
This is taken from the Godot repository, so formatting is similar. This updates the style rules as well. Also fix style in files to conform with this version.
95 lines
3.0 KiB
C++
95 lines
3.0 KiB
C++
#ifndef CAMERA_MATRIX_H
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#define CAMERA_MATRIX_H
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#include "Defs.hpp"
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#include "Math.hpp"
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#include "Plane.hpp"
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#include "Rect2.hpp"
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#include "Transform.hpp"
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#include <vector>
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namespace {
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using namespace godot;
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} // namespace
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struct CameraMatrix {
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enum Planes {
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PLANE_NEAR,
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PLANE_FAR,
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PLANE_LEFT,
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PLANE_TOP,
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PLANE_RIGHT,
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PLANE_BOTTOM
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};
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real_t matrix[4][4];
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void set_identity();
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void set_zero();
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void set_light_bias();
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void set_light_atlas_rect(const Rect2 &p_rect);
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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);
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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);
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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);
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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);
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void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
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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);
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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);
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static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
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return Math::rad2deg(atan(p_aspect * tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
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}
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static inline double absd(double g) {
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union {
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double d;
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uint64_t i;
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} u;
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u.d = g;
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u.i &= (uint64_t)9223372036854775807ll;
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return u.d;
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}
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real_t get_z_far() const;
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real_t get_z_near() const;
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real_t get_aspect() const;
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real_t get_fov() const;
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bool is_orthogonal() const;
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std::vector<Plane> get_projection_planes(const Transform &p_transform) const;
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bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const;
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Vector2 get_viewport_half_extents() const;
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void invert();
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CameraMatrix inverse() const;
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CameraMatrix operator*(const CameraMatrix &p_matrix) const;
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Plane xform4(const Plane &p_vec4) const;
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inline Vector3 xform(const Vector3 &p_vec3) const;
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operator String() const;
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void scale_translate_to_fit(const AABB &p_aabb);
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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;
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operator Transform() const;
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CameraMatrix();
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CameraMatrix(const Transform &p_transform);
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~CameraMatrix();
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};
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Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const {
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Vector3 ret;
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ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
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ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
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ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
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real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
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return ret / w;
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}
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#endif
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