godot/core/math/projection.h

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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
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#include "core/math/vector3.h"
#include "core/math/vector4.h"
template <typename T>
class Vector;
struct AABB;
struct Plane;
struct Rect2;
struct Transform3D;
struct Vector2;
struct [[nodiscard]] Projection {
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enum Planes {
PLANE_NEAR,
PLANE_FAR,
PLANE_LEFT,
PLANE_TOP,
PLANE_RIGHT,
PLANE_BOTTOM
};
Vector4 columns[4];
_FORCE_INLINE_ const Vector4 &operator[](int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 4);
return columns[p_axis];
}
_FORCE_INLINE_ Vector4 &operator[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return columns[p_axis];
}
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real_t determinant() const;
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void set_identity();
void set_zero();
void set_light_bias();
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void set_depth_correction(bool p_flip_y = true, bool p_reverse_z = true, bool p_remap_z = 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);
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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);
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}
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;
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Vector<Plane> get_projection_planes(const Transform3D &p_transform) const;
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bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
Vector2 get_viewport_half_extents() const;
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Vector2 get_far_plane_half_extents() const;
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void invert();
Projection inverse() const;
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Projection operator*(const Projection &p_matrix) const;
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Plane xform4(const Plane &p_vec4) const;
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
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Vector4 xform(const Vector4 &p_vec4) const;
Vector4 xform_inv(const Vector4 &p_vec4) const;
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operator String() const;
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void scale_translate_to_fit(const AABB &p_aabb);
void add_jitter_offset(const Vector2 &p_offset);
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void make_scale(const Vector3 &p_scale);
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int get_pixels_per_meter(int p_for_pixel_width) const;
operator Transform3D() const;
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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);
}
real_t 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();
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};
Vector3 Projection::xform(const Vector3 &p_vec3) const {
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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;
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}
#endif // PROJECTION_H