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- /**************************************************************************/
- /* projection.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 PROJECTION_H
- #define PROJECTION_H
- #include "core/math/vector3.h"
- #include "core/math/vector4.h"
- template <class T>
- class Vector;
- struct AABB;
- struct Plane;
- struct Rect2;
- struct Transform3D;
- struct Vector2;
- struct _NO_DISCARD_ Projection {
- enum Planes {
- PLANE_NEAR,
- PLANE_FAR,
- PLANE_LEFT,
- PLANE_TOP,
- PLANE_RIGHT,
- PLANE_BOTTOM
- };
- Vector4 columns[4];
- _FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const {
- DEV_ASSERT((unsigned int)p_axis < 4);
- return columns[p_axis];
- }
- _FORCE_INLINE_ Vector4 &operator[](const int p_axis) {
- DEV_ASSERT((unsigned int)p_axis < 4);
- return columns[p_axis];
- }
- float determinant() const;
- void set_identity();
- void set_zero();
- void set_light_bias();
- void set_depth_correction(bool p_flip_y = true);
- void set_light_atlas_rect(const Rect2 &p_rect);
- void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);
- void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);
- void set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
- void set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
- void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
- void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
- void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
- void adjust_perspective_znear(real_t p_new_znear);
- static Projection create_depth_correction(bool p_flip_y);
- static Projection create_light_atlas_rect(const Rect2 &p_rect);
- static Projection create_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);
- static Projection create_perspective_hmd(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);
- static Projection create_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
- static Projection create_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
- static Projection create_orthogonal_aspect(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
- static Projection create_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
- static Projection create_frustum_aspect(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
- static Projection create_fit_aabb(const AABB &p_aabb);
- Projection perspective_znear_adjusted(real_t p_new_znear) const;
- Plane get_projection_plane(Planes p_plane) const;
- Projection flipped_y() const;
- Projection jitter_offseted(const Vector2 &p_offset) const;
- static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
- return Math::rad_to_deg(Math::atan(p_aspect * Math::tan(Math::deg_to_rad(p_fovx) * 0.5)) * 2.0);
- }
- real_t get_z_far() const;
- real_t get_z_near() const;
- real_t get_aspect() const;
- real_t get_fov() const;
- bool is_orthogonal() const;
- Vector<Plane> get_projection_planes(const Transform3D &p_transform) const;
- bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
- Vector2 get_viewport_half_extents() const;
- Vector2 get_far_plane_half_extents() const;
- void invert();
- Projection inverse() const;
- Projection operator*(const Projection &p_matrix) const;
- Plane xform4(const Plane &p_vec4) const;
- _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
- Vector4 xform(const Vector4 &p_vec4) const;
- Vector4 xform_inv(const Vector4 &p_vec4) const;
- operator String() const;
- void scale_translate_to_fit(const AABB &p_aabb);
- void add_jitter_offset(const Vector2 &p_offset);
- void make_scale(const Vector3 &p_scale);
- int get_pixels_per_meter(int p_for_pixel_width) const;
- operator Transform3D() const;
- void flip_y();
- bool operator==(const Projection &p_cam) const {
- for (uint32_t i = 0; i < 4; i++) {
- for (uint32_t j = 0; j < 4; j++) {
- if (columns[i][j] != p_cam.columns[i][j]) {
- return false;
- }
- }
- }
- return true;
- }
- bool operator!=(const Projection &p_cam) const {
- return !(*this == p_cam);
- }
- float get_lod_multiplier() const;
- Projection();
- Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w);
- Projection(const Transform3D &p_transform);
- ~Projection();
- };
- Vector3 Projection::xform(const Vector3 &p_vec3) const {
- Vector3 ret;
- ret.x = columns[0][0] * p_vec3.x + columns[1][0] * p_vec3.y + columns[2][0] * p_vec3.z + columns[3][0];
- ret.y = columns[0][1] * p_vec3.x + columns[1][1] * p_vec3.y + columns[2][1] * p_vec3.z + columns[3][1];
- ret.z = columns[0][2] * p_vec3.x + columns[1][2] * p_vec3.y + columns[2][2] * p_vec3.z + columns[3][2];
- real_t w = columns[0][3] * p_vec3.x + columns[1][3] * p_vec3.y + columns[2][3] * p_vec3.z + columns[3][3];
- return ret / w;
- }
- #endif // PROJECTION_H
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