Added Projection.

This commit is contained in:
Relintai 2023-05-30 22:36:09 +02:00
parent 3145948cb0
commit 906270973e
3 changed files with 551 additions and 0 deletions

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/**************************************************************************/
/* projection.cpp */
/**************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://pandemoniumengine.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 "gdn/projection.h"
#include "core/math/plane.h"
#include "core/math/projection.h"
#include "core/math/transform.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "core/math/vector4.h"
#include "core/string/ustring.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(pandemonium_projection) == sizeof(Projection), "Projection size mismatch");
pandemonium_vector4 GDAPI *pandemonium_projection_operator_index(pandemonium_projection *p_self, const pandemonium_int p_axis) {
Projection *self = (Projection *)p_self;
return (pandemonium_vector4 *)&self->operator[](p_axis);
}
const pandemonium_vector4 GDAPI *pandemonium_projection_operator_index_const(const pandemonium_projection *p_self, const pandemonium_int p_axis) {
const Projection *self = (const Projection *)p_self;
return (const pandemonium_vector4 *)&self->operator[](p_axis);
}
pandemonium_real GDAPI pandemonium_projection_determinant(const pandemonium_projection *p_self) {
const Projection *self = (const Projection *)p_self;
return self->determinant();
}
void GDAPI pandemonium_projection_set_identity(pandemonium_projection *p_self) {
Projection *self = (Projection *)p_self;
self->set_identity();
}
void GDAPI pandemonium_projection_set_zero(pandemonium_projection *p_self) {
Projection *self = (Projection *)p_self;
self->set_zero();
}
void GDAPI pandemonium_projection_set_light_bias(pandemonium_projection *p_self) {
Projection *self = (Projection *)p_self;
self->set_light_bias();
}
void GDAPI pandemonium_projection_set_depth_correction(pandemonium_projection *p_self) {
Projection *self = (Projection *)p_self;
self->set_depth_correction();
}
void GDAPI pandemonium_projection_set_depth_correction_flip(pandemonium_projection *p_self, pandemonium_bool p_flip_y) {
Projection *self = (Projection *)p_self;
self->set_depth_correction(p_flip_y);
}
void GDAPI pandemonium_projection_set_light_atlas_rect(pandemonium_projection *p_self, const pandemonium_rect2 *p_rect) {
Projection *self = (Projection *)p_self;
const Rect2 *rect = (const Rect2 *)p_rect;
self->set_light_atlas_rect(*rect);
}
void GDAPI pandemonium_projection_set_perspective1(pandemonium_projection *p_self, pandemonium_real p_fovy_degrees, pandemonium_real p_aspect, pandemonium_real p_z_near, pandemonium_real p_z_far) {
Projection *self = (Projection *)p_self;
self->set_perspective1(p_fovy_degrees, p_aspect, p_z_near, p_z_far);
}
void GDAPI pandemonium_projection_set_perspective1_flip_fov(pandemonium_projection *p_self, pandemonium_real p_fovy_degrees, pandemonium_real p_aspect, pandemonium_real p_z_near, pandemonium_real p_z_far, pandemonium_bool p_flip_fov) {
Projection *self = (Projection *)p_self;
self->set_perspective1(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov);
}
void GDAPI pandemonium_projection_set_perspective2(pandemonium_projection *p_self, pandemonium_real p_fovy_degrees, pandemonium_real p_aspect, pandemonium_real p_z_near, pandemonium_real p_z_far, pandemonium_bool p_flip_fov, pandemonium_int p_eye, pandemonium_real p_intraocular_dist, pandemonium_real p_convergence_dist) {
Projection *self = (Projection *)p_self;
self->set_perspective2(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov, p_eye, p_intraocular_dist, p_convergence_dist);
}
void GDAPI pandemonium_projection_set_for_hmd(pandemonium_projection *p_self, pandemonium_int p_eye, pandemonium_real p_aspect, pandemonium_real p_intraocular_dist, pandemonium_real p_display_width, pandemonium_real p_display_to_lens, pandemonium_real p_oversample, pandemonium_real p_z_near, pandemonium_real p_z_far) {
