Graphics/AbstractViewer: Add Project/Unproject methods
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@ -20,7 +20,7 @@ Miscellaneous:
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Nazara Engine:
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- VertexMapper:GetComponentPtr no longer throw an error if component is disabled or incompatible with template type, instead a null pointer is returned.
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- Bitset swap operation is now correctly marked as noexcept`
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- Bitset swap operation is now correctly marked as noexcept
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- Mesh loaders now takes MeshParams vertexDeclaration into account
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- ⚠️ Replaced RenderTarget::Get[Height|Width] by RenderTarget::GetSize
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- ⚠️ Removed Window::Get[Height|Width] methods
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@ -104,6 +104,7 @@ Nazara Engine:
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- Added LuaState::CallWithHandler methods, allowing to setup a error handler function
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- Added LuaState::Traceback method
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- Added ModelLibrary, ModelManager and ModelSaver
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- Added AbstractViewer::Project and AbstractViewer::Unproject methods
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Nazara Development Kit:
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- Added ImageWidget (#139)
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@ -40,6 +40,9 @@ namespace Nz
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virtual float GetZFar() const = 0;
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virtual float GetZNear() const = 0;
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Nz::Vector3f Project(const Nz::Vector3f& worldPosition) const;
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Nz::Vector3f Unproject(const Nz::Vector3f& screenPos) const;
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AbstractViewer& operator=(const AbstractViewer&) = default;
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AbstractViewer& operator=(AbstractViewer&&) noexcept = default;
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};
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@ -3,6 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Renderer/RenderTarget.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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@ -16,4 +17,39 @@ namespace Nz
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*/
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AbstractViewer::~AbstractViewer() = default;
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Vector3f AbstractViewer::Project(const Nz::Vector3f& worldPosition) const
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{
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Vector4f pos4D(worldPosition, 1.f);
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pos4D = GetViewMatrix() * pos4D;
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pos4D = GetProjectionMatrix() * pos4D;
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pos4D /= pos4D.w;
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Rectf viewport = Rectf(GetViewport());
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Nz::Vector3f screenPosition(pos4D.x * 0.5f + 0.5f, -pos4D.y * 0.5f + 0.5f, pos4D.z * 0.5f + 0.5f);
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screenPosition.x = screenPosition.x * viewport.width + viewport.x;
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screenPosition.y = screenPosition.y * viewport.height + viewport.y;
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return screenPosition;
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}
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Vector3f AbstractViewer::Unproject(const Nz::Vector3f& screenPos) const
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{
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Rectf viewport = Rectf(GetViewport());
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Nz::Vector4f normalizedPosition;
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normalizedPosition.x = (screenPos.x - viewport.x) / viewport.width * 2.f - 1.f;
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normalizedPosition.y = (screenPos.y - viewport.y) / viewport.height * 2.f - 1.f;
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normalizedPosition.z = screenPos.z * 2.f - 1.f;
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normalizedPosition.w = 1.f;
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Nz::Matrix4f invMatrix = GetViewMatrix() * GetProjectionMatrix();
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invMatrix.Inverse();
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Nz::Vector4f worldPos = invMatrix * normalizedPosition;
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worldPos /= worldPos.w;
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return Nz::Vector3f(worldPos.x, worldPos.y, worldPos.z);
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}
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}
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