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@@ -38,24 +38,24 @@
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#include "core/string/print_string.h"
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float Projection::determinant() const {
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- return matrix[0][3] * matrix[1][2] * matrix[2][1] * matrix[3][0] - matrix[0][2] * matrix[1][3] * matrix[2][1] * matrix[3][0] -
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- matrix[0][3] * matrix[1][1] * matrix[2][2] * matrix[3][0] + matrix[0][1] * matrix[1][3] * matrix[2][2] * matrix[3][0] +
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- matrix[0][2] * matrix[1][1] * matrix[2][3] * matrix[3][0] - matrix[0][1] * matrix[1][2] * matrix[2][3] * matrix[3][0] -
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- matrix[0][3] * matrix[1][2] * matrix[2][0] * matrix[3][1] + matrix[0][2] * matrix[1][3] * matrix[2][0] * matrix[3][1] +
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- matrix[0][3] * matrix[1][0] * matrix[2][2] * matrix[3][1] - matrix[0][0] * matrix[1][3] * matrix[2][2] * matrix[3][1] -
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- matrix[0][2] * matrix[1][0] * matrix[2][3] * matrix[3][1] + matrix[0][0] * matrix[1][2] * matrix[2][3] * matrix[3][1] +
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- matrix[0][3] * matrix[1][1] * matrix[2][0] * matrix[3][2] - matrix[0][1] * matrix[1][3] * matrix[2][0] * matrix[3][2] -
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- matrix[0][3] * matrix[1][0] * matrix[2][1] * matrix[3][2] + matrix[0][0] * matrix[1][3] * matrix[2][1] * matrix[3][2] +
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- matrix[0][1] * matrix[1][0] * matrix[2][3] * matrix[3][2] - matrix[0][0] * matrix[1][1] * matrix[2][3] * matrix[3][2] -
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- matrix[0][2] * matrix[1][1] * matrix[2][0] * matrix[3][3] + matrix[0][1] * matrix[1][2] * matrix[2][0] * matrix[3][3] +
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- matrix[0][2] * matrix[1][0] * matrix[2][1] * matrix[3][3] - matrix[0][0] * matrix[1][2] * matrix[2][1] * matrix[3][3] -
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- matrix[0][1] * matrix[1][0] * matrix[2][2] * matrix[3][3] + matrix[0][0] * matrix[1][1] * matrix[2][2] * matrix[3][3];
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+ return columns[0][3] * columns[1][2] * columns[2][1] * columns[3][0] - columns[0][2] * columns[1][3] * columns[2][1] * columns[3][0] -
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+ columns[0][3] * columns[1][1] * columns[2][2] * columns[3][0] + columns[0][1] * columns[1][3] * columns[2][2] * columns[3][0] +
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+ columns[0][2] * columns[1][1] * columns[2][3] * columns[3][0] - columns[0][1] * columns[1][2] * columns[2][3] * columns[3][0] -
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+ columns[0][3] * columns[1][2] * columns[2][0] * columns[3][1] + columns[0][2] * columns[1][3] * columns[2][0] * columns[3][1] +
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+ columns[0][3] * columns[1][0] * columns[2][2] * columns[3][1] - columns[0][0] * columns[1][3] * columns[2][2] * columns[3][1] -
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+ columns[0][2] * columns[1][0] * columns[2][3] * columns[3][1] + columns[0][0] * columns[1][2] * columns[2][3] * columns[3][1] +
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+ columns[0][3] * columns[1][1] * columns[2][0] * columns[3][2] - columns[0][1] * columns[1][3] * columns[2][0] * columns[3][2] -
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+ columns[0][3] * columns[1][0] * columns[2][1] * columns[3][2] + columns[0][0] * columns[1][3] * columns[2][1] * columns[3][2] +
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+ columns[0][1] * columns[1][0] * columns[2][3] * columns[3][2] - columns[0][0] * columns[1][1] * columns[2][3] * columns[3][2] -
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+ columns[0][2] * columns[1][1] * columns[2][0] * columns[3][3] + columns[0][1] * columns[1][2] * columns[2][0] * columns[3][3] +
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+ columns[0][2] * columns[1][0] * columns[2][1] * columns[3][3] - columns[0][0] * columns[1][2] * columns[2][1] * columns[3][3] -
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+ columns[0][1] * columns[1][0] * columns[2][2] * columns[3][3] + columns[0][0] * columns[1][1] * columns[2][2] * columns[3][3];
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}
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void Projection::set_identity() {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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- matrix[i][j] = (i == j) ? 1 : 0;
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+ columns[i][j] = (i == j) ? 1 : 0;
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}
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}
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}
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@@ -63,7 +63,7 @@ void Projection::set_identity() {
