C#: Add Projection documentation

- Add documentation to Projection type
- Reorder Projection members to be consistent with other C# types
This commit is contained in:
Raul Santos 2022-11-23 17:44:30 +01:00
parent 7580565c28
commit ca5c51f47e
No known key found for this signature in database
GPG Key ID: B532473AE3A803E4
1 changed files with 368 additions and 162 deletions

View File

@ -3,6 +3,14 @@ using System.Runtime.InteropServices;
namespace Godot
{
/// <summary>
/// A 4x4 matrix used for 3D projective transformations. It can represent transformations such as
/// translation, rotation, scaling, shearing, and perspective division. It consists of four
/// <see cref="Vector4"/> columns.
/// For purely linear transformations (translation, rotation, and scale), it is recommended to use
/// <see cref="Transform3D"/>, as it is more performant and has a lower memory footprint.
/// Used internally as <see cref="Camera3D"/>'s projection matrix.
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Projection : IEquatable<Projection>
@ -59,48 +67,107 @@ namespace Godot
public Vector4 w;
/// <summary>
/// Constructs a projection from 4 vectors (matrix columns).
/// Access whole columns in the form of <see cref="Vector4"/>.
/// </summary>
/// <param name="x">The X column, or column index 0.</param>
/// <param name="y">The Y column, or column index 1.</param>
/// <param name="z">The Z column, or column index 2.</param>
/// <param name="w">The W column, or column index 3.</param>
public Projection(Vector4 x, Vector4 y, Vector4 z, Vector4 w)
/// <param name="column">Which column vector.</param>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="column"/> is not 0, 1, 2 or 3.
/// </exception>
public Vector4 this[int column]
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
readonly get
{
switch (column)
{
case 0:
return x;
case 1:
return y;
case 2:
return z;
case 3:
return w;
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
}
set
{
switch (column)
{
case 0:
x = value;
return;
case 1:
y = value;
return;
case 2:
z = value;
return;
case 3:
w = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
}
}
/// <summary>
/// Constructs a new <see cref="Projection"/> from a <see cref="Transform3D"/>.
/// Access single values.
/// </summary>
/// <param name="transform">The <see cref="Transform3D"/>.</param>
public Projection(Transform3D transform)
/// <param name="column">Which column vector.</param>
/// <param name="row">Which row of the column.</param>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="column"/> or <paramref name="row"/> are not 0, 1, 2 or 3.
/// </exception>
public real_t this[int column, int row]
{
x = new Vector4(transform.basis.Row0.x, transform.basis.Row1.x, transform.basis.Row2.x, 0);
y = new Vector4(transform.basis.Row0.y, transform.basis.Row1.y, transform.basis.Row2.y, 0);
z = new Vector4(transform.basis.Row0.z, transform.basis.Row1.z, transform.basis.Row2.z, 0);
w = new Vector4(transform.origin.x, transform.origin.y, transform.origin.z, 1);
readonly get
{
switch (column)
{
case 0:
return x[row];
case 1:
return y[row];
case 2:
return z[row];
case 3:
return w[row];
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
}
set
{
switch (column)
{
case 0:
x[row] = value;
return;
case 1:
y[row] = value;
return;
case 2:
z[row] = value;
return;
case 3:
w[row] = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
}
}
/// <summary>
/// Constructs a new <see cref="Transform3D"/> from the <see cref="Projection"/>.
/// Creates a new <see cref="Projection"/> that projects positions from a depth range of
/// <c>-1</c> to <c>1</c> to one that ranges from <c>0</c> to <c>1</c>, and flips the projected
/// positions vertically, according to <paramref name="flipY"/>.
/// </summary>
/// <param name="proj">The <see cref="Projection"/>.</param>
public static explicit operator Transform3D(Projection proj)
{
return new Transform3D(
new Basis(
new Vector3(proj.x.x, proj.x.y, proj.x.z),
new Vector3(proj.y.x, proj.y.y, proj.y.z),
new Vector3(proj.z.x, proj.z.y, proj.z.z)
),
new Vector3(proj.w.x, proj.w.y, proj.w.z)
);
}
/// <param name="flipY">If the projection should be flipped vertically.</param>
/// <returns>The created projection.</returns>
public static Projection CreateDepthCorrection(bool flipY)
{
return new Projection(
@ -111,6 +178,12 @@ namespace Godot
);
}
/// <summary>
/// Creates a new <see cref="Projection"/> that scales a given projection to fit around
/// a given <see cref="AABB"/> in projection space.
