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- /**************************************************************************/
- /* camera_matrix.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "camera_matrix.h"
- #include "core/math/math_funcs.h"
- #include "core/print_string.h"
- void CameraMatrix::set_identity() {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- matrix[i][j] = (i == j) ? 1 : 0;
- }
- }
- }
- void CameraMatrix::set_zero() {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- matrix[i][j] = 0;
- }
- }
- }
- Plane CameraMatrix::xform4(const Plane &p_vec4) const {
- Plane ret;
- 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;
- 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;
- 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;
- 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;
- return ret;
- }
- 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) {
- if (p_flip_fov) {
- p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
- }
- real_t sine, cotangent, deltaZ;
- real_t radians = p_fovy_degrees / 2.0 * Math_PI / 180.0;
- deltaZ = p_z_far - p_z_near;
- sine = Math::sin(radians);
- if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) {
- return;
- }
- cotangent = Math::cos(radians) / sine;
- set_identity();
- matrix[0][0] = cotangent / p_aspect;
- matrix[1][1] = cotangent;
- matrix[2][2] = -(p_z_far + p_z_near) / deltaZ;
- matrix[2][3] = -1;
- matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ;
- matrix[3][3] = 0;
- }
- 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) {
- if (p_flip_fov) {
- p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
- }
- real_t left, right, modeltranslation, ymax, xmax, frustumshift;
- ymax = p_z_near * tan(p_fovy_degrees * Math_PI / 360.0f);
- xmax = ymax * p_aspect;
- frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
- switch (p_eye) {
- case 1: { // left eye
- left = -xmax + frustumshift;
- right = xmax + frustumshift;
- modeltranslation = p_intraocular_dist / 2.0;
- }; break;
- case 2: { // right eye
- left = -xmax - frustumshift;
- right = xmax - frustumshift;
- modeltranslation = -p_intraocular_dist / 2.0;
- }; break;
- default: { // mono, should give the same result as set_perspective(p_fovy_degrees,p_aspect,p_z_near,p_z_far,p_flip_fov)
- left = -xmax;
- right = xmax;
- modeltranslation = 0.0;
- }; break;
- };
- set_frustum(left, right, -ymax, ymax, p_z_near, p_z_far);
- // translate matrix by (modeltranslation, 0.0, 0.0)
- CameraMatrix cm;
- cm.set_identity();
- cm.matrix[3][0] = modeltranslation;
- *this = *this * cm;
- }
- 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) {
- // we first calculate our base frustum on our values without taking our lens magnification into account.
- real_t f1 = (p_intraocular_dist * 0.5) / p_display_to_lens;
- real_t f2 = ((p_display_width - p_intraocular_dist) * 0.5) / p_display_to_lens;
- real_t f3 = (p_display_width / 4.0) / p_display_to_lens;
- // 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
- // we're willing to sacrifice in FOV.
- real_t add = ((f1 + f2) * (p_oversample - 1.0)) / 2.0;
- f1 += add;
- f2 += add;
- f3 *= p_oversample;
- // always apply KEEP_WIDTH aspect ratio
- f3 /= p_aspect;
- switch (p_eye) {
- case 1: { // left eye
- set_frustum(-f2 * p_z_near, f1 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
- }; break;
- case 2: { // right eye
- set_frustum(-f1 * p_z_near, f2 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
- }; break;
- default: { // mono, does not apply here!
