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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-05-28 19:25:37 +0200
committerGitHub <noreply@github.com>2019-05-28 19:25:37 +0200
commit0e441e9a1a5131c2e7f62592a5ad1addc6b72e00 (patch)
treee90790755836e341de28486083b2943a8ab71b8d
parent500fe8960079400140f5459c482d8e116f589172 (diff)
parent6fe957de63b8ecbd51caf2e6c1bf7efc1d53221c (diff)
Merge pull request #29248 from Cheeseness/camera_project_fix
Add a depth parameter to Camera::project_position()
-rw-r--r--doc/classes/Camera.xml4
-rw-r--r--scene/3d/arvr_nodes.cpp6
-rw-r--r--scene/3d/arvr_nodes.h2
-rw-r--r--scene/3d/camera.cpp10
-rw-r--r--scene/3d/camera.h2
5 files changed, 15 insertions, 9 deletions
diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml
index bbe85b81cc..cc869d28a2 100644
--- a/doc/classes/Camera.xml
+++ b/doc/classes/Camera.xml
@@ -76,8 +76,10 @@
</return>
<argument index="0" name="screen_point" type="Vector2">
</argument>
+ <argument index="1" name="z_depth" type="float" default="0">
+ </argument>
<description>
- Returns the 3D point in worldspace that maps to the given 2D coordinate in the [Viewport] rectangle.
+ Returns the 3D point in worldspace that maps to the given 2D coordinate in the [Viewport] rectangle on a plane that is the given distance into the scene away from the camera.
</description>
</method>
<method name="project_ray_normal" qualifiers="const">
diff --git a/scene/3d/arvr_nodes.cpp b/scene/3d/arvr_nodes.cpp
index 52fa96ee4a..4e88948ce2 100644
--- a/scene/3d/arvr_nodes.cpp
+++ b/scene/3d/arvr_nodes.cpp
@@ -127,7 +127,7 @@ Point2 ARVRCamera::unproject_position(const Vector3 &p_pos) const {
return res;
};
-Vector3 ARVRCamera::project_position(const Point2 &p_point) const {
+Vector3 ARVRCamera::project_position(const Point2 &p_point, float p_z_depth) const {
// get our ARVRServer
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL_V(arvr_server, Vector3());
@@ -135,7 +135,7 @@ Vector3 ARVRCamera::project_position(const Point2 &p_point) const {
Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface();
if (arvr_interface.is_null()) {
// we might be in the editor or have VR turned off, just call superclass
- return Camera::project_position(p_point);
+ return Camera::project_position(p_point, p_z_depth);
}
if (!is_inside_tree()) {
@@ -155,7 +155,7 @@ Vector3 ARVRCamera::project_position(const Point2 &p_point) const {
point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
point *= vp_size;
- Vector3 p(point.x, point.y, -get_znear());
+ Vector3 p(point.x, point.y, -p_z_depth);
return get_camera_transform().xform(p);
};
diff --git a/scene/3d/arvr_nodes.h b/scene/3d/arvr_nodes.h
index 0833e18d48..8e735f7110 100644
--- a/scene/3d/arvr_nodes.h
+++ b/scene/3d/arvr_nodes.h
@@ -55,7 +55,7 @@ public:
virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
virtual Point2 unproject_position(const Vector3 &p_pos) const;
- virtual Vector3 project_position(const Point2 &p_point) const;
+ virtual Vector3 project_position(const Point2 &p_point, float p_z_depth = 0) const;
virtual Vector<Plane> get_frustum() const;
ARVRCamera();
diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp
index e360de5b8e..29002c6701 100644
--- a/scene/3d/camera.cpp
+++ b/scene/3d/camera.cpp
@@ -391,13 +391,17 @@ Point2 Camera::unproject_position(const Vector3 &p_pos) const {
return res;
}
-Vector3 Camera::project_position(const Point2 &p_point) const {
+Vector3 Camera::project_position(const Point2 &p_point, float p_z_depth) const {
if (!is_inside_tree()) {
ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_tree(), Vector3());
}
+ if (p_z_depth == 0) {
+ return get_global_transform().origin;
+ }
+
Size2 viewport_size = get_viewport()->get_visible_rect().size;
CameraMatrix cm;
@@ -415,7 +419,7 @@ Vector3 Camera::project_position(const Point2 &p_point) const {
point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
point *= vp_size;
- Vector3 p(point.x, point.y, -near);
+ Vector3 p(point.x, point.y, -p_z_depth);
return get_camera_transform().xform(p);
}
@@ -490,7 +494,7 @@ void Camera::_bind_methods() {
ClassDB::bind_method(D_METHOD("project_ray_origin", "screen_point"), &Camera::project_ray_origin);
ClassDB::bind_method(D_METHOD("unproject_position", "world_point"), &Camera::unproject_position);
ClassDB::bind_method(D_METHOD("is_position_behind", "world_point"), &Camera::is_position_behind);
- ClassDB::bind_method(D_METHOD("project_position", "screen_point"), &Camera::project_position);
+ ClassDB::bind_method(D_METHOD("project_position", "screen_point", "z_depth"), &Camera::project_position, DEFVAL(0));
ClassDB::bind_method(D_METHOD("set_perspective", "fov", "z_near", "z_far"), &Camera::set_perspective);
ClassDB::bind_method(D_METHOD("set_orthogonal", "size", "z_near", "z_far"), &Camera::set_orthogonal);
ClassDB::bind_method(D_METHOD("set_frustum", "size", "offset", "z_near", "z_far"), &Camera::set_frustum);
diff --git a/scene/3d/camera.h b/scene/3d/camera.h
index fe8cb84f0d..cbcefbb0ae 100644
--- a/scene/3d/camera.h
+++ b/scene/3d/camera.h
@@ -143,7 +143,7 @@ public:
virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
virtual Point2 unproject_position(const Vector3 &p_pos) const;
bool is_position_behind(const Vector3 &p_pos) const;
- virtual Vector3 project_position(const Point2 &p_point) const;
+ virtual Vector3 project_position(const Point2 &p_point, float p_z_depth = 0) const;
Vector<Vector3> get_near_plane_points() const;