camera_matrix.cpp 20 KB

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  1. /*************************************************************************/
  2. /* camera_matrix.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 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. #include "camera_matrix.h"
  31. #include "math_funcs.h"
  32. #include "print_string.h"
  33. void CameraMatrix::set_identity() {
  34. for (int i = 0; i < 4; i++) {
  35. for (int j = 0; j < 4; j++) {
  36. matrix[i][j] = (i == j) ? 1 : 0;
  37. }
  38. }
  39. }
  40. void CameraMatrix::set_zero() {
  41. for (int i = 0; i < 4; i++) {
  42. for (int j = 0; j < 4; j++) {
  43. matrix[i][j] = 0;
  44. }
  45. }
  46. }
  47. Plane CameraMatrix::xform4(const Plane &p_vec4) const {
  48. Plane ret;
  49. 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;
  50. 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;
  51. 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;
  52. 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;
  53. return ret;
  54. }
  55. void CameraMatrix::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) {
  56. if (p_flip_fov) {
  57. p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
  58. }
  59. real_t sine, cotangent, deltaZ;
  60. real_t radians = p_fovy_degrees / 2.0 * Math_PI / 180.0;
  61. deltaZ = p_z_far - p_z_near;
  62. sine = Math::sin(radians);
  63. if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) {
  64. return;
  65. }
  66. cotangent = Math::cos(radians) / sine;
  67. set_identity();
  68. matrix[0][0] = cotangent / p_aspect;
  69. matrix[1][1] = cotangent;
  70. matrix[2][2] = -(p_z_far + p_z_near) / deltaZ;
  71. matrix[2][3] = -1;
  72. matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ;
  73. matrix[3][3] = 0;
  74. }
  75. void CameraMatrix::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) {
  76. if (p_flip_fov) {
  77. p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
  78. }
  79. real_t left, right, modeltranslation, ymax, xmax, frustumshift;
  80. ymax = p_z_near * tan(p_fovy_degrees * Math_PI / 360.0f);
  81. xmax = ymax * p_aspect;
  82. frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
  83. switch (p_eye) {
  84. case 1: { // left eye
  85. left = -xmax + frustumshift;
  86. right = xmax + frustumshift;
  87. modeltranslation = p_intraocular_dist / 2.0;
  88. }; break;
  89. case 2: { // right eye
  90. left = -xmax - frustumshift;
  91. right = xmax - frustumshift;
  92. modeltranslation = -p_intraocular_dist / 2.0;
  93. }; break;
  94. default: { // mono, should give the same result as set_perspective(p_fovy_degrees,p_aspect,p_z_near,p_z_far,p_flip_fov)
  95. left = -xmax;
  96. right = xmax;
  97. modeltranslation = 0.0;
  98. }; break;
  99. };
  100. set_frustum(left, right, -ymax, ymax, p_z_near, p_z_far);
  101. // translate matrix by (modeltranslation, 0.0, 0.0)
  102. CameraMatrix cm;
  103. cm.set_identity();
  104. cm.matrix[3][0] = modeltranslation;
  105. *this = *this * cm;
  106. }
  107. void CameraMatrix::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) {
  108. // we first calculate our base frustum on our values without taking our lens magnification into account.
  109. real_t display_to_eye = 2.0 * p_display_to_lens;
  110. real_t f1 = (p_intraocular_dist * 0.5) / p_display_to_lens;
  111. real_t f2 = ((p_display_width - p_intraocular_dist) * 0.5) / p_display_to_lens;
  112. real_t f3 = (p_display_width / 4.0) / p_display_to_lens;
  113. // now we apply our oversample factor to increase our FOV. how much we oversample is always a balance we strike between performance and how much
  114. // we're willing to sacrifice in FOV.
  115. real_t add = ((f1 + f2) * (p_oversample - 1.0)) / 2.0;
  116. f1 += add;
  117. f2 += add;
  118. // always apply KEEP_WIDTH aspect ratio
  119. f3 *= p_aspect;
  120. switch (p_eye) {
  121. case 1: { // left eye
  122. set_frustum(-f2 * p_z_near, f1 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
  123. }; break;
  124. case 2: { // right eye
  125. set_frustum(-f1 * p_z_near, f2 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
  126. }; break;
  127. default: { // mono, does not apply here!