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void Projection::set_zero() {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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- matrix[i][j] = 0;
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+ columns[i][j] = 0;
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}
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}
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}
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@@ -71,26 +71,26 @@ void Projection::set_zero() {
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Plane Projection::xform4(const Plane &p_vec4) const {
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Plane ret;
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- ret.normal.x = matrix[0][0] * p_vec4.normal.x + matrix[1][0] * p_vec4.normal.y + matrix[2][0] * p_vec4.normal.z + matrix[3][0] * p_vec4.d;
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- ret.normal.y = matrix[0][1] * p_vec4.normal.x + matrix[1][1] * p_vec4.normal.y + matrix[2][1] * p_vec4.normal.z + matrix[3][1] * p_vec4.d;
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- ret.normal.z = matrix[0][2] * p_vec4.normal.x + matrix[1][2] * p_vec4.normal.y + matrix[2][2] * p_vec4.normal.z + matrix[3][2] * p_vec4.d;
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- ret.d = matrix[0][3] * p_vec4.normal.x + matrix[1][3] * p_vec4.normal.y + matrix[2][3] * p_vec4.normal.z + matrix[3][3] * p_vec4.d;
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+ ret.normal.x = columns[0][0] * p_vec4.normal.x + columns[1][0] * p_vec4.normal.y + columns[2][0] * p_vec4.normal.z + columns[3][0] * p_vec4.d;
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+ ret.normal.y = columns[0][1] * p_vec4.normal.x + columns[1][1] * p_vec4.normal.y + columns[2][1] * p_vec4.normal.z + columns[3][1] * p_vec4.d;
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+ ret.normal.z = columns[0][2] * p_vec4.normal.x + columns[1][2] * p_vec4.normal.y + columns[2][2] * p_vec4.normal.z + columns[3][2] * p_vec4.d;
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+ ret.d = columns[0][3] * p_vec4.normal.x + columns[1][3] * p_vec4.normal.y + columns[2][3] * p_vec4.normal.z + columns[3][3] * p_vec4.d;
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return ret;
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}
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Vector4 Projection::xform(const Vector4 &p_vec4) const {
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return Vector4(
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- matrix[0][0] * p_vec4.x + matrix[1][0] * p_vec4.y + matrix[2][0] * p_vec4.z + matrix[3][0] * p_vec4.w,
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- matrix[0][1] * p_vec4.x + matrix[1][1] * p_vec4.y + matrix[2][1] * p_vec4.z + matrix[3][1] * p_vec4.w,
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- matrix[0][2] * p_vec4.x + matrix[1][2] * p_vec4.y + matrix[2][2] * p_vec4.z + matrix[3][2] * p_vec4.w,
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- matrix[0][3] * p_vec4.x + matrix[1][3] * p_vec4.y + matrix[2][3] * p_vec4.z + matrix[3][3] * p_vec4.w);
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+ columns[0][0] * p_vec4.x + columns[1][0] * p_vec4.y + columns[2][0] * p_vec4.z + columns[3][0] * p_vec4.w,
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+ columns[0][1] * p_vec4.x + columns[1][1] * p_vec4.y + columns[2][1] * p_vec4.z + columns[3][1] * p_vec4.w,
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+ columns[0][2] * p_vec4.x + columns[1][2] * p_vec4.y + columns[2][2] * p_vec4.z + columns[3][2] * p_vec4.w,
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+ columns[0][3] * p_vec4.x + columns[1][3] * p_vec4.y + columns[2][3] * p_vec4.z + columns[3][3] * p_vec4.w);
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}
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Vector4 Projection::xform_inv(const Vector4 &p_vec4) const {
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return Vector4(
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- matrix[0][0] * p_vec4.x + matrix[0][1] * p_vec4.y + matrix[0][2] * p_vec4.z + matrix[0][3] * p_vec4.w,
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- matrix[1][0] * p_vec4.x + matrix[1][1] * p_vec4.y + matrix[1][2] * p_vec4.z + matrix[1][3] * p_vec4.w,
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- matrix[2][0] * p_vec4.x + matrix[2][1] * p_vec4.y + matrix[2][2] * p_vec4.z + matrix[2][3] * p_vec4.w,
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- matrix[3][0] * p_vec4.x + matrix[3][1] * p_vec4.y + matrix[3][2] * p_vec4.z + matrix[3][3] * p_vec4.w);
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+ columns[0][0] * p_vec4.x + columns[0][1] * p_vec4.y + columns[0][2] * p_vec4.z + columns[0][3] * p_vec4.w,
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+ columns[1][0] * p_vec4.x + columns[1][1] * p_vec4.y + columns[1][2] * p_vec4.z + columns[1][3] * p_vec4.w,
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+ columns[2][0] * p_vec4.x + columns[2][1] * p_vec4.y + columns[2][2] * p_vec4.z + columns[2][3] * p_vec4.w,
