Exemplo n.º 1
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        }   // end of GetWinRTRatio()

        /// <summary>
        /// Helper function for touch selection of standard 2d UI elements.
        /// </summary>
        /// <param name="touchPosition">Position to test against</param>
        /// <param name="camera">Current camera.</param>
        /// <param name="invWorldMatrix">Inverse of element's world matrix.</param>
        /// <param name="width">Width of UI element in world units.</param>
        /// <param name="height">Height of UI element in world units.</param>
        /// <param name="useRtCoords">Assumes rendering to a rendertarget rather than the backbuffer.</param>
        /// <returns>UV coord of mouse hit. Should be in [0, 1][0, 1] range.  Outside of this implies a miss.</returns>
        public static Vector2 GetHitUV(Vector2 touchPosition, Camera camera, ref Matrix invWorldMatrix, float width, float height, bool useRtCoords)
        {
            Vector2 adjustedTouchPosition = touchPosition;

            if (useRtCoords)
            {
                adjustedTouchPosition = ScreenWarp.ScreenToRT(adjustedTouchPosition);
            }

            // Get 3D direction for mouse position.
            Vector3 touchDir = camera.ScreenToWorldCoords(adjustedTouchPosition);

            // Transform mouse ray into local space.
            Vector3 position  = Vector3.Transform(camera.ActualFrom, invWorldMatrix);
            Vector3 direction = Vector3.TransformNormal(touchDir, invWorldMatrix);

            // Project to Z==0 plane, calc hit in local units (origin in center).
            float   dist = -position.Z / direction.Z;
            Vector3 hit  = position + direction * dist;

            Target = hit - invWorldMatrix.Translation;

            Vector2 hitUV = new Vector2(hit.X / width + 0.5f, -hit.Y / height + 0.5f);

            return(hitUV);
        }   // end of GetHitUV
Exemplo n.º 2
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        /// <summary>
        /// Gets the mouse position but transformed into current rendertarget coordinates.
        /// Note:  This requires that ScreenWarp.FitRtToScreen() has been called with the
        /// correct RT size.
        /// </summary>
        /// <returns></returns>
        public static Vector2 GetMouseInRtCoords()
        {
            Vector2 mousePosition = new Vector2(MouseInput.Position.X, MouseInput.Position.Y);

            mousePosition = ScreenWarp.ScreenToRT(mousePosition);

            return(mousePosition);
        }   // end of GetMouseInRtCoords()
Exemplo n.º 3
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        /// <summary>
        /// Returns it in world coords of ray through touch pixel.
        /// </summary>
        /// <param name=param name="touchPosition">Position to test against</param>
        /// <param name="camera">UiCamera (orthographic)</param>
        /// <param name="invWorldMatrix">Inverse of object's world matrix.</param>
        /// <param name="useRtCoords">Adjust hit for rendering to a render target?</param>
        /// <returns></returns>
        public static Vector2 GetHitOrtho(Vector2 touchPosition, UiCamera camera, ref Matrix invWorldMatrix, bool useRtCoords)
        {
            Vector2 adjustedTouchPosition = touchPosition;

            if (useRtCoords)
            {
                adjustedTouchPosition = ScreenWarp.ScreenToRT(adjustedTouchPosition);
            }

            Vector2 hit = Vector2.Zero;

            // Convert from pixels to world units.
            hit.X = adjustedTouchPosition.X * camera.Width / camera.Resolution.X;
            hit.Y = adjustedTouchPosition.Y * camera.Height / camera.Resolution.Y;

            // Put origin at center.
            hit.X -= camera.Width / 2.0f;
            hit.Y -= camera.Height / 2.0f;

            // Flip vertical axis.
            hit.Y = -hit.Y;

            Vector3 actualFrom = camera.ActualFrom;
            Vector3 actualAt   = camera.ActualAt;

            // Apply object and camera translation
            hit.X += invWorldMatrix.Translation.X + actualAt.X + camera.Offset.X;
            hit.Y += invWorldMatrix.Translation.Y + actualAt.Y + camera.Offset.Y;

            // Adjust if camera not going along Z axis.
            hit.X *= (float)Math.Cos(Math.Atan(camera.ViewDir.X / camera.ViewDir.Z));
            hit.Y *= (float)Math.Cos(Math.Atan(camera.ViewDir.Y / camera.ViewDir.Z));

            // Need to adjust if object is not at z==0.
            if (invWorldMatrix.Translation.Z != 0)
            {
                float fraction = invWorldMatrix.Translation.Z / (actualFrom.Z - actualAt.Z);
                hit.X -= (actualFrom.X - actualAt.X) * fraction;
                hit.Y -= (actualFrom.Y - actualAt.Y) * fraction;
            }

            return(hit);
        }   // end of GetHitOrtho()