  128. }; break;
  129. };
  130. };
  131. void CameraMatrix::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) {
  132. set_identity();
  133. matrix[0][0] = 2.0 / (p_right - p_left);
  134. matrix[3][0] = -((p_right + p_left) / (p_right - p_left));
  135. matrix[1][1] = 2.0 / (p_top - p_bottom);
  136. matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
  137. matrix[2][2] = -2.0 / (p_zfar - p_znear);
  138. matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
  139. matrix[3][3] = 1.0;
  140. }
  141. void CameraMatrix::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
  142. if (!p_flip_fov) {
  143. p_size *= p_aspect;
  144. }
  145. set_orthogonal(-p_size / 2, +p_size / 2, -p_size / p_aspect / 2, +p_size / p_aspect / 2, p_znear, p_zfar);
  146. }
  147. void CameraMatrix::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) {
  148. real_t *te = &matrix[0][0];
  149. real_t x = 2 * p_near / (p_right - p_left);
  150. real_t y = 2 * p_near / (p_top - p_bottom);
  151. real_t a = (p_right + p_left) / (p_right - p_left);
  152. real_t b = (p_top + p_bottom) / (p_top - p_bottom);
  153. real_t c = -(p_far + p_near) / (p_far - p_near);
  154. real_t d = -2 * p_far * p_near / (p_far - p_near);
  155. te[0] = x;
  156. te[1] = 0;
  157. te[2] = 0;
  158. te[3] = 0;
  159. te[4] = 0;
  160. te[5] = y;
  161. te[6] = 0;
  162. te[7] = 0;
  163. te[8] = a;
  164. te[9] = b;
  165. te[10] = c;
  166. te[11] = -1;
  167. te[12] = 0;
  168. te[13] = 0;
  169. te[14] = d;
  170. te[15] = 0;
  171. }
  172. real_t CameraMatrix::get_z_far() const {
  173. const real_t *matrix = (const real_t *)this->matrix;
  174. Plane new_plane = Plane(matrix[3] - matrix[2],
  175. matrix[7] - matrix[6],
  176. matrix[11] - matrix[10],
  177. matrix[15] - matrix[14]);
  178. new_plane.normal = -new_plane.normal;
  179. new_plane.normalize();
  180. return new_plane.d;
  181. }
  182. real_t CameraMatrix::get_z_near() const {
  183. const real_t *matrix = (const real_t *)this->matrix;
  184. Plane new_plane = Plane(matrix[3] + matrix[2],
  185. matrix[7] + matrix[6],
  186. matrix[11] + matrix[10],
  187. -matrix[15] - matrix[14]);
  188. new_plane.normalize();
  189. return new_plane.d;
  190. }
  191. void CameraMatrix::get_viewport_size(real_t &r_width, real_t &r_height) const {
  192. const real_t *matrix = (const real_t *)this->matrix;
  193. ///////--- Near Plane ---///////
  194. Plane near_plane = Plane(matrix[3] + matrix[2],
  195. matrix[7] + matrix[6],
  196. matrix[11] + matrix[10],
  197. -matrix[15] - matrix[14]);
  198. near_plane.normalize();
  199. ///////--- Right Plane ---///////
  200. Plane right_plane = Plane(matrix[3] - matrix[0],
  201. matrix[7] - matrix[4],
  202. matrix[11] - matrix[8],
  203. -matrix[15] + matrix[12]);
  204. right_plane.normalize();
  205. Plane top_plane = Plane(matrix[3] - matrix[1],
  206. matrix[7] - matrix[5],
  207. matrix[11] - matrix[9],
  208. -matrix[15] + matrix[13]);
  209. top_plane.normalize();
  210. Vector3 res;
  211. near_plane.intersect_3(right_plane, top_plane, &res);
  212. r_width = res.x;
  213. r_height = res.y;
  214. }
  215. bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8points) const {