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+ columns[3][0] * p_vec4.x + columns[3][1] * p_vec4.y + columns[3][2] * p_vec4.z + columns[3][3] * p_vec4.w);
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}
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void Projection::adjust_perspective_znear(real_t p_new_znear) {
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@@ -98,8 +98,8 @@ void Projection::adjust_perspective_znear(real_t p_new_znear) {
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real_t znear = p_new_znear;
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real_t deltaZ = zfar - znear;
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- matrix[2][2] = -(zfar + znear) / deltaZ;
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- matrix[3][2] = -2 * znear * zfar / deltaZ;
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+ columns[2][2] = -(zfar + znear) / deltaZ;
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+ columns[3][2] = -2 * znear * zfar / deltaZ;
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}
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Projection Projection::create_depth_correction(bool p_flip_y) {
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@@ -169,7 +169,7 @@ Projection Projection::perspective_znear_adjusted(real_t p_new_znear) const {
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}
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Plane Projection::get_projection_plane(Planes p_plane) const {
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- const real_t *matrix = (const real_t *)this->matrix;
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+ const real_t *matrix = (const real_t *)this->columns;
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switch (p_plane) {
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case PLANE_NEAR: {
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@@ -267,12 +267,12 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
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set_identity();
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- matrix[0][0] = cotangent / p_aspect;
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- matrix[1][1] = cotangent;
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- matrix[2][2] = -(p_z_far + p_z_near) / deltaZ;
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- matrix[2][3] = -1;
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- matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ;
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- matrix[3][3] = 0;
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+ columns[0][0] = cotangent / p_aspect;
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+ columns[1][1] = cotangent;
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+ columns[2][2] = -(p_z_far + p_z_near) / deltaZ;
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+ columns[2][3] = -1;
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+ columns[3][2] = -2 * p_z_near * p_z_far / deltaZ;
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+ columns[3][3] = 0;
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}
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void Projection::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) {
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@@ -309,7 +309,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
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// translate matrix by (modeltranslation, 0.0, 0.0)
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Projection cm;
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cm.set_identity();
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- cm.matrix[3][0] = modeltranslation;
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+ cm.columns[3][0] = modeltranslation;
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*this = *this * cm;
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}
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@@ -344,13 +344,13 @@ void Projection::set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_di
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void Projection::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) {
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set_identity();
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- matrix[0][0] = 2.0 / (p_right - p_left);
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- matrix[3][0] = -((p_right + p_left) / (p_right - p_left));
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- matrix[1][1] = 2.0 / (p_top - p_bottom);
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- matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
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- matrix[2][2] = -2.0 / (p_zfar - p_znear);
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- matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
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- matrix[3][3] = 1.0;
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+ columns[0][0] = 2.0 / (p_right - p_left);
