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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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 "core/math/math_funcs.h"
  32. #include "core/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.distance;
  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.distance;
  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.distance;
  52. ret.distance = 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.distance;
  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 f1 = (p_intraocular_dist * 0.5) / p_display_to_lens;
  110. real_t f2 = ((p_display_width - p_intraocular_dist) * 0.5) / p_display_to_lens;
  111. real_t f3 = (p_display_width / 4.0) / p_display_to_lens;
  112. // 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
  113. // we're willing to sacrifice in FOV.
  114. real_t add = ((f1 + f2) * (p_oversample - 1.0)) / 2.0;
  115. f1 += add;
  116. f2 += add;
  117. f3 *= p_oversample;
  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. ERR_FAIL_COND(p_right <= p_left);
  149. ERR_FAIL_COND(p_top <= p_bottom);
  150. ERR_FAIL_COND(p_far <= p_near);
  151. real_t *te = &matrix[0][0];
  152. real_t x = 2 * p_near / (p_right - p_left);
  153. real_t y = 2 * p_near / (p_top - p_bottom);
  154. real_t a = (p_right + p_left) / (p_right - p_left);
  155. real_t b = (p_top + p_bottom) / (p_top - p_bottom);
  156. real_t c = -(p_far + p_near) / (p_far - p_near);
  157. real_t d = -2 * p_far * p_near / (p_far - p_near);
  158. te[0] = x;
  159. te[1] = 0;
  160. te[2] = 0;
  161. te[3] = 0;
  162. te[4] = 0;
  163. te[5] = y;
  164. te[6] = 0;
  165. te[7] = 0;
  166. te[8] = a;
  167. te[9] = b;
  168. te[10] = c;
  169. te[11] = -1;
  170. te[12] = 0;
  171. te[13] = 0;
  172. te[14] = d;
  173. te[15] = 0;
  174. }
  175. void CameraMatrix::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) {
  176. if (!p_flip_fov) {
  177. p_size *= p_aspect;
  178. }
  179. set_frustum(-p_size / 2 + p_offset.x, +p_size / 2 + p_offset.x, -p_size / p_aspect / 2 + p_offset.y, +p_size / p_aspect / 2 + p_offset.y, p_near, p_far);
  180. }
  181. real_t CameraMatrix::get_z_far() const {
  182. const real_t *matrix = (const real_t *)this->matrix;
  183. Plane new_plane = Plane(matrix[3] - matrix[2],
  184. matrix[7] - matrix[6],
  185. matrix[11] - matrix[10],
  186. matrix[15] - matrix[14]);
  187. new_plane.normal = -new_plane.normal;
  188. new_plane.normalize();
  189. return new_plane.distance;
  190. }
  191. real_t CameraMatrix::get_z_near() const {
  192. const real_t *matrix = (const real_t *)this->matrix;
  193. Plane new_plane = Plane(matrix[3] + matrix[2],
  194. matrix[7] + matrix[6],
  195. matrix[11] + matrix[10],
  196. -matrix[15] - matrix[14]);
  197. new_plane.normalize();
  198. return new_plane.distance;
  199. }
  200. Vector2 CameraMatrix::get_viewport_half_extents() const {
  201. const real_t *matrix = (const real_t *)this->matrix;
  202. ///////--- Near Plane ---///////
  203. Plane near_plane = Plane(matrix[3] + matrix[2],
  204. matrix[7] + matrix[6],
  205. matrix[11] + matrix[10],
  206. -matrix[15] - matrix[14]);
  207. near_plane.normalize();
  208. ///////--- Right Plane ---///////
  209. Plane right_plane = Plane(matrix[3] - matrix[0],
  210. matrix[7] - matrix[4],
  211. matrix[11] - matrix[8],
  212. -matrix[15] + matrix[12]);
  213. right_plane.normalize();
  214. Plane top_plane = Plane(matrix[3] - matrix[1],
