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Adds 2D screen to world conversion
Adds an overload for screen_to_world that accepts a 2D screen position. Renames screen_to_dnc to screen_to_ndc for clarity.
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@@ -195,7 +195,14 @@ namespace omath::projection
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[[nodiscard]]
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std::expected<Vector3<float>, Error> screen_to_world(const Vector3<float>& screen_pos) const noexcept
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{
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return view_port_to_screen(screen_to_dnc(screen_pos));
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return view_port_to_screen(screen_to_ndc(screen_pos));
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}
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[[nodiscard]]
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std::expected<Vector3<float>, Error> screen_to_world(const Vector2<float>& screen_pos) const noexcept
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{
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const auto& [x, y] = screen_pos;
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return screen_to_world({x, y, 1.f});
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}
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protected:
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@@ -234,7 +241,7 @@ namespace omath::projection
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return {(ndc.x + 1.f) / 2.f * m_view_port.m_width, (1.f - ndc.y) / 2.f * m_view_port.m_height, ndc.z};
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}
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[[nodiscard]] Vector3<float> screen_to_dnc(const Vector3<float>& screen_pos) const noexcept
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[[nodiscard]] Vector3<float> screen_to_ndc(const Vector3<float>& screen_pos) const noexcept
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{
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return {screen_pos.x / m_view_port.m_width * 2.f - 1.f, 1.f - screen_pos.y / m_view_port.m_height * 2.f,
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screen_pos.z};
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