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+ columns[3][0] = -((p_right + p_left) / (p_right - p_left));
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+ columns[1][1] = 2.0 / (p_top - p_bottom);
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+ columns[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
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+ columns[2][2] = -2.0 / (p_zfar - p_znear);
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+ columns[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
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+ columns[3][3] = 1.0;
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}
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void Projection::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
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@@ -366,7 +366,7 @@ void Projection::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, rea
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ERR_FAIL_COND(p_top <= p_bottom);
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ERR_FAIL_COND(p_far <= p_near);
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- real_t *te = &matrix[0][0];
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+ real_t *te = &columns[0][0];
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real_t x = 2 * p_near / (p_right - p_left);
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real_t y = 2 * p_near / (p_top - p_bottom);
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@@ -402,7 +402,7 @@ void Projection::set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, r
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}
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real_t Projection::get_z_far() const {
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- const real_t *matrix = (const real_t *)this->matrix;
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+ const real_t *matrix = (const real_t *)this->columns;
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Plane new_plane = Plane(matrix[3] - matrix[2],
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matrix[7] - matrix[6],
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matrix[11] - matrix[10],
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@@ -415,7 +415,7 @@ real_t Projection::get_z_far() const {
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}
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real_t Projection::get_z_near() const {
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- const real_t *matrix = (const real_t *)this->matrix;
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+ const real_t *matrix = (const real_t *)this->columns;
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Plane new_plane = Plane(matrix[3] + matrix[2],
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matrix[7] + matrix[6],
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matrix[11] + matrix[10],
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@@ -426,7 +426,7 @@ real_t Projection::get_z_near() const {
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}
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Vector2 Projection::get_viewport_half_extents() const {
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- const real_t *matrix = (const real_t *)this->matrix;
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+ const real_t *matrix = (const real_t *)this->columns;
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///////--- Near Plane ---///////
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Plane near_plane = Plane(matrix[3] + matrix[2],
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matrix[7] + matrix[6],
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@@ -454,7 +454,7 @@ Vector2 Projection::get_viewport_half_extents() const {
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}
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Vector2 Projection::get_far_plane_half_extents() const {
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- const real_t *matrix = (const real_t *)this->matrix;
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+ const real_t *matrix = (const real_t *)this->columns;
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///////--- Far Plane ---///////
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Plane far_plane = Plane(matrix[3] - matrix[2],
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matrix[7] - matrix[6],
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@@ -514,7 +514,7 @@ Vector<Plane> Projection::get_projection_planes(const Transform3D &p_transform)
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Vector<Plane> planes;
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planes.resize(6);
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- const real_t *matrix = (const real_t *)this->matrix;
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+ const real_t *matrix = (const real_t *)this->columns;
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Plane new_plane;
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@@ -601,15 +601,15 @@ void Projection::invert() {