/// </summary>
/// <param name="aabb">The AABB to fit the projection around.</param>
/// <returns>The created projection.</returns>
public static Projection CreateFitAabb(AABB aabb)
{
Vector3 min = aabb.Position;
@ -124,6 +197,25 @@ namespace Godot
);
}
/// <summary>
/// Creates a new <see cref="Projection"/> for projecting positions onto a head-mounted display with
/// the given X:Y aspect ratio, distance between eyes, display width, distance to lens, oversampling factor,
/// and depth clipping planes.
/// <paramref name="eye"/> creates the projection for the left eye when set to 1,
/// or the right eye when set to 2.
/// </summary>
/// <param name="eye">
/// The eye to create the projection for.
/// The left eye when set to 1, the right eye when set to 2.
/// </param>
/// <param name="aspect">The aspect ratio.</param>
/// <param name="intraocularDist">The distance between the eyes.</param>
/// <param name="displayWidth">The display width.</param>
/// <param name="displayToLens">The distance to the lens.</param>
/// <param name="oversample">The oversampling factor.</param>
/// <param name="zNear">The near clipping distance.</param>
/// <param name="zFar">The far clipping distance.</param>
/// <returns>The created projection.</returns>
public static Projection CreateForHmd(int eye, real_t aspect, real_t intraocularDist, real_t displayWidth, real_t displayToLens, real_t oversample, real_t zNear, real_t zFar)
{
real_t f1 = (intraocularDist * (real_t)0.5) / displayToLens;
@ -148,6 +240,17 @@ namespace Godot
}
}
/// <summary>
/// Creates a new <see cref="Projection"/> that projects positions in a frustum with
/// the given clipping planes.
/// </summary>
/// <param name="left">The left clipping distance.</param>
/// <param name="right">The right clipping distance.</param>
/// <param name="bottom">The bottom clipping distance.</param>
/// <param name="top">The top clipping distance.</param>
/// <param name="near">The near clipping distance.</param>
/// <param name="far">The far clipping distance.</param>
/// <returns>The created projection.</returns>
public static Projection CreateFrustum(real_t left, real_t right, real_t bottom, real_t top, real_t near, real_t far)
{
if (right <= left)
@ -179,6 +282,18 @@ namespace Godot
);
}
/// <summary>
/// Creates a new <see cref="Projection"/> that projects positions in a frustum with
/// the given size, X:Y aspect ratio, offset, and clipping planes.
/// <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal.
/// </summary>
/// <param name="size">The frustum size.</param>
/// <param name="aspect">The aspect ratio.</param>
/// <param name="offset">The offset to apply.</param>
/// <param name="near">The near clipping distance.</param>
/// <param name="far">The far clipping distance.</param>
/// <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param>
/// <returns>The created projection.</returns>
public static Projection CreateFrustumAspect(real_t size, real_t aspect, Vector2 offset, real_t near, real_t far, bool flipFov)
{
if (!flipFov)
@ -188,6 +303,11 @@ namespace Godot
return CreateFrustum(-size / 2 + offset.x, +size / 2 + offset.x, -size / aspect / 2 + offset.y, +size / aspect / 2 + offset.y, near, far);
}
/// <summary>
/// Creates a new <see cref="Projection"/> that projects positions into the given <see cref="Rect2"/>.
/// </summary>
/// <param name="rect">The Rect2 to project positions into.</param>
/// <returns>The created projection.</returns>
public static Projection CreateLightAtlasRect(Rect2 rect)
{
return new Projection(
@ -198,6 +318,17 @@ namespace Godot
);
}
/// <summary>
/// Creates a new <see cref="Projection"/> that projects positions using an orthogonal projection with
/// the given clipping planes.
