110 lines
4.3 KiB
C++
110 lines
4.3 KiB
C++
/*************************************************************************/
|
|
/* camera_matrix.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* http://www.godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* 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"
|
|
#include "math_2d.h"
|
|
/**
|
|
@author Juan Linietsky <reduzio@gmail.com>
|
|
*/
|
|
|
|
|
|
|
|
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_light_atlas_rect(const Rect2& p_rect);
|
|
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<Plane> 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);
|
|
int get_pixels_per_meter(int p_for_pixel_width) const;
|
|
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
|