Created
August 3, 2019 09:49
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[UE3] Multi purpose World to screen
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#define UCONST_Pi 3.1415926 | |
#define URotation180 32768 | |
#define URotationToRadians UCONST_Pi / URotation180 | |
#define CONST_DegToUnrRot 182.0444 | |
#define CONST_RadToUnrRot 10430.3783504704527 | |
FVector RotationToVector(FRotator R) | |
{ | |
FVector Vec; | |
float fYaw = R.yaw * URotationToRadians; | |
float fPitch = R.pitch * URotationToRadians; | |
float CosPitch = cos(fPitch); | |
Vec.x = cos(fYaw) * CosPitch; | |
Vec.y = sin(fYaw) * CosPitch; | |
Vec.z = sin(fPitch); | |
return Vec; | |
} | |
float Size(FVector &v) | |
{ | |
return sqrt(v.x*v.x + v.y*v.y + v.z*v.z); | |
} | |
void Normalize(FVector &v) | |
{ | |
float size = Size(v); | |
if (!size) | |
v.x = v.y = v.z = 1; | |
else | |
{ | |
v.x /= size; | |
v.y /= size; | |
v.z /= size; | |
} | |
} | |
FVector VectorSubtract(FVector va, FVector vb); | |
FVector VectorSubtract(FVector va, FVector vb) | |
{ | |
FVector out; | |
out.x = va.x - vb.x; | |
out.y = va.y - vb.y; | |
out.z = va.z - vb.z; | |
return out; | |
} | |
float inline Dot(const FVector& V1, const FVector& V2) | |
{ | |
return (V1.x*V2.x + V1.y*V2.y + V1.z*V2.z); | |
} | |
FVector2D W2S(FVector Location, FRotator myRot, FVector cameraLoc, float GFOV) | |
{ | |
FVector2D Return; | |
FVector AxisX, AxisY, AxisZ, Delta, Transformed; | |
GetAxes(myRot, AxisX, AxisY, AxisZ); | |
Delta = VectorSubtract(Location, cameraLoc); | |
Transformed.x = Dot(Delta, AxisY); | |
Transformed.y = Dot(Delta, AxisZ); | |
Transformed.z = Dot(Delta, AxisX); | |
if (Transformed.z < 1.00f) | |
Transformed.z = 1.00f; | |
float CentX = (screen_width / 2.f); | |
float CentY = (screen_height / 2.f); | |
Return.x = CentX + Transformed.x * (CentX / tan(GFOV * UCONST_Pi / 360.0f)) / Transformed.z; | |
Return.y = CentY + -Transformed.y * (CentX / tan(GFOV * UCONST_Pi / 360.0f)) / Transformed.z; | |
return Return; | |
} |
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