Add is_position_in_frustum to Camera3D
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@ -55,10 +55,19 @@
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<argument index="0" name="world_point" type="Vector3">
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</argument>
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<description>
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Returns [code]true[/code] if the given position is behind the camera.
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Returns [code]true[/code] if the given position is behind the camera (the blue part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
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[b]Note:[/b] A position which returns [code]false[/code] may still be outside the camera's field of view.
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</description>
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</method>
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<method name="is_position_in_frustum" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="world_point" type="Vector3">
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</argument>
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<description>
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Returns [code]true[/code] if the given position is inside the camera's frustum (the green part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
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</description>
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</method>
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<method name="make_current">
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<return type="void">
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</return>
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@ -500,6 +500,7 @@ void Camera3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_doppler_tracking", "mode"), &Camera3D::set_doppler_tracking);
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ClassDB::bind_method(D_METHOD("get_doppler_tracking"), &Camera3D::get_doppler_tracking);
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ClassDB::bind_method(D_METHOD("get_frustum"), &Camera3D::get_frustum);
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ClassDB::bind_method(D_METHOD("is_position_in_frustum", "world_point"), &Camera3D::is_position_in_frustum);
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ClassDB::bind_method(D_METHOD("get_camera_rid"), &Camera3D::get_camera);
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ClassDB::bind_method(D_METHOD("set_cull_mask_bit", "layer", "enable"), &Camera3D::set_cull_mask_bit);
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@ -623,6 +624,16 @@ Vector<Plane> Camera3D::get_frustum() const {
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return cm.get_projection_planes(get_camera_transform());
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}
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bool Camera3D::is_position_in_frustum(const Vector3 &p_position) const {
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Vector<Plane> frustum = get_frustum();
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for (int i = 0; i < frustum.size(); i++) {
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if (frustum[i].is_point_over(p_position)) {
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return false;
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}
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}
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return true;
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}
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void Camera3D::set_v_offset(float p_offset) {
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v_offset = p_offset;
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_update_camera();
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@ -153,6 +153,7 @@ public:
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bool get_cull_mask_bit(int p_layer) const;
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virtual Vector<Plane> get_frustum() const;
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bool is_position_in_frustum(const Vector3 &p_position) const;
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void set_environment(const Ref<Environment> &p_environment);
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Ref<Environment> get_environment() const;
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