  215. matrix[7] - matrix[5],
  216. matrix[11] - matrix[9],
  217. -matrix[15] + matrix[13]);
  218. top_plane.normalize();
  219. Vector3 res;
  220. near_plane.intersect_3(right_plane, top_plane, &res);
  221. return Vector2(res.x, res.y);
  222. }
  223. void CameraMatrix::get_far_plane_size(real_t &r_width, real_t &r_height) const {
  224. const real_t *matrix = (const real_t *)this->matrix;
  225. ///////--- Far Plane ---///////
  226. Plane far_plane = Plane(matrix[3] - matrix[2],
  227. matrix[7] - matrix[6],
  228. matrix[11] - matrix[10],
  229. -matrix[15] + matrix[14]);
  230. far_plane.normalize();
  231. ///////--- Right Plane ---///////
  232. Plane right_plane = Plane(matrix[3] - matrix[0],
  233. matrix[7] - matrix[4],
  234. matrix[11] - matrix[8],
  235. -matrix[15] + matrix[12]);
  236. right_plane.normalize();
  237. Plane top_plane = Plane(matrix[3] - matrix[1],
  238. matrix[7] - matrix[5],
  239. matrix[11] - matrix[9],
  240. -matrix[15] + matrix[13]);
  241. top_plane.normalize();
  242. Vector3 res;
  243. far_plane.intersect_3(right_plane, top_plane, &res);
  244. r_width = res.x;
  245. r_height = res.y;
  246. }
  247. bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8points) const {
  248. Vector<Plane> planes = get_projection_planes(Transform());
  249. const Planes intersections[8][3] = {
  250. { PLANE_FAR, PLANE_LEFT, PLANE_TOP },
  251. { PLANE_FAR, PLANE_LEFT, PLANE_BOTTOM },
  252. { PLANE_FAR, PLANE_RIGHT, PLANE_TOP },
  253. { PLANE_FAR, PLANE_RIGHT, PLANE_BOTTOM },
  254. { PLANE_NEAR, PLANE_LEFT, PLANE_TOP },
  255. { PLANE_NEAR, PLANE_LEFT, PLANE_BOTTOM },
  256. { PLANE_NEAR, PLANE_RIGHT, PLANE_TOP },
  257. { PLANE_NEAR, PLANE_RIGHT, PLANE_BOTTOM },
  258. };
  259. for (int i = 0; i < 8; i++) {
  260. Vector3 point;
  261. bool res = planes[intersections[i][0]].intersect_3(planes[intersections[i][1]], planes[intersections[i][2]], &point);
  262. ERR_FAIL_COND_V(!res, false);
  263. p_8points[i] = p_transform.xform(point);
  264. }
  265. return true;
  266. }
  267. Vector<Plane> CameraMatrix::get_projection_planes(const Transform &p_transform) const {
  268. /** Fast Plane Extraction from combined modelview/projection matrices.
  269. * References:
  270. * https://web.archive.org/web/20011221205252/http://www.markmorley.com/opengl/frustumculling.html
  271. * https://web.archive.org/web/20061020020112/http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
  272. */
  273. Vector<Plane> planes;
  274. const real_t *matrix = (const real_t *)this->matrix;
  275. Plane new_plane;
  276. ///////--- Near Plane ---///////
  277. new_plane = Plane(matrix[3] + matrix[2],
  278. matrix[7] + matrix[6],
  279. matrix[11] + matrix[10],
  280. matrix[15] + matrix[14]);
  281. new_plane.normal = -new_plane.normal;
  282. new_plane.normalize();
  283. planes.push_back(p_transform.xform(new_plane));
  284. ///////--- Far Plane ---///////
  285. new_plane = Plane(matrix[3] - matrix[2],
  286. matrix[7] - matrix[6],
  287. matrix[11] - matrix[10],
  288. matrix[15] - matrix[14]);
  289. new_plane.normal = -new_plane.normal;
  290. new_plane.normalize();
  291. planes.push_back(p_transform.xform(new_plane));
  292. ///////--- Left Plane ---///////
  293. new_plane = Plane(matrix[3] + matrix[0],
  294. matrix[7] + matrix[4],
  295. matrix[11] + matrix[8],
  296. matrix[15] + matrix[12]);
  297. new_plane.normal = -new_plane.normal;
  298. new_plane.normalize();
