projection.hpp 7.6 KB

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  1. /*************************************************************************/
  2. /* projection.hpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef GODOT_PROJECTION_HPP
  31. #define GODOT_PROJECTION_HPP
  32. #include <godot_cpp/core/math.hpp>
  33. #include <godot_cpp/variant/vector3.hpp>
  34. #include <godot_cpp/variant/vector4.hpp>
  35. namespace godot {
  36. class Array;
  37. struct AABB;
  38. struct Plane;
  39. struct Rect2;
  40. struct Transform3D;
  41. struct Vector2;
  42. struct _NO_DISCARD_ Projection {
  43. enum Planes {
  44. PLANE_NEAR,
  45. PLANE_FAR,
  46. PLANE_LEFT,
  47. PLANE_TOP,
  48. PLANE_RIGHT,
  49. PLANE_BOTTOM
  50. };
  51. Vector4 columns[4];
  52. _FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const {
  53. DEV_ASSERT((unsigned int)p_axis < 4);
  54. return columns[p_axis];
  55. }
  56. _FORCE_INLINE_ Vector4 &operator[](const int p_axis) {
  57. DEV_ASSERT((unsigned int)p_axis < 4);
  58. return columns[p_axis];
  59. }
  60. float determinant() const;
  61. void set_identity();
  62. void set_zero();
  63. void set_light_bias();
  64. void set_depth_correction(bool p_flip_y = true);
  65. void set_light_atlas_rect(const Rect2 &p_rect);
  66. 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);
  67. 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);
  68. 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);
  69. 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);
  70. void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
  71. 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);
  72. 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);
  73. void adjust_perspective_znear(real_t p_new_znear);
  74. static Projection create_depth_correction(bool p_flip_y);
  75. static Projection create_light_atlas_rect(const Rect2 &p_rect);
  76. 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);
  77. 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);
  78. 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);
  79. 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);
  80. 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);
  81. 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);
  82. 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);
  83. static Projection create_fit_aabb(const AABB &p_aabb);
  84. Projection perspective_znear_adjusted(real_t p_new_znear) const;
  85. Plane get_projection_plane(Planes p_plane) const;
  86. Projection flipped_y() const;
  87. Projection jitter_offseted(const Vector2 &p_offset) const;
  88. static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
  89. return Math::rad_to_deg(Math::atan(p_aspect * Math::tan(Math::deg_to_rad(p_fovx) * 0.5)) * 2.0);
  90. }
  91. real_t get_z_far() const;
  92. real_t get_z_near() const;
  93. real_t get_aspect() const;
  94. real_t get_fov() const;
  95. bool is_orthogonal() const;
  96. Array get_projection_planes(const Transform3D &p_transform) const;
  97. bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
  98. Vector2 get_viewport_half_extents() const;
  99. Vector2 get_far_plane_half_extents() const;
  100. void invert();
  101. Projection inverse() const;
  102. Projection operator*(const Projection &p_matrix) const;
  103. Plane xform4(const Plane &p_vec4) const;
  104. _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
  105. Vector4 xform(const Vector4 &p_vec4) const;
  106. Vector4 xform_inv(const Vector4 &p_vec4) const;
  107. operator String() const;
  108. void scale_translate_to_fit(const AABB &p_aabb);
  109. void add_jitter_offset(const Vector2 &p_offset);
  110. void make_scale(const Vector3 &p_scale);
  111. int get_pixels_per_meter(int p_for_pixel_width) const;
  112. operator Transform3D() const;
  113. void flip_y();
  114. bool operator==(const Projection &p_cam) const {
  115. for (uint32_t i = 0; i < 4; i++) {
  116. for (uint32_t j = 0; j < 4; j++) {
  117. if (columns[i][j] != p_cam.columns[i][j]) {
  118. return false;
  119. }
  120. }
  121. }
  122. return true;
  123. }
  124. bool operator!=(const Projection &p_cam) const {
  125. return !(*this == p_cam);
  126. }
  127. float get_lod_multiplier() const;
  128. Projection();
  129. Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w);
  130. Projection(const Transform3D &p_transform);
  131. ~Projection();
  132. };
  133. Vector3 Projection::xform(const Vector3 &p_vec3) const {
  134. Vector3 ret;
  135. ret.x = columns[0][0] * p_vec3.x + columns[1][0] * p_vec3.y + columns[2][0] * p_vec3.z + columns[3][0];
  136. ret.y = columns[0][1] * p_vec3.x + columns[1][1] * p_vec3.y + columns[2][1] * p_vec3.z + columns[3][1];
  137. ret.z = columns[0][2] * p_vec3.x + columns[1][2] * p_vec3.y + columns[2][2] * p_vec3.z + columns[3][2];
  138. real_t w = columns[0][3] * p_vec3.x + columns[1][3] * p_vec3.y + columns[2][3] * p_vec3.z + columns[3][3];
  139. return ret / w;
  140. }
  141. } // namespace godot
  142. #endif // GODOT_PROJECTION_HPP