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real_t determinant = 1.0f;
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for (k = 0; k < 4; k++) {
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/** Locate k'th pivot element **/
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- pvt_val = matrix[k][k]; /** Initialize for search **/
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+ pvt_val = columns[k][k]; /** Initialize for search **/
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pvt_i[k] = k;
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pvt_j[k] = k;
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for (i = k; i < 4; i++) {
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for (j = k; j < 4; j++) {
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- if (Math::abs(matrix[i][j]) > Math::abs(pvt_val)) {
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+ if (Math::abs(columns[i][j]) > Math::abs(pvt_val)) {
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pvt_i[k] = i;
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pvt_j[k] = j;
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- pvt_val = matrix[i][j];
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+ pvt_val = columns[i][j];
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}
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}
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}
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@@ -624,9 +624,9 @@ void Projection::invert() {
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i = pvt_i[k];
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if (i != k) { /** If rows are different **/
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for (j = 0; j < 4; j++) {
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- hold = -matrix[k][j];
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- matrix[k][j] = matrix[i][j];
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- matrix[i][j] = hold;
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+ hold = -columns[k][j];
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+ columns[k][j] = columns[i][j];
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+ columns[i][j] = hold;
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}
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}
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@@ -634,25 +634,25 @@ void Projection::invert() {
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j = pvt_j[k];
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if (j != k) { /** If columns are different **/
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for (i = 0; i < 4; i++) {
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- hold = -matrix[i][k];
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- matrix[i][k] = matrix[i][j];
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- matrix[i][j] = hold;
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+ hold = -columns[i][k];
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+ columns[i][k] = columns[i][j];
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+ columns[i][j] = hold;
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}
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}
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|
/** Divide column by minus pivot value **/
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
if (i != k) {
|
|
|
- matrix[i][k] /= (-pvt_val);
|
|
|
+ columns[i][k] /= (-pvt_val);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
/** Reduce the matrix **/
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
- hold = matrix[i][k];
|
|
|
+ hold = columns[i][k];
|
|
|
for (j = 0; j < 4; j++) {
|
|
|
if (i != k && j != k) {
|
|
|
- matrix[i][j] += hold * matrix[k][j];
|
|
|
+ columns[i][j] += hold * columns[k][j];
|
|
|
}
|
|
|
}
|
|
|
}
|
|
@@ -660,12 +660,12 @@ void Projection::invert() {
|
|
|
/** Divide row by pivot **/
|
|
|
for (j = 0; j < 4; j++) {
|
|
|
if (j != k) {
|
|
|
- matrix[k][j] /= pvt_val;
|
|
|
+ columns[k][j] /= pvt_val;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
/** Replace pivot by reciprocal (at last we can touch it). **/
|
|
|
- matrix[k][k] = 1.0 / pvt_val;
|
|
|
+ columns[k][k] = 1.0 / pvt_val;
|
|
|
}
|
|
|
|
|
|
/* That was most of the work, one final pass of row/column interchange */
|
|
@@ -674,18 +674,18 @@ void Projection::invert() {
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|
|
i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
|
|
|
if (i != k) { /* If rows are different */
|
|
|
for (j = 0; j < 4; j++) {
|
|
|
- hold = matrix[k][j];
|
|
|
- matrix[k][j] = -matrix[i][j];
|
|
|
- matrix[i][j] = hold;
|
|
|
+ hold = columns[k][j];
|
|
|
+ columns[k][j] = -columns[i][j];
|
|
|
+ columns[i][j] = hold;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */
|
|
|
if (j != k) { /* If columns are different */
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
- hold = matrix[i][k];
|
|
|
- matrix[i][k] = -matrix[i][j];
|
|
|
- matrix[i][j] = hold;
|
|
|
+ hold = columns[i][k];
|
|
|
+ columns[i][k] = -columns[i][j];
|
|
|
+ columns[i][j] = hold;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