  216. const real_t *matrix = (const real_t *)this->matrix;
  217. ///////--- Near Plane ---///////
  218. Plane near_plane = Plane(matrix[3] + matrix[2],
  219. matrix[7] + matrix[6],
  220. matrix[11] + matrix[10],
  221. -matrix[15] - matrix[14]);
  222. near_plane.normalize();
  223. ///////--- Far Plane ---///////
  224. Plane far_plane = Plane(matrix[2] - matrix[3],
  225. matrix[6] - matrix[7],
  226. matrix[10] - matrix[11],
  227. matrix[15] - matrix[14]);
  228. far_plane.normalize();
  229. ///////--- Right Plane ---///////
  230. Plane right_plane = Plane(matrix[0] - matrix[3],
  231. matrix[4] - matrix[7],
  232. matrix[8] - matrix[11],
  233. -matrix[15] + matrix[12]);
  234. right_plane.normalize();
  235. ///////--- Top Plane ---///////
  236. Plane top_plane = Plane(matrix[1] - matrix[3],
  237. matrix[5] - matrix[7],
  238. matrix[9] - matrix[11],
  239. -matrix[15] + matrix[13]);
  240. top_plane.normalize();
  241. Vector3 near_endpoint_left, near_endpoint_right;
  242. Vector3 far_endpoint_left, far_endpoint_right;
  243. bool res = near_plane.intersect_3(right_plane, top_plane, &near_endpoint_right);
  244. ERR_FAIL_COND_V(!res, false);
  245. res = far_plane.intersect_3(right_plane, top_plane, &far_endpoint_right);
  246. ERR_FAIL_COND_V(!res, false);
  247. if ((matrix[8] == 0) && (matrix[9] == 0)) {
  248. near_endpoint_left = near_endpoint_right;
  249. near_endpoint_left.x = -near_endpoint_left.x;
  250. far_endpoint_left = far_endpoint_right;
  251. far_endpoint_left.x = -far_endpoint_left.x;
  252. } else {
  253. ///////--- Left Plane ---///////
  254. Plane left_plane = Plane(matrix[0] + matrix[3],
  255. matrix[4] + matrix[7],
  256. matrix[8] + matrix[11],
  257. -matrix[15] - matrix[12]);
  258. left_plane.normalize();
  259. res = near_plane.intersect_3(left_plane, top_plane, &near_endpoint_left);
  260. ERR_FAIL_COND_V(!res, false);
  261. res = far_plane.intersect_3(left_plane, top_plane, &far_endpoint_left);
  262. ERR_FAIL_COND_V(!res, false);
  263. }
  264. p_8points[0] = p_transform.xform(Vector3(near_endpoint_right.x, near_endpoint_right.y, near_endpoint_right.z));
  265. p_8points[1] = p_transform.xform(Vector3(near_endpoint_right.x, -near_endpoint_right.y, near_endpoint_right.z));
  266. p_8points[2] = p_transform.xform(Vector3(near_endpoint_left.x, near_endpoint_left.y, near_endpoint_left.z));
  267. p_8points[3] = p_transform.xform(Vector3(near_endpoint_left.x, -near_endpoint_left.y, near_endpoint_left.z));
  268. p_8points[4] = p_transform.xform(Vector3(far_endpoint_right.x, far_endpoint_right.y, far_endpoint_right.z));
  269. p_8points[5] = p_transform.xform(Vector3(far_endpoint_right.x, -far_endpoint_right.y, far_endpoint_right.z));
  270. p_8points[6] = p_transform.xform(Vector3(far_endpoint_left.x, far_endpoint_left.y, far_endpoint_left.z));
  271. p_8points[7] = p_transform.xform(Vector3(far_endpoint_left.x, -far_endpoint_left.y, far_endpoint_left.z));
  272. return true;
  273. }
  274. Vector<Plane> CameraMatrix::get_projection_planes(const Transform &p_transform) const {
  275. /** Fast Plane Extraction from combined modelview/projection matrices.
