The bee.script
uses a screen_to_world()
function which takes a camera view and projection and uses these to convert from screen space coordinates to world coordinates.
bee.script
local DISPLAY_WIDTH = sys.get_config_int("display.width")
local DISPLAY_HEIGHT = sys.get_config_int("display.height")
-- function to convert screen (mouse/touch) coordinates to
-- world coordinates given a camera component
-- this function will use the camera view and projection to
-- translate the screen coordinates into world coordinates
local function screen_to_world(x, y, z, camera_id)
local projection = camera.get_projection(camera_id)
local view = camera.get_view(camera_id)
local w, h = window.get_size()
-- The window.get_size() function will return the scaled window size,
-- ie taking into account display scaling (Retina screens on macOS for
-- instance). We need to adjust for display scaling in our calculation.
w = w / (w / DISPLAY_WIDTH)
h = h / (h / DISPLAY_HEIGHT)
-- https://defold.com/manuals/camera/#converting-mouse-to-world-coordinates
local inv = vmath.inv(projection * view)
x = (2 * x / w) - 1
y = (2 * y / h) - 1
z = (2 * z) - 1
local x1 = x * inv.m00 + y * inv.m01 + z * inv.m02 + inv.m03
local y1 = x * inv.m10 + y * inv.m11 + z * inv.m12 + inv.m13
local z1 = x * inv.m20 + y * inv.m21 + z * inv.m22 + inv.m23
return x1, y1, z1
end
function init(self)
-- send input events to this script
msg.post(".", "acquire_input_focus")
end
function on_input(self, action_id, action)
if action_id == hash("touch") and action.pressed then
-- convert mouse/touch screen position to world position
local worldx, worldy = screen_to_world(action.x, action.y, 0, "#camera")
local world = vmath.vector3(worldx, worldy, 0)
go.animate(".", "position", go.PLAYBACK_ONCE_FORWARD, world, go.EASING_LINEAR, 0.5, 0, moved_to_position) -- <8>
end
end
If you want to play with these examples, you can get the project on Github.
Do you want to see more examples? Why not write a few yourself and submit a pull request? We love contributions.
GITHUB