1/**************************************************************************/
2/* projection.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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29/**************************************************************************/
30
31#ifndef PROJECTION_H
32#define PROJECTION_H
33
34#include "core/math/vector3.h"
35#include "core/math/vector4.h"
36
37template <class T>
38class Vector;
39
40struct AABB;
41struct Plane;
42struct Rect2;
43struct Transform3D;
44struct Vector2;
45
46struct _NO_DISCARD_ Projection {
47 enum Planes {
48 PLANE_NEAR,
49 PLANE_FAR,
50 PLANE_LEFT,
51 PLANE_TOP,
52 PLANE_RIGHT,
53 PLANE_BOTTOM
54 };
55
56 Vector4 columns[4];
57
58 _FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const {
59 DEV_ASSERT((unsigned int)p_axis < 4);
60 return columns[p_axis];
61 }
62
63 _FORCE_INLINE_ Vector4 &operator[](const int p_axis) {
64 DEV_ASSERT((unsigned int)p_axis < 4);
65 return columns[p_axis];
66 }
67
68 float determinant() const;
69 void set_identity();
70 void set_zero();
71 void set_light_bias();
72 void set_depth_correction(bool p_flip_y = true);
73
74 void set_light_atlas_rect(const Rect2 &p_rect);
75 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);
76 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);
77 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);
78 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);
79 void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
80 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);
81 void 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 = false);
82 void adjust_perspective_znear(real_t p_new_znear);
83
84 static Projection create_depth_correction(bool p_flip_y);
85 static Projection create_light_atlas_rect(const Rect2 &p_rect);
86 static Projection create_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);
87 static Projection create_perspective_hmd(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);
88 static Projection create_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);
89 static Projection create_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);
90 static Projection create_orthogonal_aspect(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
91 static Projection create_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);
92 static Projection create_frustum_aspect(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
93 static Projection create_fit_aabb(const AABB &p_aabb);
94 Projection perspective_znear_adjusted(real_t p_new_znear) const;
95 Plane get_projection_plane(Planes p_plane) const;
96 Projection flipped_y() const;
97 Projection jitter_offseted(const Vector2 &p_offset) const;
98
99 static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
100 return Math::rad_to_deg(Math::atan(p_aspect * Math::tan(Math::deg_to_rad(p_fovx) * 0.5)) * 2.0);
101 }
102
103 real_t get_z_far() const;
104 real_t get_z_near() const;
105 real_t get_aspect() const;
106 real_t get_fov() const;
107 bool is_orthogonal() const;
108
109 Vector<Plane> get_projection_planes(const Transform3D &p_transform) const;
110
111 bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
112 Vector2 get_viewport_half_extents() const;
113 Vector2 get_far_plane_half_extents() const;
114
115 void invert();
116 Projection inverse() const;
117
118 Projection operator*(const Projection &p_matrix) const;
119
120 Plane xform4(const Plane &p_vec4) const;
121 _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
122
123 Vector4 xform(const Vector4 &p_vec4) const;
124 Vector4 xform_inv(const Vector4 &p_vec4) const;
125
126 operator String() const;
127
128 void scale_translate_to_fit(const AABB &p_aabb);
129 void add_jitter_offset(const Vector2 &p_offset);
130 void make_scale(const Vector3 &p_scale);
131 int get_pixels_per_meter(int p_for_pixel_width) const;
132 operator Transform3D() const;
133
134 void flip_y();
135
136 bool operator==(const Projection &p_cam) const {
137 for (uint32_t i = 0; i < 4; i++) {
138 for (uint32_t j = 0; j < 4; j++) {
139 if (columns[i][j] != p_cam.columns[i][j]) {
140 return false;
141 }
142 }
143 }
144 return true;
145 }
146
147 bool operator!=(const Projection &p_cam) const {
148 return !(*this == p_cam);
149 }
150
151 float get_lod_multiplier() const;
152
153 Projection();
154 Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w);
155 Projection(const Transform3D &p_transform);
156 ~Projection();
157};
158
159Vector3 Projection::xform(const Vector3 &p_vec3) const {
160 Vector3 ret;
161 ret.x = columns[0][0] * p_vec3.x + columns[1][0] * p_vec3.y + columns[2][0] * p_vec3.z + columns[3][0];
162 ret.y = columns[0][1] * p_vec3.x + columns[1][1] * p_vec3.y + columns[2][1] * p_vec3.z + columns[3][1];
163 ret.z = columns[0][2] * p_vec3.x + columns[1][2] * p_vec3.y + columns[2][2] * p_vec3.z + columns[3][2];
164 real_t w = columns[0][3] * p_vec3.x + columns[1][3] * p_vec3.y + columns[2][3] * p_vec3.z + columns[3][3];
165 return ret / w;
166}
167
168#endif // PROJECTION_H
169