Update Camera.ProjectPoint documentation to be clearer

This commit is contained in:
stefnotch
2021-03-15 20:18:13 +01:00
parent b151ab497f
commit 97ab226d7e
2 changed files with 10 additions and 10 deletions

View File

@@ -101,12 +101,12 @@ void Camera::SetOrthographicScale(float value)
}
}
void Camera::ProjectPoint(const Vector3& worldSpaceLocation, Vector2& screenSpaceLocation) const
void Camera::ProjectPoint(const Vector3& worldSpaceLocation, Vector2& gameWindowSpaceLocation) const
{
ProjectPoint(worldSpaceLocation, screenSpaceLocation, GetViewport());
ProjectPoint(worldSpaceLocation, gameWindowSpaceLocation, GetViewport());
}
void Camera::ProjectPoint(const Vector3& worldSpaceLocation, Vector2& screenSpaceLocation, const Viewport& viewport) const
void Camera::ProjectPoint(const Vector3& worldSpaceLocation, Vector2& cameraViewportSpaceLocation, const Viewport& viewport) const
{
Matrix v, p, vp;
GetMatrices(v, p, viewport);
@@ -114,7 +114,7 @@ void Camera::ProjectPoint(const Vector3& worldSpaceLocation, Vector2& screenSpac
Vector3 clipSpaceLocation;
Vector3::Transform(worldSpaceLocation, vp, clipSpaceLocation);
viewport.Project(worldSpaceLocation, vp, clipSpaceLocation);
screenSpaceLocation = Vector2(clipSpaceLocation);
cameraViewportSpaceLocation = Vector2(clipSpaceLocation);
}
Ray Camera::ConvertMouseToRay(const Vector2& mousePosition) const

View File

@@ -174,19 +174,19 @@ public:
public:
/// <summary>
/// Projects the point from 3D world-space to the camera screen-space (in screen pixels for default viewport calculated from <see cref="Viewport"/>).
/// Projects the point from 3D world-space to game window coordinates (in screen pixels for default viewport calculated from <see cref="Viewport"/>).
/// </summary>
/// <param name="worldSpaceLocation">The input world-space location (XYZ in world).</param>
/// <param name="screenSpaceLocation">The output screen-space location (XY in screen pixels).</param>
API_FUNCTION() void ProjectPoint(const Vector3& worldSpaceLocation, API_PARAM(Out) Vector2& screenSpaceLocation) const;
/// <param name="gameWindowSpaceLocation">The output game window coordinates (XY in screen pixels).</param>
API_FUNCTION() void ProjectPoint(const Vector3& worldSpaceLocation, API_PARAM(Out) Vector2& gameWindowSpaceLocation) const;
/// <summary>
/// Projects the point from 3D world-space to the camera screen-space (in screen pixels for given viewport).
/// Projects the point from 3D world-space to the camera viewport-space (in screen pixels for given viewport).
/// </summary>
/// <param name="worldSpaceLocation">The input world-space location (XYZ in world).</param>
/// <param name="screenSpaceLocation">The output screen-space location (XY in screen pixels).</param>
/// <param name="cameraViewportSpaceLocation">The output camera viewport-space location (XY in screen pixels).</param>
/// <param name="viewport">The viewport.</param>
API_FUNCTION() void ProjectPoint(const Vector3& worldSpaceLocation, API_PARAM(Out) Vector2& screenSpaceLocation, API_PARAM(Ref) const Viewport& viewport) const;
API_FUNCTION() void ProjectPoint(const Vector3& worldSpaceLocation, API_PARAM(Out) Vector2& cameraViewportSpaceLocation, API_PARAM(Ref) const Viewport& viewport) const;
/// <summary>
/// Converts the mouse position to 3D ray.