/// </summary>
/// <param name="left">The left clipping distance.</param>
/// <param name="right">The right clipping distance.</param>
/// <param name="bottom">The bottom clipping distance.</param>
/// <param name="top">The top clipping distance.</param>
/// <param name="zNear">The near clipping distance.</param>
/// <param name="zFar">The far clipping distance.</param>
/// <returns>The created projection.</returns>
public static Projection CreateOrthogonal(real_t left, real_t right, real_t bottom, real_t top, real_t zNear, real_t zFar)
{
Projection proj = Projection.Identity;
@ -211,6 +342,17 @@ namespace Godot
return proj;
}
/// <summary>
/// Creates a new <see cref="Projection"/> that projects positions using an orthogonal projection with
/// the given size, X:Y aspect ratio, and clipping planes.
/// <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal.
/// </summary>
/// <param name="size">The frustum size.</param>
/// <param name="aspect">The aspect ratio.</param>
/// <param name="zNear">The near clipping distance.</param>
/// <param name="zFar">The far clipping distance.</param>
/// <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param>
/// <returns>The created projection.</returns>
public static Projection CreateOrthogonalAspect(real_t size, real_t aspect, real_t zNear, real_t zFar, bool flipFov)
{
if (!flipFov)
@ -220,6 +362,17 @@ namespace Godot
return CreateOrthogonal(-size / 2, +size / 2, -size / aspect / 2, +size / aspect / 2, zNear, zFar);
}
/// <summary>
/// Creates a new <see cref="Projection"/> that projects positions using a perspective projection with
/// the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping planes.
/// <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal.
/// </summary>
/// <param name="fovyDegrees">The vertical field of view (in degrees).</param>
/// <param name="aspect">The aspect ratio.</param>
/// <param name="zNear">The near clipping distance.</param>
/// <param name="zFar">The far clipping distance.</param>
/// <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param>
/// <returns>The created projection.</returns>
public static Projection CreatePerspective(real_t fovyDegrees, real_t aspect, real_t zNear, real_t zFar, bool flipFov)
{
if (flipFov)
@ -249,6 +402,27 @@ namespace Godot
return proj;
}
/// <summary>
/// Creates a new <see cref="Projection"/> that projects positions using a perspective projection with
/// the given Y-axis field of view (in degrees), X:Y aspect ratio, and clipping distances.
/// The projection is adjusted for a head-mounted display with the given distance between eyes and distance
/// to a point that can be focused on.
/// <paramref name="eye"/> creates the projection for the left eye when set to 1,
/// or the right eye when set to 2.
/// <paramref name="flipFov"/> determines whether the projection's field of view is flipped over its diagonal.
/// </summary>
/// <param name="fovyDegrees">The vertical field of view (in degrees).</param>
/// <param name="aspect">The aspect ratio.</param>
/// <param name="zNear">The near clipping distance.</param>
/// <param name="zFar">The far clipping distance.</param>
/// <param name="flipFov">If the field of view is flipped over the projection's diagonal.</param>
/// <param name="eye">
/// The eye to create the projection for.
/// The left eye when set to 1, the right eye when set to 2.
/// </param>
/// <param name="intraocularDist">The distance between the eyes.</param>
/// <param name="convergenceDist">The distance to a point of convergence that can be focused on.</param>
/// <returns>The created projection.</returns>
public static Projection CreatePerspectiveHmd(real_t fovyDegrees, real_t aspect, real_t zNear, real_t zFar, bool flipFov, int eye, real_t intraocularDist, real_t convergenceDist)
{
if (flipFov)
@ -286,6 +460,13 @@ namespace Godot
return proj * cm;
}
/// <summary>
/// Returns a scalar value that is the signed factor by which areas are scaled by this matrix.
/// If the sign is negative, the matrix flips the orientation of the area.
/// The determinant can be used to calculate the invertibility of a matrix or solve linear systems
/// of equations involving the matrix, among other applications.
/// </summary>
/// <returns>The determinant calculated from this projection.</returns>
public readonly real_t Determinant()
{
return x.w * y.z * z.y * w.x - x.z * y.w * z.y * w.x -
@ -302,12 +483,20 @@ namespace Godot
x.y * y.x * z.z * w.w + x.x * y.y * z.z * w.w;
}
/// <summary>
/// Returns the X:Y aspect ratio of this <see cref="Projection"/>'s viewport.
/// </summary>
/// <returns>The aspect ratio from this projection's viewport.</returns>
public readonly real_t GetAspect()
{
Vector2 vpHe = GetViewportHalfExtents();
return vpHe.x / vpHe.y;
}
/// <summary>
/// Returns the horizontal field of view of the projection (in degrees).
