2 * Copyright (c) 2018 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/public-api/math/rect.h>
23 #include <dali/public-api/math/matrix.h>
24 #include <dali/public-api/math/vector4.h>
25 #include <dali/public-api/math/vector2.h>
26 #include <dali/public-api/math/viewport.h>
27 #include <dali/integration-api/debug.h>
28 #include <dali/public-api/math/math-utils.h>
36 bool Unproject( const Vector4& windowPos,
37 const Matrix& inverseMvp,
42 objectPos.x = windowPos.x;
43 objectPos.y = windowPos.y;
44 objectPos.z = windowPos.z;
47 objectPos.x = objectPos.x / viewportWidth;
48 objectPos.y = objectPos.y / viewportHeight;
50 objectPos.x = objectPos.x * 2.0f - 1.0f;
51 objectPos.y = objectPos.y * 2.0f - 1.0f;
52 objectPos.z = objectPos.z * 2.0f - 1.0f;
54 objectPos = inverseMvp * objectPos;
56 // In the case where objectPos.w is exactly zero, the unproject fails
57 if ( EqualsZero( objectPos.w ) )
62 objectPos.x /= objectPos.w;
63 objectPos.y /= objectPos.w;
64 objectPos.z /= objectPos.w;
69 bool UnprojectFull( const Vector4& windowPos,
70 const Matrix& modelView,
71 const Matrix& projection,
76 Matrix invertedMvp( false ); // Don't initialize.
77 Matrix::Multiply( invertedMvp, modelView, projection );
79 if (invertedMvp.Invert())
81 return Unproject( windowPos, invertedMvp, viewportWidth, viewportHeight, objectPos );
87 bool XyPlaneIntersect( const Vector4& pointA, const Vector4& pointB, Vector4& intersect )
89 const Vector4* near = NULL;
90 const Vector4* far = NULL;
92 if ( pointA.z > 0.0f && pointB.z < 0.0f )
97 else if ( pointB.z > 0.0f && pointA.z < 0.0f )
104 return false; // ray does not cross xy plane
107 float dist = near->z / (near->z - far->z);
109 intersect.x = near->x + (far->x - near->x) * dist;
110 intersect.y = near->y + (far->y - near->y) * dist;
116 bool ProjectFull( const Vector4& position,
117 const Matrix& modelView,
118 const Matrix& projection,
122 float viewportHeight,
127 Matrix Mvp( false ); // Don't initialize.
128 Matrix::Multiply( Mvp, modelView, projection );
130 Vector4 p = Mvp * position;
132 Vector2 depthRange(0,1);
134 if( !EqualsZero( p.w ) )
136 float div = 1.0f / p.w;
138 windowPos = Vector4( (1 + p.x * div) * viewportWidth / 2 + viewportX,
139 (1 - p.y * div) * viewportHeight / 2 + viewportY,
140 (p.z * div) * (depthRange.y - depthRange.x) + depthRange.x,
149 } // namespace Internal