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camera_matrix.h 4.2 KB

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  1. /*************************************************************************/
  2. /* camera_matrix.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifndef CAMERA_MATRIX_H
  30. #define CAMERA_MATRIX_H
  31. #include "transform.h"
  32. /**
  33. @author Juan Linietsky <[email protected]>
  34. */
  35. struct CameraMatrix {
  36. enum Planes {
  37. PLANE_NEAR,
  38. PLANE_FAR,
  39. PLANE_LEFT,
  40. PLANE_TOP,
  41. PLANE_RIGHT,
  42. PLANE_BOTTOM
  43. };
  44. float matrix[4][4];
  45. void set_identity();
  46. void set_zero();
  47. void set_light_bias();
  48. void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov=false);
  49. void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
  50. void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov=false);
  51. void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far);
  52. static float get_fovy(float p_fovx,float p_aspect) {
  53. return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5))*2.0);
  54. }
  55. float get_z_far() const;
  56. float get_z_near() const;
  57. float get_aspect() const;
  58. float get_fov() const;
  59. Vector<Plane> get_projection_planes(const Transform& p_transform) const;
  60. bool get_endpoints(const Transform& p_transform,Vector3 *p_8points) const;
  61. void get_viewport_size(float& r_width, float& r_height) const;
  62. void invert();
  63. CameraMatrix inverse() const;
  64. CameraMatrix operator*(const CameraMatrix& p_matrix) const;
  65. Plane xform4(const Plane& p_vec4);
  66. _FORCE_INLINE_ Vector3 xform(const Vector3& p_vec3) const;
  67. operator String() const;
  68. void scale_translate_to_fit(const AABB& p_aabb);
  69. void make_scale(const Vector3 &p_scale);
  70. operator Transform() const;
  71. CameraMatrix();
  72. CameraMatrix(const Transform& p_transform);
  73. ~CameraMatrix();
  74. };
  75. Vector3 CameraMatrix::xform(const Vector3& p_vec3) const {
  76. Vector3 ret;
  77. ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
  78. ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
  79. ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
  80. float w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
  81. return ret/w;
  82. }
  83. #endif