/// </summary>
/// <returns>The horizontal field of view of this projection.</returns>
public readonly real_t GetFov()
{
Plane rightPlane = new Plane(x.w - x.x, y.w - y.x, z.w - z.x, -w.w + w.x).Normalized();
@ -322,11 +511,22 @@ namespace Godot
}
}
/// <summary>
/// Returns the vertical field of view of the projection (in degrees) associated with
/// the given horizontal field of view (in degrees) and aspect ratio.
/// </summary>
/// <param name="fovx">The horizontal field of view (in degrees).</param>
/// <param name="aspect">The aspect ratio.</param>
/// <returns>The vertical field of view of this projection.</returns>
public static real_t GetFovy(real_t fovx, real_t aspect)
{
return Mathf.RadToDeg(Mathf.Atan(aspect * Mathf.Tan(Mathf.DegToRad(fovx) * (real_t)0.5)) * (real_t)2.0);
}
/// <summary>
/// Returns the factor by which the visible level of detail is scaled by this <see cref="Projection"/>.
/// </summary>
/// <returns>The level of detail factor for this projection.</returns>
public readonly real_t GetLodMultiplier()
{
if (IsOrthogonal())
@ -341,6 +541,12 @@ namespace Godot
}
}
/// <summary>
/// Returns the number of pixels with the given pixel width displayed per meter, after
/// this <see cref="Projection"/> is applied.
/// </summary>
/// <param name="forPixelWidth">The width for each pixel (in meters).</param>
/// <returns>The number of pixels per meter.</returns>
public readonly int GetPixelsPerMeter(int forPixelWidth)
{
Vector3 result = this * new Vector3(1, 0, -1);
@ -348,6 +554,15 @@ namespace Godot
return (int)((result.x * (real_t)0.5 + (real_t)0.5) * forPixelWidth);
}
/// <summary>
/// Returns the clipping plane of this <see cref="Projection"/> whose index is given
/// by <paramref name="plane"/>.
/// <paramref name="plane"/> should be equal to one of <see cref="Planes.Near"/>,
/// <see cref="Planes.Far"/>, <see cref="Planes.Left"/>, <see cref="Planes.Top"/>,
/// <see cref="Planes.Right"/>, or <see cref="Planes.Bottom"/>.
/// </summary>
/// <param name="plane">The kind of clipping plane to get from the projection.</param>
/// <returns>The clipping plane of this projection.</returns>
public readonly Plane GetProjectionPlane(Planes plane)
{
Plane newPlane = plane switch
@ -364,28 +579,49 @@ namespace Godot
return newPlane.Normalized();
}
/// <summary>
/// Returns the dimensions of the far clipping plane of the projection, divided by two.
/// </summary>
/// <returns>The half extents for this projection's far plane.</returns>
public readonly Vector2 GetFarPlaneHalfExtents()
{
var res = GetProjectionPlane(Planes.Far).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top));
return new Vector2(res.Value.x, res.Value.y);
}
/// <summary>
/// Returns the dimensions of the viewport plane that this <see cref="Projection"/>
/// projects positions onto, divided by two.
/// </summary>
/// <returns>The half extents for this projection's viewport plane.</returns>
public readonly Vector2 GetViewportHalfExtents()
{
var res = GetProjectionPlane(Planes.Near).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top));
return new Vector2(res.Value.x, res.Value.y);
}
/// <summary>
/// Returns the distance for this <see cref="Projection"/> beyond which positions are clipped.
/// </summary>
/// <returns>The distance beyond which positions are clipped.</returns>
public readonly real_t GetZFar()
{
return GetProjectionPlane(Planes.Far).D;
}
/// <summary>
/// Returns the distance for this <see cref="Projection"/> before which positions are clipped.
/// </summary>
/// <returns>The distance before which positions are clipped.</returns>
public readonly real_t GetZNear()
{
return -GetProjectionPlane(Planes.Near).D;
}
/// <summary>
/// Returns a copy of this <see cref="Projection"/> with the signs of the values of the Y column flipped.
/// </summary>
/// <returns>The flipped projection.</returns>
public readonly Projection FlippedY()
{
Projection proj = this;
@ -393,6 +629,13 @@ namespace Godot
return proj;
}
/// <summary>
/// Returns a <see cref="Projection"/> with the near clipping distance adjusted to be
/// <paramref name="newZNear"/>.
