Example #1
0
 /**
  * Unproject a point from projection space to world space. If you only know the 2D screen coordinates of the point and not
  * its projected depth, use computePickRay().
  *
  * @see project(), computePickRay()
  */
 Vector3 unproject(Vector3 const & projection_space_point) const
 {
   return frame.pointToWorldSpace(getInverseProjectionTransform() * projection_space_point);
 }
Example #2
0
 /**
  * Unproject a point in homogenous coordinates from projection space to world space. If you only know the 2D screen
  * coordinates of the point and not its projected depth, use computePickRay().
  *
  * @see project(), computePickRay()
  */
 Vector4 unproject(Vector4 const & projection_space_point) const
 {
   return frame.toHomMatrix() * (getInverseProjectionTransform() * projection_space_point);
 }
Example #3
0
 /**
  * Unproject a point in homogeneous coordinates from projection space to world space. If you only know the 2D screen
  * coordinates of the point and not its projected depth, use computePickRay().
  *
  * @see project(), computePickRay()
  */
 Vector4 unproject(Vector4 const & projection_space_point) const
 {
   return frame.homogeneous() * (getInverseProjectionTransform() * projection_space_point);
 }