XMVector3Unproject method

Projects a 3D vector from screen space into object space.

Syntax


XMVECTOR XMVector3Unproject(
  [in]  XMVECTOR V,
  [in]  float ViewportX,
  [in]  float ViewportY,
  [in]  float ViewportWidth,
  [in]  float ViewportHeight,
  [in]  float ViewportMinZ,
  [in]  float ViewportMaxZ,
  [in]  XMMATRIX Projection,
  [in]  XMMATRIX View,
  [in]  XMMATRIX World
);

Parameters

V [in]

3D vector in screen space that will be projected into object space.

ViewportX [in]

Pixel coordinate of the upper-left corner of the viewport. Unless you want to render to a subset of the surface, this parameter can be set to 0.

ViewportY [in]

Pixel coordinate of the upper-left corner of the viewport on the render-target surface. Unless you want to render to a subset of the surface, this parameter can be set to 0.

ViewportWidth [in]

Width dimension of the clip volume, in pixels. Unless you are rendering only to a subset of the surface, this parameter should be set to the width dimension of the render-target surface.

ViewportHeight [in]

Height dimension of the clip volume, in pixels. Unless you are rendering only to a subset of the surface, this parameter should be set to the height dimension of the render-target surface.

ViewportMinZ [in]

Together with ViewportMaxZ, value describing the range of depth values into which a scene is to be rendered, the minimum and maximum values of the clip volume. Most applications set this value to 0.0f. Clipping is performed after applying the projection matrix.

ViewportMaxZ [in]

Together with MinZ, value describing the range of depth values into which a scene is to be rendered, the minimum and maximum values of the clip volume. Most applications set this value to 1.0f. Clipping is performed after applying the projection matrix.

Projection [in]

Projection matrix.

View [in]

View matrix.

World [in]

World matrix.

Return value

Returns a vector in object space.

Remarks

The ViewportX, ViewportY, ViewportWidth, and ViewportHeight parameters describe the position and dimensions of the viewport on the render-target surface. Usually, applications render to the entire target surface; when rendering on a 640*480 surface, these parameters should be 0, 0, 640, and 480, respectively. The ViewportMinZ and ViewportMaxZ are typically set to 0.0f and 1.0f but can be set to other values to achieve specific effects.

Platform Requirements

Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.

Requirements

Namespace

Use DirectX.

Header

DirectXMath.h

See also

XMVector3UnprojectStream

 

 

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