/// Note: The original <see cref="Projection"/> must be a perspective projection.
/// </summary>
/// <param name="newZNear">The near clipping distance to adjust the projection to.</param>
/// <returns>The adjusted projection.</returns>
public readonly Projection PerspectiveZNearAdjusted(real_t newZNear)
{
Projection proj = this;
@ -404,6 +647,12 @@ namespace Godot
return proj;
}
/// <summary>
/// Returns a <see cref="Projection"/> with the X and Y values from the given <see cref="Vector2"/>
/// added to the first and second values of the final column respectively.
/// </summary>
/// <param name="offset">The offset to apply to the projection.</param>
/// <returns>The offseted projection.</returns>
public readonly Projection JitterOffseted(Vector2 offset)
{
Projection proj = this;
@ -412,6 +661,11 @@ namespace Godot
return proj;
}
/// <summary>
/// Returns a <see cref="Projection"/> that performs the inverse of this <see cref="Projection"/>'s
/// projective transformation.
/// </summary>
/// <returns>The inverted projection.</returns>
public readonly Projection Inverse()
{
Projection proj = this;
@ -535,11 +789,70 @@ namespace Godot
return proj;
}
/// <summary>
/// Returns <see langword="true"/> if this <see cref="Projection"/> performs an orthogonal projection.
/// </summary>
/// <returns>If the projection performs an orthogonal projection.</returns>
public readonly bool IsOrthogonal()
{
return w.w == (real_t)1.0;
}
// Constants
private static readonly Projection _zero = new Projection(
new Vector4(0, 0, 0, 0),
new Vector4(0, 0, 0, 0),
new Vector4(0, 0, 0, 0),
new Vector4(0, 0, 0, 0)
);
private static readonly Projection _identity = new Projection(
new Vector4(1, 0, 0, 0),
new Vector4(0, 1, 0, 0),
new Vector4(0, 0, 1, 0),
new Vector4(0, 0, 0, 1)
);
/// <summary>
/// Zero projection, a projection with all components set to <c>0</c>.
/// </summary>
/// <value>Equivalent to <c>new Projection(Vector4.Zero, Vector4.Zero, Vector4.Zero, Vector4.Zero)</c>.</value>
public static Projection Zero { get { return _zero; } }
/// <summary>
/// The identity projection, with no distortion applied.
/// This is used as a replacement for <c>Projection()</c> in GDScript.
/// Do not use <c>new Projection()</c> with no arguments in C#, because it sets all values to zero.
/// </summary>
/// <value>Equivalent to <c>new Projection(new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0), new Vector4(0, 0, 0, 1))</c>.</value>
public static Projection Identity { get { return _identity; } }
/// <summary>
/// Constructs a projection from 4 vectors (matrix columns).
/// </summary>
/// <param name="x">The X column, or column index 0.</param>
/// <param name="y">The Y column, or column index 1.</param>
/// <param name="z">The Z column, or column index 2.</param>
/// <param name="w">The W column, or column index 3.</param>
public Projection(Vector4 x, Vector4 y, Vector4 z, Vector4 w)
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
/// <summary>
/// Constructs a new <see cref="Projection"/> from a <see cref="Transform3D"/>.
/// </summary>
/// <param name="transform">The <see cref="Transform3D"/>.</param>
public Projection(Transform3D transform)
{
x = new Vector4(transform.basis.Row0.x, transform.basis.Row1.x, transform.basis.Row2.x, 0);
y = new Vector4(transform.basis.Row0.y, transform.basis.Row1.y, transform.basis.Row2.y, 0);
z = new Vector4(transform.basis.Row0.z, transform.basis.Row1.z, transform.basis.Row2.z, 0);
w = new Vector4(transform.origin.x, transform.origin.y, transform.origin.z, 1);
}
/// <summary>
/// Composes these two projections by multiplying them
/// together. This has the effect of applying the right
@ -646,127 +959,41 @@ namespace Godot
}
/// <summary>
/// Access whole columns in the form of <see cref="Vector4"/>.
/// Constructs a new <see cref="Transform3D"/> from the <see cref="Projection"/>.
/// </summary>
/// <param name="column">Which column vector.</param>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="column"/> is not 0, 1, 2 or 3.