  299. planes.push_back(p_transform.xform(new_plane));
  300. ///////--- Top Plane ---///////
  301. new_plane = Plane(matrix[3] - matrix[1],
  302. matrix[7] - matrix[5],
  303. matrix[11] - matrix[9],
  304. matrix[15] - matrix[13]);
  305. new_plane.normal = -new_plane.normal;
  306. new_plane.normalize();
  307. planes.push_back(p_transform.xform(new_plane));
  308. ///////--- Right Plane ---///////
  309. new_plane = Plane(matrix[3] - matrix[0],
  310. matrix[7] - matrix[4],
  311. matrix[11] - matrix[8],
  312. matrix[15] - matrix[12]);
  313. new_plane.normal = -new_plane.normal;
  314. new_plane.normalize();
  315. planes.push_back(p_transform.xform(new_plane));
  316. ///////--- Bottom Plane ---///////
  317. new_plane = Plane(matrix[3] + matrix[1],
  318. matrix[7] + matrix[5],
  319. matrix[11] + matrix[9],
  320. matrix[15] + matrix[13]);
  321. new_plane.normal = -new_plane.normal;
  322. new_plane.normalize();
  323. planes.push_back(p_transform.xform(new_plane));
  324. return planes;
  325. }
  326. CameraMatrix CameraMatrix::inverse() const {
  327. CameraMatrix cm = *this;
  328. cm.invert();
  329. return cm;
  330. }
  331. void CameraMatrix::invert() {
  332. int i, j, k;
  333. int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */
  334. real_t pvt_val; /* Value of current pivot element */
  335. real_t hold; /* Temporary storage */
  336. real_t determinat; /* Determinant */
  337. determinat = 1.0;
  338. for (k = 0; k < 4; k++) {
  339. /** Locate k'th pivot element **/
  340. pvt_val = matrix[k][k]; /** Initialize for search **/
  341. pvt_i[k] = k;
  342. pvt_j[k] = k;
  343. for (i = k; i < 4; i++) {
  344. for (j = k; j < 4; j++) {
  345. if (Math::absd(matrix[i][j]) > Math::absd(pvt_val)) {
  346. pvt_i[k] = i;
  347. pvt_j[k] = j;
  348. pvt_val = matrix[i][j];
  349. }
  350. }
  351. }
  352. /** Product of pivots, gives determinant when finished **/
  353. determinat *= pvt_val;
  354. if (Math::absd(determinat) < 1e-7) {
  355. return; //(false); /** Matrix is singular (zero determinant). **/
  356. }
  357. /** "Interchange" rows (with sign change stuff) **/
  358. i = pvt_i[k];
  359. if (i != k) { /** If rows are different **/
  360. for (j = 0; j < 4; j++) {
  361. hold = -matrix[k][j];
  362. matrix[k][j] = matrix[i][j];
  363. matrix[i][j] = hold;
  364. }
  365. }
  366. /** "Interchange" columns **/
  367. j = pvt_j[k];
  368. if (j != k) { /** If columns are different **/
  369. for (i = 0; i < 4; i++) {
  370. hold = -matrix[i][k];
  371. matrix[i][k] = matrix[i][j];
  372. matrix[i][j] = hold;
  373. }
  374. }
  375. /** Divide column by minus pivot value **/
  376. for (i = 0; i < 4; i++) {
  377. if (i != k)
  378. matrix[i][k] /= (-pvt_val);
  379. }
  380. /** Reduce the matrix **/
  381. for (i = 0; i < 4; i++) {
  382. hold = matrix[i][k];
  383. for (j = 0; j < 4; j++) {
  384. if (i != k && j != k)
  385. matrix[i][j] += hold * matrix[k][j];
  386. }
  387. }
  388. /** Divide row by pivot **/
  389. for (j = 0; j < 4; j++) {
  390. if (j != k)
  391. matrix[k][j] /= pvt_val;
  392. }
  393. /** Replace pivot by reciprocal (at last we can touch it). **/
  394. matrix[k][k] = 1.0 / pvt_val;
  395. }
  396. /* That was most of the work, one final pass of row/column interchange */
  397. /* to finish */
  398. for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/
  399. i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
  400. if (i != k) { /* If rows are different */
