controllers, ray3
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@ -116,7 +116,7 @@ b3Vec2 Camera::ConvertWorldToScreen(const b3Vec3& pw3) const
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return ps;
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}
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Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
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b3Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
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{
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float32 w = m_width, h = m_height;
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@ -133,7 +133,7 @@ Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
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b3Vec3 vw = xf.rotation * vv;
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vw.Normalize();
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Ray3 rw;
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b3Ray3 rw;
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rw.direction = vw;
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rw.origin = xf.position;
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rw.fraction = m_zFar;
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