2 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/event/common/projection.h>
22 #include <dali/integration-api/debug.h>
23 #include <dali/public-api/math/math-utils.h>
24 #include <dali/public-api/math/matrix.h>
25 #include <dali/public-api/math/rect.h>
26 #include <dali/public-api/math/vector2.h>
27 #include <dali/public-api/math/vector4.h>
28 #include <dali/public-api/math/viewport.h>
34 bool Unproject(const Vector4& windowPos,
35 const Matrix& inverseMvp,
40 objectPos.x = windowPos.x;
41 objectPos.y = windowPos.y;
42 objectPos.z = windowPos.z;
45 objectPos.x = objectPos.x / viewportWidth;
46 objectPos.y = objectPos.y / viewportHeight;
48 objectPos.x = objectPos.x * 2.0f - 1.0f;
49 objectPos.y = objectPos.y * 2.0f - 1.0f;
50 objectPos.z = objectPos.z * 2.0f - 1.0f;
52 objectPos = inverseMvp * objectPos;
54 // In the case where objectPos.w is exactly zero, the unproject fails
55 if(EqualsZero(objectPos.w))
60 objectPos.x /= objectPos.w;
61 objectPos.y /= objectPos.w;
62 objectPos.z /= objectPos.w;
67 bool UnprojectFull(const Vector4& windowPos,
68 const Matrix& modelView,
69 const Matrix& projection,
74 Matrix invertedMvp(false); // Don't initialize.
75 Matrix::Multiply(invertedMvp, modelView, projection);
77 if(invertedMvp.Invert())
79 return Unproject(windowPos, invertedMvp, viewportWidth, viewportHeight, objectPos);
85 bool XyPlaneIntersect(const Vector4& pointA, const Vector4& pointB, Vector4& intersect)
87 const Vector4* near = nullptr;
88 const Vector4* far = nullptr;
90 if(pointA.z > 0.0f && pointB.z < 0.0f)
95 else if(pointB.z > 0.0f && pointA.z < 0.0f)
102 return false; // ray does not cross xy plane
105 float dist = near->z / (near->z - far->z);
107 intersect.x = near->x + (far->x - near->x) * dist;
108 intersect.y = near->y + (far->y - near->y) * dist;
114 bool ProjectFull(const Vector4& position,
115 const Matrix& modelView,
116 const Matrix& projection,
120 float viewportHeight,
125 Matrix Mvp(false); // Don't initialize.
126 Matrix::Multiply(Mvp, modelView, projection);
128 Vector4 p = Mvp * position;
130 Vector2 depthRange(0, 1);
134 float div = 1.0f / p.w;
136 windowPos = Vector4((1 + p.x * div) * viewportWidth / 2 + viewportX,
137 (1 - p.y * div) * viewportHeight / 2 + viewportY,
138 (p.z * div) * (depthRange.y - depthRange.x) + depthRange.x,
146 } // namespace Internal