Projection *self = (Projection *)p_self;
self->set_for_hmd(p_eye, p_aspect, p_intraocular_dist, p_display_width, p_display_to_lens, p_oversample, p_z_near, p_z_far);
}
void GDAPI pandemonium_projection_set_orthogonal1(pandemonium_projection *p_self, pandemonium_real p_left, pandemonium_real p_right, pandemonium_real p_bottom, pandemonium_real p_top, pandemonium_real p_znear, pandemonium_real p_zfar) {
Projection *self = (Projection *)p_self;
self->set_orthogonal1(p_left, p_right, p_bottom, p_top, p_znear, p_zfar);
}
void GDAPI pandemonium_projection_set_orthogonal2(pandemonium_projection *p_self, pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_real p_znear, pandemonium_real p_zfar) {
Projection *self = (Projection *)p_self;
self->set_orthogonal2(p_size, p_aspect, p_znear, p_zfar);
}
void GDAPI pandemonium_projection_set_orthogonal2_flip_fov(pandemonium_projection *p_self, pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_real p_znear, pandemonium_real p_zfar, pandemonium_bool p_flip_fov) {
Projection *self = (Projection *)p_self;
self->set_orthogonal2(p_size, p_aspect, p_znear, p_zfar, p_flip_fov);
}
void GDAPI pandemonium_projection_set_frustum1(pandemonium_projection *p_self, pandemonium_real p_left, pandemonium_real p_right, pandemonium_real p_bottom, pandemonium_real p_top, pandemonium_real p_near, pandemonium_real p_far) {
Projection *self = (Projection *)p_self;
self->set_frustum1(p_left, p_right, p_bottom, p_top, p_near, p_far);
}
void GDAPI pandemonium_projection_set_frustum2(pandemonium_projection *p_self, pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_vector2 *p_offset, pandemonium_real p_near, pandemonium_real p_far) {
Projection *self = (Projection *)p_self;
Vector2 *offset = (Vector2 *)p_offset;
self->set_frustum2(p_size, p_aspect, *offset, p_near, p_far);
}
void GDAPI pandemonium_projection_set_frustum2_flip_fov(pandemonium_projection *p_self, pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_vector2 *p_offset, pandemonium_real p_near, pandemonium_real p_far, pandemonium_bool p_flip_fov) {
Projection *self = (Projection *)p_self;
Vector2 *offset = (Vector2 *)p_offset;
self->set_frustum2(p_size, p_aspect, *offset, p_near, p_far, p_flip_fov);
}
void GDAPI pandemonium_projection_adjust_perspective_znear(pandemonium_projection *p_self, pandemonium_real p_new_znear) {
Projection *self = (Projection *)p_self;
self->adjust_perspective_znear(p_new_znear);
}
pandemonium_projection GDAPI pandemonium_projection_create_depth_correction(pandemonium_bool p_flip_y) {
pandemonium_projection dest;
*((Projection *)&dest) = Projection::create_depth_correction(p_flip_y);
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_create_light_atlas_rect(const pandemonium_rect2 *p_rect) {
pandemonium_projection dest;
const Rect2 *rect = (const Rect2 *)p_rect;
*((Projection *)&dest) = Projection::create_light_atlas_rect(*rect);
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_create_perspective(pandemonium_real p_fovy_degrees, pandemonium_real p_aspect, pandemonium_real p_z_near, pandemonium_real p_z_far, pandemonium_bool p_flip_fov) {
pandemonium_projection dest;
*((Projection *)&dest) = Projection::create_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov);
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_create_perspective_hmd(pandemonium_real p_fovy_degrees, pandemonium_real p_aspect, pandemonium_real p_z_near, pandemonium_real p_z_far, pandemonium_bool p_flip_fov, pandemonium_int p_eye, pandemonium_real p_intraocular_dist, pandemonium_real p_convergence_dist) {
pandemonium_projection dest;
*((Projection *)&dest) = Projection::create_perspective_hmd(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov, p_eye, p_intraocular_dist, p_convergence_dist);
