1 /*************************************************************************/
2 /* camera_matrix.h */
3 /*************************************************************************/
4 /* This file is part of: */
5 /* GODOT ENGINE */
6 /* https://godotengine.org */
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8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
9 /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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29 /*************************************************************************/
30
31 #ifndef CAMERA_MATRIX_H
32 #define CAMERA_MATRIX_H
33
34 #include "core/math/rect2.h"
35 #include "core/math/transform.h"
36
37 struct CameraMatrix {
38
39 enum Planes {
40 PLANE_NEAR,
41 PLANE_FAR,
42 PLANE_LEFT,
43 PLANE_TOP,
44 PLANE_RIGHT,
45 PLANE_BOTTOM
46 };
47
48 real_t matrix[4][4];
49
50 void set_identity();
51 void set_zero();
52 void set_light_bias();
53 void set_light_atlas_rect(const Rect2 &p_rect);
54 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);
55 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);
56 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);
57 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);
58 void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
59 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);
60 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);
61
get_fovyCameraMatrix62 static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
63
64 return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
65 }
66
67 real_t get_z_far() const;
68 real_t get_z_near() const;
69 real_t get_aspect() const;
70 real_t get_fov() const;
71 bool is_orthogonal() const;
72
73 Vector<Plane> get_projection_planes(const Transform &p_transform) const;
74
75 bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const;
76 Vector2 get_viewport_half_extents() const;
77
78 void invert();
79 CameraMatrix inverse() const;
80
81 CameraMatrix operator*(const CameraMatrix &p_matrix) const;
82
83 Plane xform4(const Plane &p_vec4) const;
84 _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
85
86 operator String() const;
87
88 void scale_translate_to_fit(const AABB &p_aabb);
89 void make_scale(const Vector3 &p_scale);
90 int get_pixels_per_meter(int p_for_pixel_width) const;
91 operator Transform() const;
92
93 CameraMatrix();
94 CameraMatrix(const Transform &p_transform);
95 ~CameraMatrix();
96 };
97
xform(const Vector3 & p_vec3)98 Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const {
99
100 Vector3 ret;
101 ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
102 ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
103 ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
104 real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
105 return ret / w;
106 }
107
108 #endif
109