camera_matrix.h 4.3 KB

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  1. /*************************************************************************/
  2. /* camera_matrix.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef CAMERA_MATRIX_H
  31. #define CAMERA_MATRIX_H
  32. #include "transform.h"
  33. /**
  34. @author Juan Linietsky <reduzio@gmail.com>
  35. */
  36. struct CameraMatrix {
  37. enum Planes {
  38. PLANE_NEAR,
  39. PLANE_FAR,
  40. PLANE_LEFT,
  41. PLANE_TOP,
  42. PLANE_RIGHT,
  43. PLANE_BOTTOM
  44. };
  45. float matrix[4][4];
  46. void set_identity();
  47. void set_zero();
  48. void set_light_bias();
  49. void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far, bool p_flip_fov = false);
  50. void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
  51. void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar, bool p_flip_fov = false);
  52. void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far);
  53. static float get_fovy(float p_fovx, float p_aspect) {
  54. return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
  55. }
  56. float get_z_far() const;
  57. float get_z_near() const;
  58. float get_aspect() const;
  59. float get_fov() const;
  60. Vector<Plane> get_projection_planes(const Transform &p_transform) const;
  61. bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const;
  62. void get_viewport_size(float &r_width, float &r_height) const;
  63. void invert();
  64. CameraMatrix inverse() const;
  65. CameraMatrix operator*(const CameraMatrix &p_matrix) const;
  66. Plane xform4(const Plane &p_vec4);
  67. _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
  68. operator String() const;
  69. void scale_translate_to_fit(const AABB &p_aabb);
  70. void make_scale(const Vector3 &p_scale);
  71. operator Transform() const;
  72. CameraMatrix();
  73. CameraMatrix(const Transform &p_transform);
  74. ~CameraMatrix();
  75. };
  76. Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const {
  77. Vector3 ret;
  78. ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
  79. ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
  80. ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
  81. float w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
  82. return ret / w;
  83. }
  84. #endif