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Add a depth parameter to Camera::project_position()
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@ -76,8 +76,10 @@
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</return>
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<argument index="0" name="screen_point" type="Vector2">
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</argument>
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<argument index="1" name="z_depth" type="float" default="0">
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</argument>
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<description>
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Returns the 3D point in worldspace that maps to the given 2D coordinate in the [Viewport] rectangle.
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Returns the 3D point in worldspace that maps to the given 2D coordinate in the [Viewport] rectangle on a plane that is the given distance into the scene away from the camera.
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</description>
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</method>
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<method name="project_ray_normal" qualifiers="const">
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@ -127,7 +127,7 @@ Point2 ARVRCamera::unproject_position(const Vector3 &p_pos) const {
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return res;
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};
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Vector3 ARVRCamera::project_position(const Point2 &p_point) const {
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Vector3 ARVRCamera::project_position(const Point2 &p_point, float p_z_depth) const {
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// get our ARVRServer
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ARVRServer *arvr_server = ARVRServer::get_singleton();
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ERR_FAIL_NULL_V(arvr_server, Vector3());
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@ -135,7 +135,7 @@ Vector3 ARVRCamera::project_position(const Point2 &p_point) const {
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Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface();
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if (arvr_interface.is_null()) {
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// we might be in the editor or have VR turned off, just call superclass
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return Camera::project_position(p_point);
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return Camera::project_position(p_point, p_z_depth);
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}
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if (!is_inside_tree()) {
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@ -155,7 +155,7 @@ Vector3 ARVRCamera::project_position(const Point2 &p_point) const {
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point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
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point *= vp_size;
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Vector3 p(point.x, point.y, -get_znear());
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Vector3 p(point.x, point.y, -p_z_depth);
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return get_camera_transform().xform(p);
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};
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@ -55,7 +55,7 @@ public:
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virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
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virtual Point2 unproject_position(const Vector3 &p_pos) const;
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virtual Vector3 project_position(const Point2 &p_point) const;
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virtual Vector3 project_position(const Point2 &p_point, float p_z_depth = 0) const;
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virtual Vector<Plane> get_frustum() const;
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ARVRCamera();
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@ -391,13 +391,17 @@ Point2 Camera::unproject_position(const Vector3 &p_pos) const {
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return res;
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}
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Vector3 Camera::project_position(const Point2 &p_point) const {
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Vector3 Camera::project_position(const Point2 &p_point, float p_z_depth) const {
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if (!is_inside_tree()) {
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ERR_EXPLAIN("Camera is not inside scene.");
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ERR_FAIL_COND_V(!is_inside_tree(), Vector3());
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}
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if (p_z_depth == 0) {
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return get_global_transform().origin;
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}
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Size2 viewport_size = get_viewport()->get_visible_rect().size;
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CameraMatrix cm;
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@ -415,7 +419,7 @@ Vector3 Camera::project_position(const Point2 &p_point) const {
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point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
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point *= vp_size;
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Vector3 p(point.x, point.y, -near);
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Vector3 p(point.x, point.y, -p_z_depth);
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return get_camera_transform().xform(p);
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}
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@ -490,7 +494,7 @@ void Camera::_bind_methods() {
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ClassDB::bind_method(D_METHOD("project_ray_origin", "screen_point"), &Camera::project_ray_origin);
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ClassDB::bind_method(D_METHOD("unproject_position", "world_point"), &Camera::unproject_position);
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ClassDB::bind_method(D_METHOD("is_position_behind", "world_point"), &Camera::is_position_behind);
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ClassDB::bind_method(D_METHOD("project_position", "screen_point"), &Camera::project_position);
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ClassDB::bind_method(D_METHOD("project_position", "screen_point", "z_depth"), &Camera::project_position, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("set_perspective", "fov", "z_near", "z_far"), &Camera::set_perspective);
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ClassDB::bind_method(D_METHOD("set_orthogonal", "size", "z_near", "z_far"), &Camera::set_orthogonal);
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ClassDB::bind_method(D_METHOD("set_frustum", "size", "offset", "z_near", "z_far"), &Camera::set_frustum);
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@ -143,7 +143,7 @@ public:
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virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
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virtual Point2 unproject_position(const Vector3 &p_pos) const;
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bool is_position_behind(const Vector3 &p_pos) const;
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virtual Vector3 project_position(const Point2 &p_point) const;
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virtual Vector3 project_position(const Point2 &p_point, float p_z_depth = 0) const;
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Vector<Vector3> get_near_plane_points() const;
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