1 | /**************************************************************************/ |
2 | /* projection.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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, */ |
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28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef PROJECTION_H |
32 | #define PROJECTION_H |
33 | |
34 | #include "core/math/vector3.h" |
35 | #include "core/math/vector4.h" |
36 | |
37 | template <class T> |
38 | class Vector; |
39 | |
40 | struct AABB; |
41 | struct Plane; |
42 | struct Rect2; |
43 | struct Transform3D; |
44 | struct Vector2; |
45 | |
46 | struct _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 | |
159 | Vector3 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 | |