- }; break;
- };
- };
- 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) {
- set_identity();
- matrix[0][0] = 2 / (p_right - p_left);
- matrix[3][0] = -((p_right + p_left) / (p_right - p_left));
- matrix[1][1] = 2 / (p_top - p_bottom);
- matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
- matrix[2][2] = -2 / (p_zfar - p_znear);
- matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
- matrix[3][3] = 1.0;
- }
- void CameraMatrix::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
- if (!p_flip_fov) {
- p_size *= p_aspect;
- }
- set_orthogonal(-p_size / 2, +p_size / 2, -p_size / p_aspect / 2, +p_size / p_aspect / 2, p_znear, p_zfar);
- }
- 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) {
- ERR_FAIL_COND(p_right <= p_left);
- ERR_FAIL_COND(p_top <= p_bottom);
- ERR_FAIL_COND(p_far <= p_near);
- real_t *te = &matrix[0][0];
- real_t x = 2 * p_near / (p_right - p_left);
- real_t y = 2 * p_near / (p_top - p_bottom);
- real_t a = (p_right + p_left) / (p_right - p_left);
- real_t b = (p_top + p_bottom) / (p_top - p_bottom);
- real_t c = -(p_far + p_near) / (p_far - p_near);
- real_t d = -2 * p_far * p_near / (p_far - p_near);
- te[0] = x;
- te[1] = 0;
- te[2] = 0;
- te[3] = 0;
- te[4] = 0;
- te[5] = y;
- te[6] = 0;
- te[7] = 0;
- te[8] = a;
- te[9] = b;
- te[10] = c;
- te[11] = -1;
- te[12] = 0;
- te[13] = 0;
- te[14] = d;
- te[15] = 0;
- }
- 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) {
- if (!p_flip_fov) {
- p_size *= p_aspect;
- }
- 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);
- }
- real_t CameraMatrix::get_z_far() const {
- const real_t *matrix = (const real_t *)this->matrix;
- Plane new_plane = Plane(matrix[3] - matrix[2],
- matrix[7] - matrix[6],
- matrix[11] - matrix[10],
- matrix[15] - matrix[14]);
- new_plane.normal = -new_plane.normal;
- new_plane.normalize();
- return new_plane.d;
- }
- real_t CameraMatrix::get_z_near() const {
- const real_t *matrix = (const real_t *)this->matrix;
- Plane new_plane = Plane(matrix[3] + matrix[2],
- matrix[7] + matrix[6],
- matrix[11] + matrix[10],
- -matrix[15] - matrix[14]);
- new_plane.normalize();
- return new_plane.d;
- }
- Vector2 CameraMatrix::get_viewport_half_extents() const {
- const real_t *matrix = (const real_t *)this->matrix;
- ///////--- Near Plane ---///////
- Plane near_plane = Plane(matrix[3] + matrix[2],
- matrix[7] + matrix[6],
- matrix[11] + matrix[10],
- -matrix[15] - matrix[14]);
- near_plane.normalize();
- ///////--- Right Plane ---///////
- Plane right_plane = Plane(matrix[3] - matrix[0],
- matrix[7] - matrix[4],
- matrix[11] - matrix[8],
- -matrix[15] + matrix[12]);
- right_plane.normalize();
- Plane top_plane = Plane(matrix[3] - matrix[1],
- matrix[7] - matrix[5],
- matrix[11] - matrix[9],
- -matrix[15] + matrix[13]);
- top_plane.normalize();
- Vector3 res;
- near_plane.intersect_3(right_plane, top_plane, &res);
- return Vector2(res.x, res.y);
- }
- bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8points) const {
- Vector<Plane> planes = get_projection_planes(Transform());
- const Planes intersections[8][3] = {
- { PLANE_FAR, PLANE_LEFT, PLANE_TOP },
- { PLANE_FAR, PLANE_LEFT, PLANE_BOTTOM },
- { PLANE_FAR, PLANE_RIGHT, PLANE_TOP },
- { PLANE_FAR, PLANE_RIGHT, PLANE_BOTTOM },
- { PLANE_NEAR, PLANE_LEFT, PLANE_TOP },
- { PLANE_NEAR, PLANE_LEFT, PLANE_BOTTOM },
- { PLANE_NEAR, PLANE_RIGHT, PLANE_TOP },
- { PLANE_NEAR, PLANE_RIGHT, PLANE_BOTTOM },
- };
- for (int i = 0; i < 8; i++) {
- Vector3 point;
- bool res = planes[intersections[i][0]].intersect_3(planes[intersections[i][1]], planes[intersections[i][2]], &point);
- ERR_FAIL_COND_V(!res, false);
- p_8points[i] = p_transform.xform(point);
- }
- return true;
- }
- Vector<Plane> CameraMatrix::get_projection_planes(const Transform &p_transform) const {
- /** Fast Plane Extraction from combined modelview/projection matrices.