  401. for (j = 0; j < 4; j++) {
  402. hold = matrix[k][j];
  403. matrix[k][j] = -matrix[i][j];
  404. matrix[i][j] = hold;
  405. }
  406. }
  407. j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */
  408. if (j != k) /* If columns are different */
  409. for (i = 0; i < 4; i++) {
  410. hold = matrix[i][k];
  411. matrix[i][k] = -matrix[i][j];
  412. matrix[i][j] = hold;
  413. }
  414. }
  415. }
  416. void CameraMatrix::flip_y() {
  417. for (int i = 0; i < 4; i++) {
  418. matrix[1][i] = -matrix[1][i];
  419. }
  420. }
  421. CameraMatrix::CameraMatrix() {
  422. set_identity();
  423. }
  424. CameraMatrix CameraMatrix::operator*(const CameraMatrix &p_matrix) const {
  425. CameraMatrix new_matrix;
  426. for (int j = 0; j < 4; j++) {
  427. for (int i = 0; i < 4; i++) {
  428. real_t ab = 0;
  429. for (int k = 0; k < 4; k++)
  430. ab += matrix[k][i] * p_matrix.matrix[j][k];
  431. new_matrix.matrix[j][i] = ab;
  432. }
  433. }
  434. return new_matrix;
  435. }
  436. void CameraMatrix::set_depth_correction(bool p_flip_y) {
  437. real_t *m = &matrix[0][0];
  438. m[0] = 1;
  439. m[1] = 0.0;
  440. m[2] = 0.0;
  441. m[3] = 0.0;
  442. m[4] = 0.0;
  443. m[5] = p_flip_y ? -1 : 1;
  444. m[6] = 0.0;
  445. m[7] = 0.0;
  446. m[8] = 0.0;
  447. m[9] = 0.0;
  448. m[10] = 0.5;
  449. m[11] = 0.0;
  450. m[12] = 0.0;
  451. m[13] = 0.0;
  452. m[14] = 0.5;
  453. m[15] = 1.0;
  454. }
  455. void CameraMatrix::set_light_bias() {
  456. real_t *m = &matrix[0][0];
  457. m[0] = 0.5;
  458. m[1] = 0.0;
  459. m[2] = 0.0;
  460. m[3] = 0.0;
  461. m[4] = 0.0;
  462. m[5] = 0.5;
  463. m[6] = 0.0;
  464. m[7] = 0.0;
  465. m[8] = 0.0;
  466. m[9] = 0.0;
  467. m[10] = 0.5;
  468. m[11] = 0.0;
  469. m[12] = 0.5;
  470. m[13] = 0.5;
  471. m[14] = 0.5;
  472. m[15] = 1.0;
  473. }
  474. void CameraMatrix::set_light_atlas_rect(const Rect2 &p_rect) {
  475. real_t *m = &matrix[0][0];
  476. m[0] = p_rect.size.width;
  477. m[1] = 0.0;
  478. m[2] = 0.0;
  479. m[3] = 0.0;
  480. m[4] = 0.0;
  481. m[5] = p_rect.size.height;
  482. m[6] = 0.0;
  483. m[7] = 0.0;
  484. m[8] = 0.0;
  485. m[9] = 0.0;
  486. m[10] = 1.0;
  487. m[11] = 0.0;
  488. m[12] = p_rect.position.x;
  489. m[13] = p_rect.position.y;
  490. m[14] = 0.0;
  491. m[15] = 1.0;
  492. }
  493. CameraMatrix::operator String() const {
  494. String str;
  495. for (int i = 0; i < 4; i++)
  496. for (int j = 0; j < 4; j++)
  497. str += String((j > 0) ? ", " : "\n") + rtos(matrix[i][j]);
  498. return str;
  499. }
  500. real_t CameraMatrix::get_aspect() const {
  501. Vector2 vp_he = get_viewport_half_extents();
  502. return vp_he.x / vp_he.y;
  503. }
  504. int CameraMatrix::get_pixels_per_meter(int p_for_pixel_width) const {
  505. Vector3 result = xform(Vector3(1, 0, -1));
  506. return int((result.x * 0.5 + 0.5) * p_for_pixel_width);
  507. }
  508. bool CameraMatrix::is_orthogonal() const {
  509. return matrix[3][3] == 1.0;
  510. }
  511. real_t CameraMatrix::get_fov() const {
  512. const real_t *matrix = (const real_t *)this->matrix;
  513. Plane right_plane = Plane(matrix[3] - matrix[0],
  514. matrix[7] - matrix[4],
  515. matrix[11] - matrix[8],
  516. -matrix[15] + matrix[12]);
  517. right_plane.normalize();
  518. if ((matrix[8] == 0) && (matrix[9] == 0)) {
  519. return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0;
  520. } else {
  521. // our frustum is asymmetrical need to calculate the left planes angle separately..
