2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* camera_matrix.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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2016-01-01 13:50:53 +00:00
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CAMERA_MATRIX_H
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#define CAMERA_MATRIX_H
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#include "transform.h"
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2016-11-10 02:55:06 +00:00
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#include "math_2d.h"
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2014-02-10 01:10:30 +00:00
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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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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float matrix[4][4];
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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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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2016-11-10 02:55:06 +00:00
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void set_light_atlas_rect(const Rect2& p_rect);
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2014-02-10 01:10:30 +00:00
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void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov=false);
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void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
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void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov=false);
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void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far);
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static float get_fovy(float p_fovx,float p_aspect) {
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2014-09-15 23:06:37 +00:00
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return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5))*2.0);
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2014-02-10 01:10:30 +00:00
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}
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float get_z_far() const;
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float get_z_near() const;
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float get_aspect() const;
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float get_fov() const;
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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Vector<Plane> get_projection_planes(const Transform& p_transform) const;
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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bool get_endpoints(const Transform& p_transform,Vector3 *p_8points) const;
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void get_viewport_size(float& r_width, float& r_height) const;
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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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);
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_FORCE_INLINE_ Vector3 xform(const Vector3& p_vec3) const;
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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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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2016-12-04 15:45:30 +00:00
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int get_pixels_per_meter(int p_for_pixel_width) const;
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2014-02-10 01:10:30 +00:00
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operator Transform() const;
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2016-03-08 23:00:52 +00:00
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CameraMatrix();
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CameraMatrix(const Transform& p_transform);
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2014-02-10 01:10:30 +00:00
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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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float 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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