- * References:
- * https://web.archive.org/web/20011221205252/http://www.markmorley.com/opengl/frustumculling.html
- * https://web.archive.org/web/20061020020112/http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
- */
- Vector<Plane> planes;
- const real_t *matrix = (const real_t *)this->matrix;
- Plane new_plane;
- ///////--- Near Plane ---///////
- new_plane = Plane(matrix[3] + matrix[2],
- matrix[7] + matrix[6],
- matrix[11] + matrix[10],
- matrix[15] + matrix[14]);
- new_plane.normal = -new_plane.normal;
- new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
- ///////--- Far Plane ---///////
- new_plane = Plane(matrix[3] - matrix[2],
- matrix[7] - matrix[6],
- matrix[11] - matrix[10],
- matrix[15] - matrix[14]);
- new_plane.normal = -new_plane.normal;
- new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
- ///////--- Left Plane ---///////
- new_plane = Plane(matrix[3] + matrix[0],
- matrix[7] + matrix[4],
- matrix[11] + matrix[8],
- matrix[15] + matrix[12]);
- new_plane.normal = -new_plane.normal;
- new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
- ///////--- Top Plane ---///////
- new_plane = Plane(matrix[3] - matrix[1],
- matrix[7] - matrix[5],
- matrix[11] - matrix[9],
- matrix[15] - matrix[13]);
- new_plane.normal = -new_plane.normal;
- new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
- ///////--- Right Plane ---///////
- new_plane = Plane(matrix[3] - matrix[0],
- matrix[7] - matrix[4],
- matrix[11] - matrix[8],
- matrix[15] - matrix[12]);
- new_plane.normal = -new_plane.normal;
- new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
- ///////--- Bottom Plane ---///////
- new_plane = Plane(matrix[3] + matrix[1],
- matrix[7] + matrix[5],
- matrix[11] + matrix[9],
- matrix[15] + matrix[13]);
- new_plane.normal = -new_plane.normal;
- new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
- return planes;
- }
- CameraMatrix CameraMatrix::inverse() const {
- CameraMatrix cm = *this;
- cm.invert();
- return cm;
- }
- void CameraMatrix::invert() {
- int i, j, k;
- int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */
- real_t pvt_val; /* Value of current pivot element */
- real_t hold; /* Temporary storage */
- real_t determinat; /* Determinant */
- determinat = 1.0;
- for (k = 0; k < 4; k++) {
- /** Locate k'th pivot element **/
- pvt_val = matrix[k][k]; /** Initialize for search **/
- pvt_i[k] = k;
- pvt_j[k] = k;
- for (i = k; i < 4; i++) {
- for (j = k; j < 4; j++) {
- if (Math::abs(matrix[i][j]) > Math::abs(pvt_val)) {
- pvt_i[k] = i;
- pvt_j[k] = j;
- pvt_val = matrix[i][j];
- }
- }
- }
- /** Product of pivots, gives determinant when finished **/
- determinat *= pvt_val;
- if (Math::abs(determinat) < (real_t)1e-7) {
- return; //(false); /** Matrix is singular (zero determinant). **/
- }
- /** "Interchange" rows (with sign change stuff) **/
- i = pvt_i[k];
- 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;
- }
- }
- /** "Interchange" columns **/
- j = pvt_j[k];
- 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;
- }
- }
- /** Divide column by minus pivot value **/
- for (i = 0; i < 4; i++) {
- if (i != k) {
- matrix[i][k] /= (-pvt_val);
- }
- }
- /** Reduce the matrix **/
- for (i = 0; i < 4; i++) {
- hold = matrix[i][k];
- for (j = 0; j < 4; j++) {
- if (i != k && j != k) {
- matrix[i][j] += hold * matrix[k][j];
- }
- }
- }
- /** Divide row by pivot **/
- for (j = 0; j < 4; j++) {
- if (j != k) {
- matrix[k][j] /= pvt_val;
- }
- }
- /** Replace pivot by reciprocal (at last we can touch it). **/
- matrix[k][k] = 1.0 / pvt_val;
- }
- /* That was most of the work, one final pass of row/column interchange */
- /* to finish */
- for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/
- 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;
- }
- }
