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[Merged by Bors] - simplified API to get NDC from camera and world position #4041

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38 changes: 30 additions & 8 deletions crates/bevy_render/src/camera/camera.rs
Original file line number Diff line number Diff line change
Expand Up @@ -122,6 +122,9 @@ impl Default for DepthCalculation {

impl Camera {
/// Given a position in world space, use the camera to compute the screen space coordinates.
///
/// To get the coordinates in Normalized Device Coordinates, you should use
/// [`world_to_ndc`](Self::world_to_ndc).
pub fn world_to_screen(
&self,
windows: &Windows,
Expand All @@ -130,18 +133,37 @@ impl Camera {
world_position: Vec3,
) -> Option<Vec2> {
let window_size = self.target.get_logical_size(windows, images)?;

if let Some(ndc_space_coords) = self.world_to_ndc(camera_transform, world_position) {
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// NDC z-values outside of 0 < z < 1 are outside the camera frustum 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
Some((ndc_space_coords.truncate() + Vec2::ONE) / 2.0 * window_size)
} else {
None
}
}

/// Given a position in world space, use the camera to compute the Normalized Device Coordinates.
///
/// Values returned will be between -1.0 and 1.0 when the position is in screen space.
/// To get the coordinates in the render target dimensions, you should use
/// [`world_to_screen`](Self::world_to_screen).
pub fn world_to_ndc(
&self,
camera_transform: &GlobalTransform,
world_position: Vec3,
) -> Option<Vec3> {
// 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.project_point3(world_position);
// NDC z-values outside of 0 < z < 1 are outside the camera frustum 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;
if !screen_space_coords.is_nan() {
Some(screen_space_coords)

if !ndc_space_coords.is_nan() {
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Some(ndc_space_coords)
} else {
None
}
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