/*************************************************************************/ /* camera_matrix.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef CAMERA_MATRIX_H #define CAMERA_MATRIX_H #include "transform.h" /** @author Juan Linietsky */ struct CameraMatrix { enum Planes { PLANE_NEAR, PLANE_FAR, PLANE_LEFT, PLANE_TOP, PLANE_RIGHT, PLANE_BOTTOM }; float matrix[4][4]; void set_identity(); void set_zero(); void set_light_bias(); void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far, bool p_flip_fov = false); void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar); void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar, bool p_flip_fov = false); void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far); static float get_fovy(float p_fovx, float p_aspect) { return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0); } float get_z_far() const; float get_z_near() const; float get_aspect() const; float get_fov() const; Vector get_projection_planes(const Transform &p_transform) const; bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const; void get_viewport_size(float &r_width, float &r_height) const; void invert(); CameraMatrix inverse() const; CameraMatrix operator*(const CameraMatrix &p_matrix) const; Plane xform4(const Plane &p_vec4); _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const; operator String() const; void scale_translate_to_fit(const AABB &p_aabb); void make_scale(const Vector3 &p_scale); operator Transform() const; CameraMatrix(); CameraMatrix(const Transform &p_transform); ~CameraMatrix(); }; Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const { Vector3 ret; ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0]; ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1]; ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2]; float w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3]; return ret / w; } #endif