Add is_position_in_frustum to Camera3D

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Aaron Franke 2021-04-28 21:14:12 -04:00
parent 6c1445bfea
commit bd40474bd6
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3 changed files with 22 additions and 1 deletions

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@ -55,10 +55,19 @@
<argument index="0" name="world_point" type="Vector3">
</argument>
<description>
Returns [code]true[/code] if the given position is behind the camera.
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.
[b]Note:[/b] A position which returns [code]false[/code] may still be outside the camera's field of view.
</description>
</method>
<method name="is_position_in_frustum" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="world_point" type="Vector3">
</argument>
<description>
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.
</description>
</method>
<method name="make_current">
<return type="void">
</return>

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@ -500,6 +500,7 @@ void Camera3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_doppler_tracking", "mode"), &Camera3D::set_doppler_tracking);
ClassDB::bind_method(D_METHOD("get_doppler_tracking"), &Camera3D::get_doppler_tracking);
ClassDB::bind_method(D_METHOD("get_frustum"), &Camera3D::get_frustum);
ClassDB::bind_method(D_METHOD("is_position_in_frustum", "world_point"), &Camera3D::is_position_in_frustum);
ClassDB::bind_method(D_METHOD("get_camera_rid"), &Camera3D::get_camera);
ClassDB::bind_method(D_METHOD("set_cull_mask_bit", "layer", "enable"), &Camera3D::set_cull_mask_bit);
@ -623,6 +624,16 @@ Vector<Plane> Camera3D::get_frustum() const {
return cm.get_projection_planes(get_camera_transform());
}
bool Camera3D::is_position_in_frustum(const Vector3 &p_position) const {
Vector<Plane> frustum = get_frustum();
for (int i = 0; i < frustum.size(); i++) {
if (frustum[i].is_point_over(p_position)) {
return false;
}
}
return true;
}
void Camera3D::set_v_offset(float p_offset) {
v_offset = p_offset;
_update_camera();

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@ -153,6 +153,7 @@ public:
bool get_cull_mask_bit(int p_layer) const;
virtual Vector<Plane> get_frustum() const;
bool is_position_in_frustum(const Vector3 &p_position) const;
void set_environment(const Ref<Environment> &p_environment);
Ref<Environment> get_environment() const;