camera_matrix.h 4.8 KB

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  1. /*************************************************************************/
  2. /* camera_matrix.h */
  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. #ifndef CAMERA_MATRIX_H
  31. #define CAMERA_MATRIX_H
  32. #include "math_2d.h"
  33. #include "transform.h"
  34. /**
  35. @author Juan Linietsky <reduzio@gmail.com>
  36. */
  37. struct CameraMatrix {
  38. enum Planes {
  39. PLANE_NEAR,
  40. PLANE_FAR,
  41. PLANE_LEFT,
  42. PLANE_TOP,
  43. PLANE_RIGHT,
  44. PLANE_BOTTOM
  45. };
  46. real_t matrix[4][4];
  47. void set_identity();
  48. void set_zero();
  49. void set_light_bias();
  50. void set_light_atlas_rect(const Rect2 &p_rect);
  51. void 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 = false);
  52. void 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);
  53. void 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);
  54. void 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);
  55. void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
  56. void 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);
  57. static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
  58. return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
  59. }
  60. real_t get_z_far() const;
  61. real_t get_z_near() const;
  62. real_t get_aspect() const;
  63. real_t get_fov() const;
  64. bool is_orthogonal() const;
  65. Vector<Plane> get_projection_planes(const Transform &p_transform) const;
  66. bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const;
  67. void get_viewport_size(real_t &r_width, real_t &r_height) const;
  68. void invert();
  69. CameraMatrix inverse() const;
  70. CameraMatrix operator*(const CameraMatrix &p_matrix) const;
  71. Plane xform4(const Plane &p_vec4) const;
  72. _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
  73. operator String() const;
  74. void scale_translate_to_fit(const Rect3 &p_aabb);
  75. void make_scale(const Vector3 &p_scale);
  76. int get_pixels_per_meter(int p_for_pixel_width) const;
  77. operator Transform() const;
  78. CameraMatrix();
  79. CameraMatrix(const Transform &p_transform);
  80. ~CameraMatrix();
  81. };
  82. Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const {
  83. Vector3 ret;
  84. ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
  85. ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
  86. ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
  87. real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
  88. return ret / w;
  89. }
  90. #endif