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ezEngine
Release 25.03
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Holds view data like the viewport, view and projection matrices. More...
#include <ViewData.h>
Public Member Functions | |
EZ_ALWAYS_INLINE ezResult | ComputePickingRay (float fNormalizedScreenPosX, float fNormalizedScreenPosY, ezVec3 &out_vRayStartPos, ezVec3 &out_vRayDir, ezCameraEye eye=ezCameraEye::Left) const |
Calculates the start position and direction (in world space) of the picking ray through the screen position in this view. More... | |
EZ_ALWAYS_INLINE ezResult | ComputeScreenSpacePos (const ezVec3 &vWorldPos, ezVec3 &out_vScreenPosNormalized, ezCameraEye eye=ezCameraEye::Left) const |
Calculates the normalized screen-space coordinate ([0; 1] range) that the given world-space point projects to. More... | |
EZ_ALWAYS_INLINE ezResult | ComputeWorldSpacePos (float fNormalizedScreenPosX, float fNormalizedScreenPosY, ezVec3 &out_vWorldPos, ezCameraEye eye=ezCameraEye::Left) const |
Calculates the world-space position that the given normalized screen-space coordinate maps to. | |
EZ_ALWAYS_INLINE void | ConvertScreenPixelPosToNormalizedPos (ezVec3 &inout_vPixelPos) const |
Converts a screen-space position from pixel coordinates to normalized coordinates. | |
EZ_ALWAYS_INLINE void | ConvertScreenNormalizedPosToPixelPos (ezVec3 &inout_vNormalizedPos) const |
Converts a screen-space position from normalized coordinates to pixel coordinates. | |
Public Attributes | |
ezGALRenderTargets | m_renderTargets |
ezGALSwapChainHandle | m_hSwapChain |
ezRectFloat | m_ViewPortRect |
ezEnum< ezViewRenderMode > | m_ViewRenderMode |
ezEnum< ezCameraUsageHint > | m_CameraUsageHint |
ezMat4 | m_ViewMatrix [2] |
ezMat4 | m_InverseViewMatrix [2] |
ezMat4 | m_ProjectionMatrix [2] |
ezMat4 | m_InverseProjectionMatrix [2] |
ezMat4 | m_ViewProjectionMatrix [2] |
ezMat4 | m_InverseViewProjectionMatrix [2] |
Holds view data like the viewport, view and projection matrices.
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inline |
Calculates the start position and direction (in world space) of the picking ray through the screen position in this view.
fNormalizedScreenPosX and fNormalizedScreenPosY are expected to be in [0; 1] range (normalized screen coordinates). If no ray can be computed, EZ_FAILURE is returned.
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inline |
Calculates the normalized screen-space coordinate ([0; 1] range) that the given world-space point projects to.
Returns EZ_FAILURE, if the point could not be projected into screen-space.