world coords to screen space (#1258)

Add Camera::world_to_screen to convert world coordinates to screen space
This commit is contained in:
Aevyrie 2021-01-21 17:49:29 -08:00 committed by GitHub
parent f15d62c0f1
commit 18e4fa8cdf
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -1,8 +1,9 @@
use super::CameraProjection;
use bevy_app::prelude::EventReader;
use bevy_ecs::{Added, Component, Entity, Query, QuerySet, Res};
use bevy_math::Mat4;
use bevy_math::{Mat4, Vec2, Vec3};
use bevy_reflect::{Reflect, ReflectComponent};
use bevy_transform::components::GlobalTransform;
use bevy_window::{WindowCreated, WindowId, WindowResized, Windows};
#[derive(Default, Debug, Reflect)]
@ -28,6 +29,30 @@ impl Default for DepthCalculation {
}
}
impl Camera {
/// Given a position in world space, use the camera to compute the screen space coordinates.
pub fn world_to_screen(
&self,
windows: &Windows,
camera_transform: &GlobalTransform,
world_position: Vec3,
) -> Option<Vec2> {
let window = windows.get(self.window)?;
let window_size = Vec2::new(window.width(), window.height());
// Build a transform to convert from world to NDC using camera data
let world_to_ndc: Mat4 =
self.projection_matrix * camera_transform.compute_matrix().inverse();
let ndc_space_coords: Vec3 = world_to_ndc.transform_point3(world_position);
// NDC z-values outside of 0 < z < 1 are behind the camera and are thus not in screen space
if ndc_space_coords.z < 0.0 || ndc_space_coords.z > 1.0 {
return None;
}
// Once in NDC space, we can discard the z element and rescale x/y to fit the screen
let screen_space_coords = (ndc_space_coords.truncate() + Vec2::one()) / 2.0 * window_size;
Some(screen_space_coords)
}
}
pub fn camera_system<T: CameraProjection + Component>(
mut window_resized_events: EventReader<WindowResized>,
mut window_created_events: EventReader<WindowCreated>,