  276. * References:
  277. * http://www.markmorley.com/opengl/frustumculling.html
  278. * http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
  279. */
  280. Vector<Plane> planes;
  281. const real_t *matrix = (const real_t *)this->matrix;
  282. Plane new_plane;
  283. ///////--- Near Plane ---///////
  284. new_plane = Plane(matrix[3] + matrix[2],
  285. matrix[7] + matrix[6],
  286. matrix[11] + matrix[10],
  287. matrix[15] + matrix[14]);
  288. new_plane.normal = -new_plane.normal;
  289. new_plane.normalize();
  290. planes.push_back(p_transform.xform(new_plane));
  291. ///////--- Far Plane ---///////
  292. new_plane = Plane(matrix[3] - matrix[2],
  293. matrix[7] - matrix[6],
  294. matrix[11] - matrix[10],
  295. matrix[15] - matrix[14]);
  296. new_plane.normal = -new_plane.normal;
  297. new_plane.normalize();
  298. planes.push_back(p_transform.xform(new_plane));
  299. ///////--- Left Plane ---///////
  300. new_plane = Plane(matrix[3] + matrix[0],
  301. matrix[7] + matrix[4],
  302. matrix[11] + matrix[8],
  303. matrix[15] + matrix[12]);
  304. new_plane.normal = -new_plane.normal;
  305. new_plane.normalize();
  306. planes.push_back(p_transform.xform(new_plane));
  307. ///////--- Top Plane ---///////
  308. new_plane = Plane(matrix[3] - matrix[1],
  309. matrix[7] - matrix[5],
  310. matrix[11] - matrix[9],
  311. matrix[15] - matrix[13]);
  312. new_plane.normal = -new_plane.normal;
  313. new_plane.normalize();
  314. planes.push_back(p_transform.xform(new_plane));
  315. ///////--- Right Plane ---///////
  316. new_plane = Plane(matrix[3] - matrix[0],
  317. matrix[7] - matrix[4],
  318. matrix[11] - matrix[8],
  319. matrix[15] - matrix[12]);
  320. new_plane.normal = -new_plane.normal;
  321. new_plane.normalize();
  322. planes.push_back(p_transform.xform(new_plane));
  323. ///////--- Bottom Plane ---///////
  324. new_plane = Plane(matrix[3] + matrix[1],
  325. matrix[7] + matrix[5],
  326. matrix[11] + matrix[9],
  327. matrix[15] + matrix[13]);
  328. new_plane.normal = -new_plane.normal;
  329. new_plane.normalize();
  330. planes.push_back(p_transform.xform(new_plane));
  331. return planes;
  332. }
  333. CameraMatrix CameraMatrix::inverse() const {
  334. CameraMatrix cm = *this;
  335. cm.invert();
  336. return cm;
  337. }
  338. void CameraMatrix::invert() {
  339. int i, j, k;
  340. int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */
  341. real_t pvt_val; /* Value of current pivot element */
  342. real_t hold; /* Temporary storage */
  343. real_t determinat; /* Determinant */
  344. determinat = 1.0;
  345. for (k = 0; k < 4; k++) {
  346. /** Locate k'th pivot element **/
  347. pvt_val = matrix[k][k]; /** Initialize for search **/
  348. pvt_i[k] = k;
  349. pvt_j[k] = k;
  350. for (i = k; i < 4; i++) {
  351. for (j = k; j < 4; j++) {
  352. if (Math::absd(matrix[i][j]) > Math::absd(pvt_val)) {
  353. pvt_i[k] = i;
  354. pvt_j[k] = j;
  355. pvt_val = matrix[i][j];
  356. }
  357. }
  358. }
  359. /** Product of pivots, gives determinant when finished **/
  360. determinat *= pvt_val;
  361. if (Math::absd(determinat) < 1e-7) {
  362. return; //(false); /** Matrix is singular (zero determinant). **/
  363. }
  364. /** "Interchange" rows (with sign change stuff) **/
  365. i = pvt_i[k];
  366. if (i != k) { /** If rows are different **/
  367. for (j = 0; j < 4; j++) {
  368. hold = -matrix[k][j];
  369. matrix[k][j] = matrix[i][j];
  370. matrix[i][j] = hold;
  371. }
  372. }
  373. /** "Interchange" columns **/
  374. j = pvt_j[k];
  375. if (j != k) { /** If columns are different **/
  376. for (i = 0; i < 4; i++) {
  377. hold = -matrix[i][k];
  378. matrix[i][k] = matrix[i][j];
