camera-picking-ray
v1.0.1
Published
creates a picking ray for a 2D/3D camera
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camera-picking-ray
Creates a picking ray for a camera. Commonly used for mouse interaction in 2D and 3D games.
The camera is assumed to have a projection
and view
matrix, which can be combined and inverted to form invProjView
.
var origin = [0, 0, 0]
var direction = [0, 0, 0]
//compute ray and store it in (origin, direction)
pick(origin, direction, mouse, viewport, invProjView)
console.log(origin, direction)
Full example, hit-testing against a 3D sphere:
var mat4 = require('gl-mat4')
var pick = require('camera-picking-ray')
var intersect = require('ray-sphere-intersection')
//your camera matrices
var projection = ...
var view = ...
var projView = mat4.multiply([], projection, view)
var invProjView = mat4.invert([], projView)
var mouse = [ screenX, screenHeight - screenY ]
var viewport = [ 0, 0, screenWidth, screenHeight ]
var ray = {
ro: [0, 0, 0],
rd: [0, 0, 0]
}
//store result in ray (origin, direction)
pick(ray.ro, ray.rd, mouse, viewport, invProjView)
//let's see if the mouse hit a 3D sphere...
var center = [0, 0, 0],
radius = 1.5
var hit = intersect([], ray.ro, ray.rd, center, radius)
if (hit) {
console.log("Mouse hit the sphere at:", hit)
}
PRs welcome.
Usage
pick(origin, direction, mouse, viewport, invProjView)
Creates a picking ray for the given mouse
screen-space position (vec2) and viewport
screen-space bounds (x, y, width, height). invProjView
is the inverse of the combined projection * view
matrix for your camera.
Stores the resulting ray in the first two parameters: origin
(vec3) and direction
(vec3).
See Also
License
MIT, see LICENSE.md for details.