Esempio n. 1
0
        /// <summary>
        /// Projects a 3D vector from object space into screen space.
        /// </summary>
        /// <param name="source">The vector to project.</param>
        /// <param name="matrix">A combined WorldViewProjection matrix.</param>
        /// <param name="vector">The projected vector.</param>
        public void Project(ref MyVector3 source, ref MyMatrix matrix, out MyVector3 vector)
        {
            MyVector3.Transform(ref source, ref matrix, out vector);
            float a = (((source.X * matrix.M14) + (source.Y * matrix.M24)) + (source.Z * matrix.M34)) + matrix.M44;

            if (!MyMathf.IsOne(a))
            {
                vector = (vector / a);
            }

            vector.X = (((vector.X + 1f) * 0.5f) * Width) + X;
            vector.Y = (((-vector.Y + 1f) * 0.5f) * Height) + Y;
            vector.Z = (vector.Z * (MaxDepth - MinDepth)) + MinDepth;
        }
Esempio n. 2
0
        /// <summary>
        /// Converts a screen space point into a corresponding point in world space.
        /// </summary>
        /// <param name="source">The vector to project.</param>
        /// <param name="matrix">An inverted combined WorldViewProjection matrix.</param>
        /// <param name="vector">The unprojected vector.</param>
        public void Unproject(ref MyVector3 source, ref MyMatrix matrix, out MyVector3 vector)
        {
            vector.X = (((source.X - X) / (Width)) * 2f) - 1f;
            vector.Y = -((((source.Y - Y) / (Height)) * 2f) - 1f);
            vector.Z = (source.Z - MinDepth) / (MaxDepth - MinDepth);

            float a = (((vector.X * matrix.M14) + (vector.Y * matrix.M24)) + (vector.Z * matrix.M34)) + matrix.M44;

            MyVector3.Transform(ref vector, ref matrix, out vector);

            if (!MyMathf.IsOne(a))
            {
                vector = (vector / a);
            }
        }