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_create_for_hmd(pandemonium_int p_eye, pandemonium_real p_aspect, pandemonium_real p_intraocular_dist, pandemonium_real p_display_width, pandemonium_real p_display_to_lens, pandemonium_real p_oversample, pandemonium_real p_z_near, pandemonium_real p_z_far) {
pandemonium_projection dest;
*((Projection *)&dest) = Projection::create_for_hmd(p_eye, p_aspect, p_intraocular_dist, p_display_width, p_display_to_lens, p_oversample, p_z_near, p_z_far);
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_create_orthogonal(pandemonium_real p_left, pandemonium_real p_right, pandemonium_real p_bottom, pandemonium_real p_top, pandemonium_real p_znear, pandemonium_real p_zfar) {
pandemonium_projection dest;
*((Projection *)&dest) = Projection::create_orthogonal(p_left, p_right, p_bottom, p_top, p_znear, p_zfar);
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_create_orthogonal_aspect(pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_real p_znear, pandemonium_real p_zfar, pandemonium_bool p_flip_fov) {
pandemonium_projection dest;
*((Projection *)&dest) = Projection::create_orthogonal_aspect(p_size, p_aspect, p_znear, p_zfar, p_flip_fov);
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_create_frustum(pandemonium_real p_left, pandemonium_real p_right, pandemonium_real p_bottom, pandemonium_real p_top, pandemonium_real p_near, pandemonium_real p_far) {
pandemonium_projection dest;
*((Projection *)&dest) = Projection::create_frustum(p_left, p_right, p_bottom, p_top, p_near, p_far);
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_create_frustum_aspect(pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_vector2 *p_offset, pandemonium_real p_near, pandemonium_real p_far, pandemonium_bool p_flip_fov) {
pandemonium_projection dest;
Vector2 *offset = (Vector2 *)p_offset;
*((Projection *)&dest) = Projection::create_frustum_aspect(p_size, p_aspect, *offset, p_near, p_far, p_flip_fov);
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_create_fit_aabb(const pandemonium_aabb *p_aabb) {
pandemonium_projection dest;
const AABB *aabb = (const AABB *)p_aabb;
*((Projection *)&dest) = Projection::create_fit_aabb(*aabb);
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_perspective_znear_adjusted(const pandemonium_projection *p_self, pandemonium_real p_new_znear) {
pandemonium_projection dest;
const Projection *self = (const Projection *)p_self;
*((Projection *)&dest) = self->perspective_znear_adjusted(p_new_znear);
return dest;
}
pandemonium_plane GDAPI pandemonium_projection_get_projection_plane(const pandemonium_projection *p_self, pandemonium_projection_planes p_plane) {
pandemonium_plane dest;
const Projection *self = (const Projection *)p_self;
*((Plane *)&dest) = self->get_projection_plane(static_cast<Projection::Planes>(p_plane));
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_flipped_y(const pandemonium_projection *p_self) {
pandemonium_projection dest;
const Projection *self = (const Projection *)p_self;
*((Projection *)&dest) = self->flipped_y();
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_jitter_offseted(const pandemonium_projection *p_self, const pandemonium_vector2 *p_offset) {
pandemonium_projection dest;
const Projection *self = (const Projection *)p_self;
const Vector2 *offset = (const Vector2 *)p_offset;
*((Projection *)&dest) = self->jitter_offseted(*offset);
return dest;
}
pandemonium_real GDAPI pandemonium_projection_get_fovy(pandemonium_real p_fovx, pandemonium_real p_aspect) {
return Projection::get_fovy(p_fovx, p_aspect);
}
pandemonium_real GDAPI pandemonium_projection_calculate_fovy(pandemonium_projection *p_self, pandemonium_real p_fovx, pandemonium_real p_aspect) {
Projection *self = (Projection *)p_self;
return self->calculate_fovy(p_fovx, p_aspect);
}
pandemonium_real GDAPI pandemonium_projection_get_z_far(const pandemonium_projection *p_self) {