  522. Plane left_plane = Plane(matrix[3] + matrix[0],
  523. matrix[7] + matrix[4],
  524. matrix[11] + matrix[8],
  525. matrix[15] + matrix[12]);
  526. left_plane.normalize();
  527. return Math::rad2deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x)));
  528. }
  529. }
  530. void CameraMatrix::make_scale(const Vector3 &p_scale) {
  531. set_identity();
  532. matrix[0][0] = p_scale.x;
  533. matrix[1][1] = p_scale.y;
  534. matrix[2][2] = p_scale.z;
  535. }
  536. void CameraMatrix::scale_translate_to_fit(const AABB &p_aabb) {
  537. Vector3 min = p_aabb.position;
  538. Vector3 max = p_aabb.position + p_aabb.size;
  539. matrix[0][0] = 2 / (max.x - min.x);
  540. matrix[1][0] = 0;
  541. matrix[2][0] = 0;
  542. matrix[3][0] = -(max.x + min.x) / (max.x - min.x);
  543. matrix[0][1] = 0;
  544. matrix[1][1] = 2 / (max.y - min.y);
  545. matrix[2][1] = 0;
  546. matrix[3][1] = -(max.y + min.y) / (max.y - min.y);
  547. matrix[0][2] = 0;
  548. matrix[1][2] = 0;
  549. matrix[2][2] = 2 / (max.z - min.z);
  550. matrix[3][2] = -(max.z + min.z) / (max.z - min.z);
  551. matrix[0][3] = 0;
  552. matrix[1][3] = 0;
  553. matrix[2][3] = 0;
  554. matrix[3][3] = 1;
  555. }
  556. CameraMatrix::operator Transform() const {
  557. Transform tr;
  558. const real_t *m = &matrix[0][0];
  559. tr.basis.elements[0][0] = m[0];
  560. tr.basis.elements[1][0] = m[1];
  561. tr.basis.elements[2][0] = m[2];
  562. tr.basis.elements[0][1] = m[4];
  563. tr.basis.elements[1][1] = m[5];
  564. tr.basis.elements[2][1] = m[6];
  565. tr.basis.elements[0][2] = m[8];
  566. tr.basis.elements[1][2] = m[9];
  567. tr.basis.elements[2][2] = m[10];
  568. tr.origin.x = m[12];
  569. tr.origin.y = m[13];
  570. tr.origin.z = m[14];
  571. return tr;
  572. }
  573. CameraMatrix::CameraMatrix(const Transform &p_transform) {
  574. const Transform &tr = p_transform;
  575. real_t *m = &matrix[0][0];
  576. m[0] = tr.basis.elements[0][0];
  577. m[1] = tr.basis.elements[1][0];
  578. m[2] = tr.basis.elements[2][0];
  579. m[3] = 0.0;
  580. m[4] = tr.basis.elements[0][1];
  581. m[5] = tr.basis.elements[1][1];
  582. m[6] = tr.basis.elements[2][1];
  583. m[7] = 0.0;
  584. m[8] = tr.basis.elements[0][2];
  585. m[9] = tr.basis.elements[1][2];
  586. m[10] = tr.basis.elements[2][2];
  587. m[11] = 0.0;
  588. m[12] = tr.origin.x;
  589. m[13] = tr.origin.y;
  590. m[14] = tr.origin.z;
  591. m[15] = 1.0;
  592. }
  593. CameraMatrix::~CameraMatrix() {
  594. }