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add docs for project/unproject
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@@ -41,6 +41,7 @@ Follow the :doc:`build` documentation for this
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vec4-ext
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color
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plane
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project
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util
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io
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call
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102
docs/source/project.rst
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102
docs/source/project.rst
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@@ -0,0 +1,102 @@
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.. default-domain:: C
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Project / UnProject
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================================================================================
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Header: cglm/project.h
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Viewport is required as *vec4* **[X, Y, Width, Height]** but this doesn't mean
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that you should store it as **vec4**. You can convert your data representation
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to vec4 before passing it to related functions.
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Table of contents (click to go):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Functions:
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1. :c:func:`glm_unprojecti`
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#. :c:func:`glm_unproject`
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#. :c:func:`glm_project`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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.. c:function:: void glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest)
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| maps the specified viewport coordinates into specified space [1]
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the matrix should contain projection matrix.
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if you don't have ( and don't want to have ) an inverse matrix then use
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glm_unproject version. You may use existing inverse of matrix in somewhere
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else, this is why glm_unprojecti exists to save save inversion cost
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[1] space:
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- if m = invProj: View Space
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- if m = invViewProj: World Space
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- if m = invMVP: Object Space
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You probably want to map the coordinates into object space
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so use invMVP as m
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Computing viewProj:
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.. code-block:: c
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glm_mat4_mul(proj, view, viewProj);
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glm_mat4_mul(viewProj, model, MVP);
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glm_mat4_inv(viewProj, invMVP);
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Parameters:
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| *[in]* **pos** point/position in viewport coordinates
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| *[in]* **invMat** matrix (see brief)
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| *[in]* **vp** viewport as [x, y, width, height]
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| *[out]* **dest** unprojected coordinates
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.. c:function:: void glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest)
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| maps the specified viewport coordinates into specified space [1]
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the matrix should contain projection matrix.
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this is same as glm_unprojecti except this function get inverse matrix for
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you.
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[1] space:
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- if m = proj: View Space
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- if m = viewProj: World Space
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- if m = MVP: Object Space
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You probably want to map the coordinates into object space so use MVP as m
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Computing viewProj and MVP:
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.. code-block:: c
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glm_mat4_mul(proj, view, viewProj);
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glm_mat4_mul(viewProj, model, MVP);
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Parameters:
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| *[in]* **pos** point/position in viewport coordinates
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| *[in]* **m** matrix (see brief)
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| *[in]* **vp** viewport as [x, y, width, height]
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| *[out]* **dest** unprojected coordinates
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.. c:function:: void glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest)
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| map object coordinates to window coordinates
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Computing MVP:
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.. code-block:: c
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glm_mat4_mul(proj, view, viewProj);
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glm_mat4_mul(viewProj, model, MVP);
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this could be useful for gettng a bbox which fits with view frustum and
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object bounding boxes. In this case you crop view frustum box with objects
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box
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Parameters:
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| *[in]* **pos** object coordinates
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| *[in]* **m** MVP matrix
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| *[in]* **vp** viewport as [x, y, width, height]
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| *[out]* **dest** projected coordinates
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@@ -33,7 +33,7 @@
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* glm_mat4_mul(viewProj, model, MVP);
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* glm_mat4_inv(viewProj, invMVP);
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*
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* @param[in] pos viewport coordinates
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* @param[in] pos point/position in viewport coordinates
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* @param[in] invMat matrix (see brief)
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* @param[in] vp viewport as [x, y, width, height]
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* @param[out] dest unprojected coordinates
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@@ -72,7 +72,7 @@ glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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*
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* @param[in] pos viewport coordinates
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* @param[in] pos point/position in viewport coordinates
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* @param[in] m matrix (see brief)
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* @param[in] vp viewport as [x, y, width, height]
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* @param[out] dest unprojected coordinates
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