const Projection *self = (const Projection *)p_self;
return self->get_z_far();
}
pandemonium_real GDAPI pandemonium_projection_get_z_near(const pandemonium_projection *p_self) {
const Projection *self = (const Projection *)p_self;
return self->get_z_near();
}
pandemonium_real GDAPI pandemonium_projection_get_aspect(const pandemonium_projection *p_self) {
const Projection *self = (const Projection *)p_self;
return self->get_aspect();
}
pandemonium_real GDAPI pandemonium_projection_get_fov(const pandemonium_projection *p_self) {
const Projection *self = (const Projection *)p_self;
return self->get_fov();
}
pandemonium_bool GDAPI pandemonium_projection_is_orthogonal(const pandemonium_projection *p_self) {
const Projection *self = (const Projection *)p_self;
return self->is_orthogonal();
}
pandemonium_array GDAPI pandemonium_projection_get_projection_planes_array(const pandemonium_projection *p_self, const pandemonium_projection *p_projection) {
pandemonium_array dest;
const Projection *self = (const Projection *)p_self;
const Projection *projection = (const Projection *)p_projection;
*((Array *)&dest) = self->get_projection_planes_array(*projection);
return dest;
}
pandemonium_bool GDAPI pandemonium_projection_get_endpoints(const pandemonium_projection *p_self, const pandemonium_projection *p_projection, pandemonium_vector3 *p_8points) {
const Projection *self = (const Projection *)p_self;
const Projection *projection = (const Projection *)p_projection;
Vector3 *points = (Vector3 *)p_8points;
return self->get_endpoints(*projection, points);
}
pandemonium_vector2 GDAPI pandemonium_projection_get_viewport_half_extents(const pandemonium_projection *p_self) {
pandemonium_vector2 dest;
const Projection *self = (const Projection *)p_self;
*((Vector2 *)&dest) = self->get_viewport_half_extents();
return dest;
}
pandemonium_vector2 GDAPI pandemonium_projection_get_far_plane_half_extents(const pandemonium_projection *p_self) {
pandemonium_vector2 dest;
const Projection *self = (const Projection *)p_self;
*((Vector2 *)&dest) = self->get_far_plane_half_extents();
return dest;
}
void GDAPI pandemonium_projection_invert(pandemonium_projection *p_self) {
Projection *self = (Projection *)p_self;
self->invert();
}
pandemonium_projection GDAPI pandemonium_projection_inverse(const pandemonium_projection *p_self) {
pandemonium_projection dest;
const Projection *self = (const Projection *)p_self;
*((Projection *)&dest) = self->inverse();
return dest;
}
pandemonium_projection GDAPI pandemonium_projection_operator_mul(const pandemonium_projection *p_self, const pandemonium_projection *p_matrix) {
pandemonium_projection dest;
const Projection *self = (const Projection *)p_self;
const Projection *matrix = (const Projection *)p_matrix;
*((Projection *)&dest) = self->operator*(*matrix);
return dest;
}
pandemonium_vector4 GDAPI pandemonium_projection_xform_vector4(const pandemonium_projection *p_self, const pandemonium_vector4 *p_vec4) {
pandemonium_vector4 dest;
const Projection *self = (const Projection *)p_self;
const Vector4 *vec4 = (const Vector4 *)p_vec4;
*((Vector4 *)&dest) = self->xform(*vec4);
return dest;
}
pandemonium_vector4 GDAPI pandemonium_projection_xform_inv_vector4(const pandemonium_projection *p_self, const pandemonium_vector4 *p_vec4) {
pandemonium_vector4 dest;
const Projection *self = (const Projection *)p_self;
const Vector4 *vec4 = (const Vector4 *)p_vec4;
*((Vector4 *)&dest) = self->xform_inv(*vec4);
return dest;
}
pandemonium_vector3 GDAPI pandemonium_projection_xform_vector3(const pandemonium_projection *p_self, const pandemonium_vector3 *p_vector) {
pandemonium_vector3 dest;
const Projection *self = (const Projection *)p_self;
const Vector3 *vector = (const Vector3 *)p_vector;
*((Vector3 *)&dest) = self->xform(*vector);
return dest;
}
pandemonium_plane GDAPI pandemonium_projection_xform_plane(const pandemonium_projection *p_self, const pandemonium_plane *p_plane) {