/// </exception>
public Vector4 this[int column]
/// <param name="proj">The <see cref="Projection"/>.</param>
public static explicit operator Transform3D(Projection proj)
{
readonly get
{
switch (column)
{
case 0:
return x;
case 1:
return y;
case 2:
return z;
case 3:
return w;
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
}
set
{
switch (column)
{
case 0:
x = value;
return;
case 1:
y = value;
return;
case 2:
z = value;
return;
case 3:
w = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
}
return new Transform3D(
new Basis(
new Vector3(proj.x.x, proj.x.y, proj.x.z),
new Vector3(proj.y.x, proj.y.y, proj.y.z),
new Vector3(proj.z.x, proj.z.y, proj.z.z)
),
new Vector3(proj.w.x, proj.w.y, proj.w.z)
);
}
/// <summary>
/// Access single values.
/// Returns <see langword="true"/> if the projection is exactly equal
/// to the given object (<see paramref="obj"/>).
/// </summary>
/// <param name="column">Which column vector.</param>
/// <param name="row">Which row of the column.</param>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="column"/> or <paramref name="row"/> are not 0, 1, 2 or 3.
/// </exception>
public real_t this[int column, int row]
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
public override readonly bool Equals(object obj)
{
readonly get
{
switch (column)
{
case 0:
return x[row];
case 1:
return y[row];
case 2:
return z[row];
case 3:
return w[row];
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
}
set
{
switch (column)
{
case 0:
x[row] = value;
return;
case 1:
y[row] = value;
return;
case 2:
z[row] = value;
return;
case 3:
w[row] = value;
return;
default:
throw new ArgumentOutOfRangeException(nameof(column));
}
}
return obj is Projection other && Equals(other);
}
// Constants
private static readonly Projection _zero = new Projection(
new Vector4(0, 0, 0, 0),
new Vector4(0, 0, 0, 0),
new Vector4(0, 0, 0, 0),
new Vector4(0, 0, 0, 0)
);
private static readonly Projection _identity = new Projection(
new Vector4(1, 0, 0, 0),
new Vector4(0, 1, 0, 0),
new Vector4(0, 0, 1, 0),
new Vector4(0, 0, 0, 1)
);
/// <summary>
/// Zero projection, a projection with all components set to <c>0</c>.
/// Returns <see langword="true"/> if the projections are exactly equal.
/// </summary>
/// <value>Equivalent to <c>new Projection(Vector4.Zero, Vector4.Zero, Vector4.Zero, Vector4.Zero)</c>.</value>
public static Projection Zero { get { return _zero; } }
/// <summary>
/// The identity projection, with no distortion applied.
/// This is used as a replacement for <c>Projection()</c> in GDScript.
/// Do not use <c>new Projection()</c> with no arguments in C#, because it sets all values to zero.
/// </summary>
/// <value>Equivalent to <c>new Projection(new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0), new Vector4(0, 0, 0, 1))</c>.</value>
public static Projection Identity { get { return _identity; } }
/// <param name="other">The other projection.</param>
/// <returns>Whether or not the projections are exactly equal.</returns>
public readonly bool Equals(Projection other)
{
return x == other.x && y == other.y && z == other.z && w == other.w;
}
/// <summary>
/// Serves as the hash function for <see cref="Projection"/>.
@ -797,26 +1024,5 @@ namespace Godot
$"{z.x.ToString(format)}, {z.y.ToString(format)}, {z.z.ToString(format)}, {z.w.ToString(format)}\n" +
$"{w.x.ToString(format)}, {w.y.ToString(format)}, {w.z.ToString(format)}, {w.w.ToString(format)}\n";
}
/// <summary>
/// Returns <see langword="true"/> if the projection is exactly equal
/// to the given object (<see paramref="obj"/>).
/// </summary>
/// <param name="obj">The object to compare with.</param>
/// <returns>Whether or not the vector and the object are equal.</returns>
public override readonly bool Equals(object obj)
{
return obj is Projection other && Equals(other);
}
/// <summary>
/// Returns <see langword="true"/> if the projections are exactly equal.
/// </summary>
/// <param name="other">The other projection.</param>
/// <returns>Whether or not the projections are exactly equal.</returns>
public readonly bool Equals(Projection other)
{
return x == other.x && y == other.y && z == other.z && w == other.w;
}
}
}