/dports/devel/godot/godot-3.2.3-stable/core/math/ |
H A D | camera_matrix.cpp | 69 void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t … in set_perspective() argument 78 deltaZ = p_z_far - p_z_near; in set_perspective() 90 matrix[2][2] = -(p_z_far + p_z_near) / deltaZ; in set_perspective() 92 matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ; in set_perspective() 96 void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t … in set_perspective() argument 103 ymax = p_z_near * tan(p_fovy_degrees * Math_PI / 360.0f); in set_perspective() 105 frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist; in set_perspective() 125 set_frustum(left, right, -ymax, ymax, p_z_near, p_z_far); in set_perspective() 134 … p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far) { in set_for_hmd() argument 152 set_frustum(-f2 * p_z_near, f1 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far); in set_for_hmd() [all …]
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H A D | camera_matrix.h | 54 …void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool… 55 …void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool… 56 …t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
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/dports/devel/godot-tools/godot-3.2.3-stable/core/math/ |
H A D | camera_matrix.cpp | 69 void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t … in set_perspective() argument 78 deltaZ = p_z_far - p_z_near; in set_perspective() 90 matrix[2][2] = -(p_z_far + p_z_near) / deltaZ; in set_perspective() 92 matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ; in set_perspective() 96 void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t … in set_perspective() argument 103 ymax = p_z_near * tan(p_fovy_degrees * Math_PI / 360.0f); in set_perspective() 105 frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist; in set_perspective() 125 set_frustum(left, right, -ymax, ymax, p_z_near, p_z_far); in set_perspective() 134 … p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far) { in set_for_hmd() argument 152 set_frustum(-f2 * p_z_near, f1 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far); in set_for_hmd() [all …]
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H A D | camera_matrix.h | 54 …void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool… 55 …void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool… 56 …t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
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/dports/devel/godot/godot-3.2.3-stable/modules/gdnative/arvr/ |
H A D | arvr_interface_gdnative.h | 79 …et_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far); 82 …et_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
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/dports/devel/godot-tools/godot-3.2.3-stable/modules/gdnative/arvr/ |
H A D | arvr_interface_gdnative.h | 79 …et_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far); 82 …et_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
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/dports/devel/godot-tools/godot-3.2.3-stable/scene/3d/ |
H A D | camera.h | 112 void set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far); 113 void set_orthogonal(float p_size, float p_z_near, float p_z_far); 114 void set_frustum(float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
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H A D | camera.cpp | 166 void Camera::set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far) { in set_perspective() argument 168 …if (!force_change && fov == p_fovy_degrees && p_z_near == near && p_z_far == far && mode == PROJEC… in set_perspective() 172 near = p_z_near; in set_perspective() 180 void Camera::set_orthogonal(float p_size, float p_z_near, float p_z_far) { in set_orthogonal() argument 182 …if (!force_change && size == p_size && p_z_near == near && p_z_far == far && mode == PROJECTION_OR… in set_orthogonal() 187 near = p_z_near; in set_orthogonal() 196 void Camera::set_frustum(float p_size, Vector2 p_offset, float p_z_near, float p_z_far) { in set_frustum() argument 197 …if (!force_change && size == p_size && frustum_offset == p_offset && p_z_near == near && p_z_far =… in set_frustum() 203 near = p_z_near; in set_frustum()
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/dports/devel/godot/godot-3.2.3-stable/scene/3d/ |
H A D | camera.h | 112 void set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far); 113 void set_orthogonal(float p_size, float p_z_near, float p_z_far); 114 void set_frustum(float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
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H A D | camera.cpp | 166 void Camera::set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far) { in set_perspective() argument 168 …if (!force_change && fov == p_fovy_degrees && p_z_near == near && p_z_far == far && mode == PROJEC… in set_perspective() 172 near = p_z_near; in set_perspective() 180 void Camera::set_orthogonal(float p_size, float p_z_near, float p_z_far) { in set_orthogonal() argument 182 …if (!force_change && size == p_size && p_z_near == near && p_z_far == far && mode == PROJECTION_OR… in set_orthogonal() 187 near = p_z_near; in set_orthogonal() 196 void Camera::set_frustum(float p_size, Vector2 p_offset, float p_z_near, float p_z_far) { in set_frustum() argument 197 …if (!force_change && size == p_size && frustum_offset == p_offset && p_z_near == near && p_z_far =… in set_frustum() 203 near = p_z_near; in set_frustum()
