
var viewport = new FlaxEngine.Viewport(0, 0, Width, Height);
CreateProjectionMatrix(out var p);
if (viewport.Width < Mathf.Epsilon || viewport.Height < Mathf.Epsilon)
return ViewRay;
Vector3 viewOrigin = Task.View.Origin;
Float3 position = ViewPosition - viewOrigin;
// Use different logic in orthographic projection
if (_isOrtho)
{
var screenPosition = new Float2(mousePosition.X / viewport.Width - 0.5f, -mousePosition.Y / viewport.Height + 0.5f);
var orientation = ViewOrientation;
var direction = Float3.Forward * orientation;
var rayOrigin = new Vector3(screenPosition.X * viewport.Width * _orthoSize, screenPosition.Y * viewport.Height * _orthoSize, 0);
rayOrigin = position + Vector3.Transform(rayOrigin, orientation);
rayOrigin += direction * _nearPlane;
rayOrigin += viewOrigin;
return new Ray(rayOrigin, direction);
}
// Create view frustum
CreateProjectionMatrix(out var p);
CreateViewMatrix(position, out var v);
Matrix.Multiply(ref v, ref p, out var ivp);
ivp.Invert();
@@ -1404,11 +1421,7 @@ namespace FlaxEditor.Viewport
viewport.Unproject(ref nearPoint, ref ivp, out nearPoint);
viewport.Unproject(ref farPoint, ref ivp, out farPoint);
// Create direction vector
Vector3 direction = farPoint - nearPoint;
direction.Normalize();
return new Ray(nearPoint + viewOrigin, direction);
return new Ray(nearPoint + viewOrigin, Vector3.Normalize(farPoint - nearPoint));
}
/// <summary>

View File

@@ -191,39 +191,35 @@ Ray Camera::ConvertMouseToRay(const Float2& mousePosition) const
Ray Camera::ConvertMouseToRay(const Float2& mousePosition, const Viewport& viewport) const
{
#if 1
// Gather camera properties
Vector3 position = GetPosition();
if (viewport.Width < ZeroTolerance || viewport.Height < ZeroTolerance)
return Ray(position, GetDirection());
// Use different logic in orthographic projection
if (!_usePerspective)
{
Float2 screenPosition(mousePosition.X / viewport.Width - 0.5f, -mousePosition.Y / viewport.Height + 0.5f);
Quaternion orientation = GetOrientation();
Float3 direction = orientation * Float3::Forward;
Vector3 rayOrigin(screenPosition.X * viewport.Width * _orthoScale, screenPosition.Y * viewport.Height * _orthoScale, 0);
rayOrigin = position + Vector3::Transform(rayOrigin, orientation);
rayOrigin += direction * _near;
return Ray(rayOrigin, direction);
}
// Create view frustum
Matrix v, p, ivp;
GetMatrices(v, p, viewport);
Matrix::Multiply(v, p, ivp);
ivp.Invert();
// Create near and far points
Vector3 nearPoint(mousePosition, 0.0f);
Vector3 farPoint(mousePosition, 1.0f);
Vector3 nearPoint(mousePosition, _near);
Vector3 farPoint(mousePosition, _far);
viewport.Unproject(nearPoint, ivp, nearPoint);
viewport.Unproject(farPoint, ivp, farPoint);
// Create direction vector
Vector3 direction = farPoint - nearPoint;
direction.Normalize();
return Ray(nearPoint, direction);
#else
// Create near and far points
Vector3 nearPoint, farPoint;
Matrix ivp;
_frustum.GetInvMatrix(&ivp);
viewport.Unproject(Vector3(mousePosition, 0.0f), ivp, nearPoint);
viewport.Unproject(Vector3(mousePosition, 1.0f), ivp, farPoint);
// Create direction vector
Vector3 direction = farPoint - nearPoint;
direction.Normalize();
// Return result
return Ray(nearPoint, direction);
#endif
return Ray(nearPoint, Vector3::Normalize(farPoint - nearPoint));
}
Viewport Camera::GetViewport() const