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/dports/devel/godot/godot-3.2.3-stable/core/math/
H A Dcamera_matrix.cpp69 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 …]
H A Dcamera_matrix.h54 …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);
/dports/devel/godot-tools/godot-3.2.3-stable/core/math/
H A Dcamera_matrix.cpp69 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 …]
H A Dcamera_matrix.h54 …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);
/dports/devel/godot/godot-3.2.3-stable/modules/gdnative/arvr/
H A Darvr_interface_gdnative.h79 …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);
/dports/devel/godot-tools/godot-3.2.3-stable/modules/gdnative/arvr/
H A Darvr_interface_gdnative.h79 …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);
/dports/devel/godot-tools/godot-3.2.3-stable/scene/3d/
H A Dcamera.h112 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);
H A Dcamera.cpp166 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()
/dports/devel/godot/godot-3.2.3-stable/scene/3d/
H A Dcamera.h112 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);
H A Dcamera.cpp166 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()
/dports/devel/godot2-tools/godot-2.1.6-stable/scene/3d/
H A Dcamera.h103 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);
H A Dcamera.cpp244 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()
/dports/devel/godot2/godot-2.1.6-stable/scene/3d/
H A Dcamera.h103 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);
H A Dcamera.cpp244 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()
/dports/devel/godot/godot-3.2.3-stable/modules/mobile_vr/
H A Dmobile_vr_interface.cpp385 …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()
/dports/devel/godot-tools/godot-3.2.3-stable/modules/mobile_vr/
H A Dmobile_vr_interface.cpp385 …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()
/dports/devel/godot2-tools/godot-2.1.6-stable/core/math/
H A Dcamera_matrix.cpp67 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()
H A Dcamera_matrix.h54 …void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far, bool p_f…
/dports/devel/godot2/godot-2.1.6-stable/core/math/
H A Dcamera_matrix.cpp67 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()
/dports/devel/godot/godot-3.2.3-stable/servers/arvr/
H A Darvr_interface.h111 …t_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) …
/dports/devel/godot-tools/godot-3.2.3-stable/servers/arvr/
H A Darvr_interface.h111 …t_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) …
/dports/devel/godot/godot-3.2.3-stable/modules/arkit/
H A Darkit_interface.h112 …et_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
/dports/devel/godot-tools/godot-3.2.3-stable/modules/arkit/
H A Darkit_interface.h112 …et_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
/dports/devel/godot/godot-3.2.3-stable/servers/visual/
H A Dvisual_server_scene.h94 …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…
/dports/devel/godot-tools/godot-3.2.3-stable/servers/visual/
H A Dvisual_server_scene.h94 …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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