Math.Project¶
Name | Mandatory | Description | Default | Type |
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⬅️ Input |
Takes a float3 vector representing the 3D point in world space where x, y, and z are the coordinates in world space. | Float3 |
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Output ➡️ |
Outputs a float3 vector representing the projected 2D point (x, y) in screen space, with the z component representing the depth. | Float3 |
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Matrix |
No | The combined 4x4 view-projection matrix (sequence of four float4 vectors) to use. | none |
[Float4](4) Var([Float4](4)) |
ScreenSize |
No | The size of the screen or viewport in pixels. | none |
Float2 Var(Float2) |
FlipY |
No | Flip Y coordinate (on by default). | true |
Bool Var(Var(Bool)) |
This shard converts the input 3D world coordinates to 2D screen coordinates using a view-projection matrix. Both 3D and 2D coordinates are represented as float3 vectors (vectors with 3 float elements).It performs the full projection pipeline including matrix multiplication, perspective division, and viewport transformation using the 4x4 view-projection matrix specified in the Matrix parameter and the screen size in the ScreenSize parameter.