- 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;
- }
- }
- }
- }
- CameraMatrix::CameraMatrix() {
- set_identity();
- }
- CameraMatrix CameraMatrix::operator*(const CameraMatrix &p_matrix) const {
- CameraMatrix new_matrix;
- for (int j = 0; j < 4; j++) {
- 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];
- }
- new_matrix.matrix[j][i] = ab;
- }
- }
- return new_matrix;
- }
- void CameraMatrix::set_light_bias() {
- real_t *m = &matrix[0][0];
- m[0] = 0.5;
- m[1] = 0.0;
- m[2] = 0.0;
- m[3] = 0.0;
- m[4] = 0.0;
- m[5] = 0.5;
- m[6] = 0.0;
- m[7] = 0.0;
- m[8] = 0.0;
- m[9] = 0.0;
- m[10] = 0.5;
- m[11] = 0.0;
- m[12] = 0.5;
- m[13] = 0.5;
- m[14] = 0.5;
- m[15] = 1.0;
- }
- void CameraMatrix::set_light_atlas_rect(const Rect2 &p_rect) {
- real_t *m = &matrix[0][0];
- m[0] = p_rect.size.width;
- m[1] = 0.0;
- m[2] = 0.0;
- m[3] = 0.0;
- m[4] = 0.0;
- m[5] = p_rect.size.height;
- m[6] = 0.0;
- m[7] = 0.0;
- m[8] = 0.0;
- m[9] = 0.0;
- m[10] = 1.0;
- m[11] = 0.0;
- m[12] = p_rect.position.x;
- m[13] = p_rect.position.y;
- m[14] = 0.0;
- m[15] = 1.0;
- }
- CameraMatrix::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]);
- }
- }
- return str;
- }
- real_t CameraMatrix::get_aspect() const {
- Vector2 vp_he = get_viewport_half_extents();
- return vp_he.x / vp_he.y;
- }
- int CameraMatrix::get_pixels_per_meter(int p_for_pixel_width) const {
- Vector3 result = xform(Vector3(1, 0, -1));
- return int((result.x * 0.5f + 0.5f) * p_for_pixel_width);
- }
- bool CameraMatrix::is_orthogonal() const {
- return matrix[3][3] == 1.0;
- }
- real_t CameraMatrix::get_fov() const {
- const real_t *matrix = (const real_t *)this->matrix;
- Plane right_plane = Plane(matrix[3] - matrix[0],
- matrix[7] - matrix[4],
- matrix[11] - matrix[8],
- -matrix[15] + matrix[12]);
- right_plane.normalize();
- if ((matrix[8] == 0) && (matrix[9] == 0)) {
- return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))) * 2;
- } else {
- // our frustum is asymmetrical need to calculate the left planes angle separately..
- Plane left_plane = Plane(matrix[3] + matrix[0],
- matrix[7] + matrix[4],
- matrix[11] + matrix[8],
- matrix[15] + matrix[12]);
- left_plane.normalize();
- return Math::rad2deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x)));
- }
- }
- void CameraMatrix::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;
- }
- void CameraMatrix::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);
- 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);
- 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);
- matrix[0][3] = 0;
- matrix[1][3] = 0;
- matrix[2][3] = 0;
- matrix[3][3] = 1;
- }
- CameraMatrix::operator Transform() const {
- Transform tr;
- const real_t *m = &matrix[0][0];
- tr.basis.elements[0][0] = m[0];
- tr.basis.elements[1][0] = m[1];
- tr.basis.elements[2][0] = m[2];
- tr.basis.elements[0][1] = m[4];
- tr.basis.elements[1][1] = m[5];
- tr.basis.elements[2][1] = m[6];
- tr.basis.elements[0][2] = m[8];
- tr.basis.elements[1][2] = m[9];
- tr.basis.elements[2][2] = m[10];
- tr.origin.x = m[12];
- tr.origin.y = m[13];
- tr.origin.z = m[14];
- return tr;
- }
- CameraMatrix::CameraMatrix(const Transform &p_transform) {
- const Transform &tr = p_transform;
- real_t *m = &matrix[0][0];
- m[0] = tr.basis.elements[0][0];
- m[1] = tr.basis.elements[1][0];
- m[2] = tr.basis.elements[2][0];
- m[3] = 0.0;
- m[4] = tr.basis.elements[0][1];
- m[5] = tr.basis.elements[1][1];
- m[6] = tr.basis.elements[2][1];
- m[7] = 0.0;
- m[8] = tr.basis.elements[0][2];
- m[9] = tr.basis.elements[1][2];
- m[10] = tr.basis.elements[2][2];
- m[11] = 0.0;
- m[12] = tr.origin.x;
- m[13] = tr.origin.y;
- m[14] = tr.origin.z;
- m[15] = 1.0;
- }
- CameraMatrix::~CameraMatrix() {
- }
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