2 * Copyright (c) 2023 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/internal/common/matrix-utils.h>
24 #include <dali/public-api/math/math-utils.h>
25 #include <dali/public-api/math/matrix.h>
26 #include <dali/public-api/math/rect.h>
27 #include <dali/public-api/math/vector2.h>
28 #include <dali/public-api/math/vector4.h>
29 #include <dali/public-api/math/viewport.h>
35 bool Unproject(const Vector4& windowPos,
36 const Matrix& inverseMvp,
41 objectPos.x = windowPos.x;
42 objectPos.y = windowPos.y;
43 objectPos.z = windowPos.z;
46 objectPos.x = objectPos.x / viewportWidth;
47 objectPos.y = objectPos.y / viewportHeight;
49 objectPos.x = objectPos.x * 2.0f - 1.0f;
50 objectPos.y = objectPos.y * 2.0f - 1.0f;
51 objectPos.z = objectPos.z * 2.0f - 1.0f;
53 objectPos = inverseMvp * objectPos;
55 // In the case where objectPos.w is exactly zero, the unproject fails
56 if(EqualsZero(objectPos.w))
61 objectPos.x /= objectPos.w;
62 objectPos.y /= objectPos.w;
63 objectPos.z /= objectPos.w;
68 bool UnprojectFull(const Vector4& windowPos,
69 const Matrix& modelView,
70 const Matrix& projection,
75 Matrix invertedMvp(false); // Don't initialize.
76 MatrixUtils::MultiplyProjectionMatrix(invertedMvp, modelView, projection);
78 if(invertedMvp.Invert())
80 return Unproject(windowPos, invertedMvp, viewportWidth, viewportHeight, objectPos);
86 bool XyPlaneIntersect(const Vector4& pointA, const Vector4& pointB, Vector4& intersect)
88 const Vector4* near = nullptr;
89 const Vector4* far = nullptr;
91 if(pointA.z > 0.0f && pointB.z < 0.0f)
96 else if(pointB.z > 0.0f && pointA.z < 0.0f)
103 return false; // ray does not cross xy plane
106 float dist = near->z / (near->z - far->z);
108 intersect.x = near->x + (far->x - near->x) * dist;
109 intersect.y = near->y + (far->y - near->y) * dist;
115 bool ProjectFull(const Vector4& position,
116 const Matrix& modelView,
117 const Matrix& projection,
121 float viewportHeight,
126 Matrix Mvp(false); // Don't initialize.
127 MatrixUtils::MultiplyProjectionMatrix(Mvp, modelView, projection);
129 Vector4 p = Mvp * position;
131 Vector2 depthRange(0, 1);
135 float div = 1.0f / p.w;
137 windowPos = Vector4((1 + p.x * div) * viewportWidth / 2 + viewportX,
138 (1 - p.y * div) * viewportHeight / 2 + viewportY,
139 (p.z * div) * (depthRange.y - depthRange.x) + depthRange.x,
147 } // namespace Internal