pandemonium_plane dest;
const Projection *self = (const Projection *)p_self;
const Plane *plane = (const Plane *)p_plane;
*((Plane *)&dest) = self->xform(*plane);
return dest;
}
pandemonium_string GDAPI pandemonium_projection_as_string(const pandemonium_projection *p_self) {
pandemonium_string ret;
const Projection *self = (const Projection *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
void GDAPI pandemonium_projection_scale_translate_to_fit(pandemonium_projection *p_self, const pandemonium_aabb *p_aabb) {
Projection *self = (Projection *)p_self;
const AABB *aabb = (const AABB *)p_aabb;
self->scale_translate_to_fit(*aabb);
}
void GDAPI pandemonium_projection_add_jitter_offset(pandemonium_projection *p_self, const pandemonium_vector2 *p_offset) {
Projection *self = (Projection *)p_self;
const Vector2 *offset = (const Vector2 *)p_offset;
self->add_jitter_offset(*offset);
}
void GDAPI pandemonium_projection_make_scale(pandemonium_projection *p_self, const pandemonium_vector3 *p_scale) {
Projection *self = (Projection *)p_self;
const Vector3 *scale = (const Vector3 *)p_scale;
self->make_scale(*scale);
}
pandemonium_int GDAPI pandemonium_projection_get_pixels_per_meter(const pandemonium_projection *p_self, pandemonium_int p_for_pixel_width) {
const Projection *self = (const Projection *)p_self;
return self->get_pixels_per_meter(p_for_pixel_width);
}
pandemonium_transform GDAPI pandemonium_projection_to_transform(const pandemonium_projection *p_self) {
pandemonium_transform dest;
const Projection *self = (const Projection *)p_self;
*((Transform *)&dest) = self->operator Transform();
return dest;
}
void GDAPI pandemonium_projection_flip_y(pandemonium_projection *p_self) {
Projection *self = (Projection *)p_self;
self->flip_y();
}
pandemonium_bool GDAPI pandemonium_projection_operator_equal(const pandemonium_projection *p_self, const pandemonium_projection *p_cam) {
const Projection *self = (const Projection *)p_self;
const Projection *cam = (const Projection *)p_cam;
return self->operator==(*cam);
}
pandemonium_real GDAPI pandemonium_projection_get_lod_multiplier(const pandemonium_projection *p_self) {
const Projection *self = (const Projection *)p_self;
return self->get_lod_multiplier();
}
void GDAPI pandemonium_projection_new_vector4s(pandemonium_projection *r_dest, const pandemonium_vector4 *p_x, const pandemonium_vector4 *p_y, const pandemonium_vector4 *p_z, const pandemonium_vector4 *p_w) {
const Vector4 *x = (const Vector4 *)p_x;
const Vector4 *y = (const Vector4 *)p_y;
const Vector4 *z = (const Vector4 *)p_z;
const Vector4 *w = (const Vector4 *)p_w;
Projection *dest = (Projection *)r_dest;
*dest = Projection(*x, *y, *z, *w);
}
void GDAPI pandemonium_projection_new_from_projection(pandemonium_projection *r_dest, const pandemonium_projection *p_projection) {
const Projection *projection = (const Projection *)p_projection;
Projection *dest = (Projection *)r_dest;
*dest = Projection(*projection);
}
#ifdef __cplusplus
}
#endif

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@ -207,6 +207,10 @@ typedef void pandemonium_object;
#include <gdn/transform.h>
/////// Projection
#include <gdn/projection.h>
/////// Color
#include <gdn/color.h>

162
include/gdn/projection.h Normal file
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@ -0,0 +1,162 @@
/**************************************************************************/
/* projection.h */
/**************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://pandemoniumengine.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. */
/**************************************************************************/
#ifndef GDNATIVE_PROJECTION_H
#define GDNATIVE_PROJECTION_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define PANDEMONIUM_PROJECTION_SIZE 64
#ifndef PANDEMONIUM_CORE_API_PANDEMONIUM_PROJECTION_TYPE_DEFINED
