| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171 | /**************************************************************************//*  projection.hpp                                                        *//**************************************************************************//*                         This file is part of:                          *//*                             GODOT ENGINE                               *//*                        https://godotengine.org                         *//**************************************************************************//* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). *//* Copyright (c) 2007-2014 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 GODOT_PROJECTION_HPP#define GODOT_PROJECTION_HPP#include <godot_cpp/core/math.hpp>#include <godot_cpp/variant/vector3.hpp>#include <godot_cpp/variant/vector4.hpp>namespace godot {class Array;struct AABB;struct Plane;struct Rect2;struct Transform3D;struct Vector2;struct _NO_DISCARD_ Projection {	enum Planes {		PLANE_NEAR,		PLANE_FAR,		PLANE_LEFT,		PLANE_TOP,		PLANE_RIGHT,		PLANE_BOTTOM	};	Vector4 columns[4];	_FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const {		DEV_ASSERT((unsigned int)p_axis < 4);		return columns[p_axis];	}	_FORCE_INLINE_ Vector4 &operator[](const int p_axis) {		DEV_ASSERT((unsigned int)p_axis < 4);		return columns[p_axis];	}	float determinant() const;	void set_identity();	void set_zero();	void set_light_bias();	void set_depth_correction(bool p_flip_y = true);	void set_light_atlas_rect(const Rect2 &p_rect);	void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);	void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);	void set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);	void set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);	void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);	void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);	void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);	void adjust_perspective_znear(real_t p_new_znear);	static Projection create_depth_correction(bool p_flip_y);	static Projection create_light_atlas_rect(const Rect2 &p_rect);	static Projection create_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);	static Projection create_perspective_hmd(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);	static Projection create_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);	static Projection create_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);	static Projection create_orthogonal_aspect(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);	static Projection create_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);	static Projection create_frustum_aspect(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);	static Projection create_fit_aabb(const AABB &p_aabb);	Projection perspective_znear_adjusted(real_t p_new_znear) const;	Plane get_projection_plane(Planes p_plane) const;	Projection flipped_y() const;	Projection jitter_offseted(const Vector2 &p_offset) const;	static real_t get_fovy(real_t p_fovx, real_t p_aspect) {		return Math::rad_to_deg(Math::atan(p_aspect * Math::tan(Math::deg_to_rad(p_fovx) * 0.5)) * 2.0);	}	real_t get_z_far() const;	real_t get_z_near() const;	real_t get_aspect() const;	real_t get_fov() const;	bool is_orthogonal() const;	Array get_projection_planes(const Transform3D &p_transform) const;	bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;	Vector2 get_viewport_half_extents() const;	Vector2 get_far_plane_half_extents() const;	void invert();	Projection inverse() const;	Projection operator*(const Projection &p_matrix) const;	Plane xform4(const Plane &p_vec4) const;	_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;	Vector4 xform(const Vector4 &p_vec4) const;	Vector4 xform_inv(const Vector4 &p_vec4) const;	operator String() const;	void scale_translate_to_fit(const AABB &p_aabb);	void add_jitter_offset(const Vector2 &p_offset);	void make_scale(const Vector3 &p_scale);	int get_pixels_per_meter(int p_for_pixel_width) const;	operator Transform3D() const;	void flip_y();	bool operator==(const Projection &p_cam) const {		for (uint32_t i = 0; i < 4; i++) {			for (uint32_t j = 0; j < 4; j++) {				if (columns[i][j] != p_cam.columns[i][j]) {					return false;				}			}		}		return true;	}	bool operator!=(const Projection &p_cam) const {		return !(*this == p_cam);	}	float get_lod_multiplier() const;	Projection();	Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w);	Projection(const Transform3D &p_transform);	~Projection();};Vector3 Projection::xform(const Vector3 &p_vec3) const {	Vector3 ret;	ret.x = columns[0][0] * p_vec3.x + columns[1][0] * p_vec3.y + columns[2][0] * p_vec3.z + columns[3][0];	ret.y = columns[0][1] * p_vec3.x + columns[1][1] * p_vec3.y + columns[2][1] * p_vec3.z + columns[3][1];	ret.z = columns[0][2] * p_vec3.x + columns[1][2] * p_vec3.y + columns[2][2] * p_vec3.z + columns[3][2];	real_t w = columns[0][3] * p_vec3.x + columns[1][3] * p_vec3.y + columns[2][3] * p_vec3.z + columns[3][3];	return ret / w;}} // namespace godot#endif // GODOT_PROJECTION_HPP
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