  379. matrix[i][j] = hold;
  380. }
  381. }
  382. /** Divide column by minus pivot value **/
  383. for (i = 0; i < 4; i++) {
  384. if (i != k) matrix[i][k] /= (-pvt_val);
  385. }
  386. /** Reduce the matrix **/
  387. for (i = 0; i < 4; i++) {
  388. hold = matrix[i][k];
  389. for (j = 0; j < 4; j++) {
  390. if (i != k && j != k) matrix[i][j] += hold * matrix[k][j];
  391. }
  392. }
  393. /** Divide row by pivot **/
  394. for (j = 0; j < 4; j++) {
  395. if (j != k) matrix[k][j] /= pvt_val;
  396. }
  397. /** Replace pivot by reciprocal (at last we can touch it). **/
  398. matrix[k][k] = 1.0 / pvt_val;
  399. }
  400. /* That was most of the work, one final pass of row/column interchange */
  401. /* to finish */
  402. for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/
  403. i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
  404. if (i != k) { /* If rows are different */
  405. for (j = 0; j < 4; j++) {
  406. hold = matrix[k][j];
  407. matrix[k][j] = -matrix[i][j];
  408. matrix[i][j] = hold;
  409. }
  410. }
  411. j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */
  412. if (j != k) /* If columns are different */
  413. for (i = 0; i < 4; i++) {
  414. hold = matrix[i][k];
  415. matrix[i][k] = -matrix[i][j];
  416. matrix[i][j] = hold;
  417. }
  418. }
  419. }
  420. CameraMatrix::CameraMatrix() {
  421. set_identity();
  422. }
  423. CameraMatrix CameraMatrix::operator*(const CameraMatrix &p_matrix) const {
  424. CameraMatrix new_matrix;
  425. for (int j = 0; j < 4; j++) {
  426. for (int i = 0; i < 4; i++) {
  427. real_t ab = 0;
  428. for (int k = 0; k < 4; k++)
  429. ab += matrix[k][i] * p_matrix.matrix[j][k];
  430. new_matrix.matrix[j][i] = ab;
  431. }
  432. }
  433. return new_matrix;
  434. }
  435. void CameraMatrix::set_light_bias() {
  436. real_t *m = &matrix[0][0];
  437. m[0] = 0.5,
  438. m[1] = 0.0,
  439. m[2] = 0.0,
  440. m[3] = 0.0,
  441. m[4] = 0.0,
  442. m[5] = 0.5,
  443. m[6] = 0.0,
  444. m[7] = 0.0,
  445. m[8] = 0.0,
  446. m[9] = 0.0,
  447. m[10] = 0.5,
  448. m[11] = 0.0,
  449. m[12] = 0.5,
  450. m[13] = 0.5,
  451. m[14] = 0.5,
  452. m[15] = 1.0;
  453. }
  454. void CameraMatrix::set_light_atlas_rect(const Rect2 &p_rect) {
  455. real_t *m = &matrix[0][0];
  456. m[0] = p_rect.size.width,
  457. m[1] = 0.0,
  458. m[2] = 0.0,
  459. m[3] = 0.0,
  460. m[4] = 0.0,
  461. m[5] = p_rect.size.height,
  462. m[6] = 0.0,
  463. m[7] = 0.0,
  464. m[8] = 0.0,
  465. m[9] = 0.0,
  466. m[10] = 1.0,
  467. m[11] = 0.0,
  468. m[12] = p_rect.position.x,
  469. m[13] = p_rect.position.y,
  470. m[14] = 0.0,
  471. m[15] = 1.0;
  472. }
  473. CameraMatrix::operator String() const {
  474. String str;
  475. for (int i = 0; i < 4; i++)
  476. for (int j = 0; j < 4; j++)
  477. str += String((j > 0) ? ", " : "\n") + rtos(matrix[i][j]);
  478. return str;
  479. }
  480. real_t CameraMatrix::get_aspect() const {
  481. real_t w, h;
  482. get_viewport_size(w, h);
  483. return w / h;
  484. }
  485. int CameraMatrix::get_pixels_per_meter(int p_for_pixel_width) const {
  486. Vector3 result = xform(Vector3(1, 0, -1));
  487. return int((result.x * 0.5 + 0.5) * p_for_pixel_width);
  488. }
  489. real_t CameraMatrix::get_fov() const {
  490. const real_t *matrix = (const real_t *)this->matrix;
  491. Plane right_plane = Plane(matrix[3] - matrix[0],
  492. matrix[7] - matrix[4],
  493. matrix[11] - matrix[8],
  494. -matrix[15] + matrix[12]);
  495. right_plane.normalize();
  496. if ((matrix[8] == 0) && (matrix[9] == 0)) {
  497. return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0;
  498. } else {
  499. // our frustum is asymetrical need to calculate the left planes angle seperately..
