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- /*************************************************************************/
- /* camera_matrix.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef CAMERA_MATRIX_H
- #define CAMERA_MATRIX_H
- #include "transform.h"
- /**
- @author Juan Linietsky <reduzio@gmail.com>
- */
- struct CameraMatrix {
- enum Planes {
- PLANE_NEAR,
- PLANE_FAR,
- PLANE_LEFT,
- PLANE_TOP,
- PLANE_RIGHT,
- PLANE_BOTTOM
- };
- float matrix[4][4];
- void set_identity();
- void set_zero();
- void set_light_bias();
- void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far, bool p_flip_fov = false);
- void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
- void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar, bool p_flip_fov = false);
- void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far);
- static float get_fovy(float p_fovx, float p_aspect) {
- return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
- }
- float get_z_far() const;
- float get_z_near() const;
- float get_aspect() const;
- float get_fov() const;
- Vector<Plane> get_projection_planes(const Transform &p_transform) const;
- bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const;
- void get_viewport_size(float &r_width, float &r_height) const;
- void invert();
- CameraMatrix inverse() const;
- CameraMatrix operator*(const CameraMatrix &p_matrix) const;
- Plane xform4(const Plane &p_vec4);
- _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
- operator String() const;
- void scale_translate_to_fit(const AABB &p_aabb);
- void make_scale(const Vector3 &p_scale);
- operator Transform() const;
- CameraMatrix();
- CameraMatrix(const Transform &p_transform);
- ~CameraMatrix();
- };
- Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const {
- Vector3 ret;
- ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
- ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
- ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
- float w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
- return ret / w;
- }
- #endif
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