camera-picking-ray

1.0.1 • Public • Published

camera-picking-ray

stable

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

NPM

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.

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Install

npm i camera-picking-ray

Weekly Downloads

511

Version

1.0.1

License

MIT

Last publish

Collaborators

  • mattdesl