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/dports/devel/godot2-tools/godot-2.1.6-stable/scene/3d/ |
H A D | camera.h | 103 void set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far); 104 void set_orthogonal(float p_size, float p_z_near, float p_z_far);
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H A D | camera.cpp | 244 void Camera::set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far) { in set_perspective() argument 246 …if (!force_change && fov == p_fovy_degrees && p_z_near == near && p_z_far == far && mode == PROJEC… in set_perspective() 250 near = p_z_near; in set_perspective() 258 void Camera::set_orthogonal(float p_size, float p_z_near, float p_z_far) { in set_orthogonal() argument 260 …if (!force_change && size == p_size && p_z_near == near && p_z_far == far && mode == PROJECTION_OR… in set_orthogonal() 265 near = p_z_near; in set_orthogonal()
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/dports/devel/godot2/godot-2.1.6-stable/scene/3d/ |
H A D | camera.h | 103 void set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far); 104 void set_orthogonal(float p_size, float p_z_near, float p_z_far);
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H A D | camera.cpp | 244 void Camera::set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far) { in set_perspective() argument 246 …if (!force_change && fov == p_fovy_degrees && p_z_near == near && p_z_far == far && mode == PROJEC… in set_perspective() 250 near = p_z_near; in set_perspective() 258 void Camera::set_orthogonal(float p_size, float p_z_near, float p_z_far) { in set_orthogonal() argument 260 …if (!force_change && size == p_size && p_z_near == near && p_z_far == far && mode == PROJECTION_OR… in set_orthogonal() 265 near = p_z_near; in set_orthogonal()
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/dports/devel/godot/godot-3.2.3-stable/modules/mobile_vr/ |
H A D | mobile_vr_interface.cpp | 385 …t_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) { in get_projection_for_eye() argument 396 eye.set_perspective(60.0, p_aspect, p_z_near, p_z_far, false); in get_projection_for_eye() 398 … 1 : 2, p_aspect, intraocular_dist, display_width, display_to_lens, oversample, p_z_near, p_z_far); in get_projection_for_eye()
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/dports/devel/godot-tools/godot-3.2.3-stable/modules/mobile_vr/ |
H A D | mobile_vr_interface.cpp | 385 …t_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) { in get_projection_for_eye() argument 396 eye.set_perspective(60.0, p_aspect, p_z_near, p_z_far, false); in get_projection_for_eye() 398 … 1 : 2, p_aspect, intraocular_dist, display_width, display_to_lens, oversample, p_z_near, p_z_far); in get_projection_for_eye()
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/dports/devel/godot2-tools/godot-2.1.6-stable/core/math/ |
H A D | camera_matrix.cpp | 67 void CameraMatrix::set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_… in set_perspective() argument 76 deltaZ = p_z_far - p_z_near; in set_perspective() 88 matrix[2][2] = -(p_z_far + p_z_near) / deltaZ; in set_perspective() 90 matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ; in set_perspective()
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H A D | camera_matrix.h | 54 …void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far, bool p_f…
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/dports/devel/godot2/godot-2.1.6-stable/core/math/ |
H A D | camera_matrix.cpp | 67 void CameraMatrix::set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_… in set_perspective() argument 76 deltaZ = p_z_far - p_z_near; in set_perspective() 88 matrix[2][2] = -(p_z_far + p_z_near) / deltaZ; in set_perspective() 90 matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ; in set_perspective()
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/dports/devel/godot/godot-3.2.3-stable/servers/arvr/ |
H A D | arvr_interface.h | 111 …t_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) …
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/dports/devel/godot-tools/godot-3.2.3-stable/servers/arvr/ |
H A D | arvr_interface.h | 111 …t_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) …
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/dports/devel/godot/godot-3.2.3-stable/modules/arkit/ |
H A D | arkit_interface.h | 112 …et_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
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/dports/devel/godot-tools/godot-3.2.3-stable/modules/arkit/ |
H A D | arkit_interface.h | 112 …et_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
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/dports/devel/godot/godot-3.2.3-stable/servers/visual/ |
H A D | visual_server_scene.h | 94 …virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_… 95 virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far); 96 …virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, floa…
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/dports/devel/godot-tools/godot-3.2.3-stable/servers/visual/ |
H A D | visual_server_scene.h | 94 …virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_… 95 virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far); 96 …virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, floa…
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