  500. Plane left_plane = Plane(matrix[3] + matrix[0],
  501. matrix[7] + matrix[4],
  502. matrix[11] + matrix[8],
  503. matrix[15] + matrix[12]);
  504. left_plane.normalize();
  505. return Math::rad2deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x)));
  506. }
  507. }
  508. void CameraMatrix::make_scale(const Vector3 &p_scale) {
  509. set_identity();
  510. matrix[0][0] = p_scale.x;
  511. matrix[1][1] = p_scale.y;
  512. matrix[2][2] = p_scale.z;
  513. }
  514. void CameraMatrix::scale_translate_to_fit(const Rect3 &p_aabb) {
  515. Vector3 min = p_aabb.position;
  516. Vector3 max = p_aabb.position + p_aabb.size;
  517. matrix[0][0] = 2 / (max.x - min.x);
  518. matrix[1][0] = 0;
  519. matrix[2][0] = 0;
  520. matrix[3][0] = -(max.x + min.x) / (max.x - min.x);
  521. matrix[0][1] = 0;
  522. matrix[1][1] = 2 / (max.y - min.y);
  523. matrix[2][1] = 0;
  524. matrix[3][1] = -(max.y + min.y) / (max.y - min.y);
  525. matrix[0][2] = 0;
  526. matrix[1][2] = 0;
  527. matrix[2][2] = 2 / (max.z - min.z);
  528. matrix[3][2] = -(max.z + min.z) / (max.z - min.z);
  529. matrix[0][3] = 0;
  530. matrix[1][3] = 0;
  531. matrix[2][3] = 0;
  532. matrix[3][3] = 1;
  533. }
  534. CameraMatrix::operator Transform() const {
  535. Transform tr;
  536. const real_t *m = &matrix[0][0];
  537. tr.basis.elements[0][0] = m[0];
  538. tr.basis.elements[1][0] = m[1];
  539. tr.basis.elements[2][0] = m[2];
  540. tr.basis.elements[0][1] = m[4];
  541. tr.basis.elements[1][1] = m[5];
  542. tr.basis.elements[2][1] = m[6];
  543. tr.basis.elements[0][2] = m[8];
  544. tr.basis.elements[1][2] = m[9];
  545. tr.basis.elements[2][2] = m[10];
  546. tr.origin.x = m[12];
  547. tr.origin.y = m[13];
  548. tr.origin.z = m[14];
  549. return tr;
  550. }
  551. CameraMatrix::CameraMatrix(const Transform &p_transform) {
  552. const Transform &tr = p_transform;
  553. real_t *m = &matrix[0][0];
  554. m[0] = tr.basis.elements[0][0];
  555. m[1] = tr.basis.elements[1][0];
  556. m[2] = tr.basis.elements[2][0];
  557. m[3] = 0.0;
  558. m[4] = tr.basis.elements[0][1];
  559. m[5] = tr.basis.elements[1][1];
  560. m[6] = tr.basis.elements[2][1];
  561. m[7] = 0.0;
  562. m[8] = tr.basis.elements[0][2];
  563. m[9] = tr.basis.elements[1][2];
  564. m[10] = tr.basis.elements[2][2];
  565. m[11] = 0.0;
  566. m[12] = tr.origin.x;
  567. m[13] = tr.origin.y;
  568. m[14] = tr.origin.z;
  569. m[15] = 1.0;
  570. }
  571. CameraMatrix::~CameraMatrix() {
  572. }