@@ -693,7 +693,7 @@ void Projection::invert() {
|
|
|
|
|
|
void Projection::flip_y() {
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
- matrix[1][i] = -matrix[1][i];
|
|
|
+ columns[1][i] = -columns[1][i];
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -708,9 +708,9 @@ Projection Projection::operator*(const Projection &p_matrix) const {
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
real_t ab = 0;
|
|
|
for (int k = 0; k < 4; k++) {
|
|
|
- ab += matrix[k][i] * p_matrix.matrix[j][k];
|
|
|
+ ab += columns[k][i] * p_matrix.columns[j][k];
|
|
|
}
|
|
|
- new_matrix.matrix[j][i] = ab;
|
|
|
+ new_matrix.columns[j][i] = ab;
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -718,7 +718,7 @@ Projection Projection::operator*(const Projection &p_matrix) const {
|
|
|
}
|
|
|
|
|
|
void Projection::set_depth_correction(bool p_flip_y) {
|
|
|
- real_t *m = &matrix[0][0];
|
|
|
+ real_t *m = &columns[0][0];
|
|
|
|
|
|
m[0] = 1;
|
|
|
m[1] = 0.0;
|
|
@@ -739,7 +739,7 @@ void Projection::set_depth_correction(bool p_flip_y) {
|
|
|
}
|
|
|
|
|
|
void Projection::set_light_bias() {
|
|
|
- real_t *m = &matrix[0][0];
|
|
|
+ real_t *m = &columns[0][0];
|
|
|
|
|
|
m[0] = 0.5;
|
|
|
m[1] = 0.0;
|
|
@@ -760,7 +760,7 @@ void Projection::set_light_bias() {
|
|
|
}
|
|
|
|
|
|
void Projection::set_light_atlas_rect(const Rect2 &p_rect) {
|
|
|
- real_t *m = &matrix[0][0];
|
|
|
+ real_t *m = &columns[0][0];
|
|
|
|
|
|
m[0] = p_rect.size.width;
|
|
|
m[1] = 0.0;
|
|
@@ -784,7 +784,7 @@ Projection::operator String() const {
|
|
|
String str;
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
for (int j = 0; j < 4; j++) {
|
|
|
- str += String((j > 0) ? ", " : "\n") + rtos(matrix[i][j]);
|
|
|
+ str += String((j > 0) ? ", " : "\n") + rtos(columns[i][j]);
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -803,11 +803,11 @@ int Projection::get_pixels_per_meter(int p_for_pixel_width) const {
|
|
|
}
|
|
|
|
|
|
bool Projection::is_orthogonal() const {
|
|
|
- return matrix[3][3] == 1.0;
|
|
|
+ return columns[3][3] == 1.0;
|
|
|
}
|
|
|
|
|
|
real_t Projection::get_fov() const {
|
|
|
- const real_t *matrix = (const real_t *)this->matrix;
|
|
|
+ const real_t *matrix = (const real_t *)this->columns;
|
|
|
|
|
|
Plane right_plane = Plane(matrix[3] - matrix[0],
|
|
|
matrix[7] - matrix[4],
|
|
@@ -842,44 +842,44 @@ float Projection::get_lod_multiplier() const {
|
|
|
}
|
|
|
void Projection::make_scale(const Vector3 &p_scale) {
|
|
|
set_identity();
|
|
|
- matrix[0][0] = p_scale.x;
|
|
|
- matrix[1][1] = p_scale.y;
|
|
|
- matrix[2][2] = p_scale.z;
|
|
|
+ columns[0][0] = p_scale.x;
|
|
|
+ columns[1][1] = p_scale.y;
|
|
|
+ columns[2][2] = p_scale.z;
|
|
|
}
|
|
|
|
|
|
void Projection::scale_translate_to_fit(const AABB &p_aabb) {
|
|
|
Vector3 min = p_aabb.position;
|
|
|
Vector3 max = p_aabb.position + p_aabb.size;
|
|
|
|
|
|
- matrix[0][0] = 2 / (max.x - min.x);
|
|
|
- matrix[1][0] = 0;
|
|
|
- matrix[2][0] = 0;
|
|
|
- matrix[3][0] = -(max.x + min.x) / (max.x - min.x);
|
|
|
+ columns[0][0] = 2 / (max.x - min.x);
|
|
|
+ columns[1][0] = 0;
|
|
|
+ columns[2][0] = 0;
|
|
|
+ columns[3][0] = -(max.x + min.x) / (max.x - min.x);
|
|
|
|
|
|
- matrix[0][1] = 0;
|
|
|
- matrix[1][1] = 2 / (max.y - min.y);
|
|
|
- matrix[2][1] = 0;
|
|
|
- matrix[3][1] = -(max.y + min.y) / (max.y - min.y);
|
|
|
+ columns[0][1] = 0;
|
|
|
+ columns[1][1] = 2 / (max.y - min.y);
|
|
|
+ columns[2][1] = 0;
|
|
|
+ columns[3][1] = -(max.y + min.y) / (max.y - min.y);
|
|
|
|
|
|
- matrix[0][2] = 0;
|
|
|
- matrix[1][2] = 0;
|
|
|
- matrix[2][2] = 2 / (max.z - min.z);
|
|
|
- matrix[3][2] = -(max.z + min.z) / (max.z - min.z);
|
|
|
+ columns[0][2] = 0;
|
|
|
+ columns[1][2] = 0;
|
|
|
+ columns[2][2] = 2 / (max.z - min.z);
|
|
|
+ columns[3][2] = -(max.z + min.z) / (max.z - min.z);
|
|
|
|
|
|
- matrix[0][3] = 0;
|
|
|
- matrix[1][3] = 0;
|
|
|
- matrix[2][3] = 0;
|
|
|
- matrix[3][3] = 1;
|
|
|
+ columns[0][3] = 0;
|
|
|
+ columns[1][3] = 0;
|
|
|
+ columns[2][3] = 0;
|
|
|
+ columns[3][3] = 1;
|
|
|
}
|
|
|
|
|
|
void Projection::add_jitter_offset(const Vector2 &p_offset) {
|
|
|
- matrix[3][0] += p_offset.x;
|
|
|
- matrix[3][1] += p_offset.y;
|
|
|
+ columns[3][0] += p_offset.x;
|
|
|
+ columns[3][1] += p_offset.y;
|
|
|
}
|
|
|
|
|
|
Projection::operator Transform3D() const {
|
|
|
Transform3D tr;
|
|
|
- const real_t *m = &matrix[0][0];
|
|
|
+ const real_t *m = &columns[0][0];
|
|
|
|
|
|
tr.basis.rows[0][0] = m[0];
|
|
|
tr.basis.rows[1][0] = m[1];
|
|
@@ -899,15 +899,17 @@ Projection::operator Transform3D() const {
|
|
|
|
|
|
return tr;
|
|
|
}
|
|
|
+
|
|
|
Projection::Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w) {
|
|
|
- matrix[0] = p_x;
|
|
|
- matrix[1] = p_y;
|
|
|
- matrix[2] = p_z;
|
|
|
- matrix[3] = p_w;
|
|
|
+ columns[0] = p_x;
|
|
|
+ columns[1] = p_y;
|
|
|
+ columns[2] = p_z;
|
|
|
+ columns[3] = p_w;
|
|
|
}
|
|
|
+
|
|
|
Projection::Projection(const Transform3D &p_transform) {
|
|
|
const Transform3D &tr = p_transform;
|
|
|
- real_t *m = &matrix[0][0];
|
|
|
+ real_t *m = &columns[0][0];
|
|
|
|
|
|
m[0] = tr.basis.rows[0][0];
|
|
|
m[1] = tr.basis.rows[1][0];
|