#define PANDEMONIUM_CORE_API_PANDEMONIUM_PROJECTION_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[PANDEMONIUM_PROJECTION_SIZE];
} pandemonium_projection;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdn/gdnative.h>
#include <gdn/plane.h>
#include <gdn/vector2.h>
#include <gdn/vector3.h>
#include <gdn/vector4.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
PANDEMONIUM_PROJECTION_PLANE_NEAR,
PANDEMONIUM_PROJECTION_PLANE_FAR,
PANDEMONIUM_PROJECTION_PLANE_LEFT,
PANDEMONIUM_PROJECTION_PLANE_TOP,
PANDEMONIUM_PROJECTION_PLANE_RIGHT,
PANDEMONIUM_PROJECTION_PLANE_BOTTOM
} pandemonium_projection_planes;
pandemonium_vector4 GDAPI *pandemonium_projection_operator_index(pandemonium_projection *p_self, const pandemonium_int p_axis);
const pandemonium_vector4 GDAPI *pandemonium_projection_operator_index_const(const pandemonium_projection *p_self, const pandemonium_int p_axis);
pandemonium_real GDAPI pandemonium_projection_determinant(const pandemonium_projection *p_self);
void GDAPI pandemonium_projection_set_identity(pandemonium_projection *p_self);
void GDAPI pandemonium_projection_set_zero(pandemonium_projection *p_self);
void GDAPI pandemonium_projection_set_light_bias(pandemonium_projection *p_self);
void GDAPI pandemonium_projection_set_depth_correction(pandemonium_projection *p_self);
void GDAPI pandemonium_projection_set_depth_correction_flip(pandemonium_projection *p_self, pandemonium_bool p_flip_y);
void GDAPI pandemonium_projection_set_light_atlas_rect(pandemonium_projection *p_self, const pandemonium_rect2 *p_rect);
void GDAPI pandemonium_projection_set_perspective1(pandemonium_projection *p_self, pandemonium_real p_fovy_degrees, pandemonium_real p_aspect, pandemonium_real p_z_near, pandemonium_real p_z_far);
void GDAPI pandemonium_projection_set_perspective1_flip_fov(pandemonium_projection *p_self, pandemonium_real p_fovy_degrees, pandemonium_real p_aspect, pandemonium_real p_z_near, pandemonium_real p_z_far, pandemonium_bool p_flip_fov);
void GDAPI pandemonium_projection_set_perspective2(pandemonium_projection *p_self, pandemonium_real p_fovy_degrees, pandemonium_real p_aspect, pandemonium_real p_z_near, pandemonium_real p_z_far, pandemonium_bool p_flip_fov, pandemonium_int p_eye, pandemonium_real p_intraocular_dist, pandemonium_real p_convergence_dist);
void GDAPI pandemonium_projection_set_for_hmd(pandemonium_projection *p_self, pandemonium_int p_eye, pandemonium_real p_aspect, pandemonium_real p_intraocular_dist, pandemonium_real p_display_width, pandemonium_real p_display_to_lens, pandemonium_real p_oversample, pandemonium_real p_z_near, pandemonium_real p_z_far);
void GDAPI pandemonium_projection_set_orthogonal1(pandemonium_projection *p_self, pandemonium_real p_left, pandemonium_real p_right, pandemonium_real p_bottom, pandemonium_real p_top, pandemonium_real p_znear, pandemonium_real p_zfar);
void GDAPI pandemonium_projection_set_orthogonal2(pandemonium_projection *p_self, pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_real p_znear, pandemonium_real p_zfar);
void GDAPI pandemonium_projection_set_orthogonal2_flip_fov(pandemonium_projection *p_self, pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_real p_znear, pandemonium_real p_zfar, pandemonium_bool p_flip_fov);
void GDAPI pandemonium_projection_set_frustum1(pandemonium_projection *p_self, pandemonium_real p_left, pandemonium_real p_right, pandemonium_real p_bottom, pandemonium_real p_top, pandemonium_real p_near, pandemonium_real p_far);
void GDAPI pandemonium_projection_set_frustum2(pandemonium_projection *p_self, pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_vector2 *p_offset, pandemonium_real p_near, pandemonium_real p_far);
void GDAPI pandemonium_projection_set_frustum2_flip_fov(pandemonium_projection *p_self, pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_vector2 *p_offset, pandemonium_real p_near, pandemonium_real p_far, pandemonium_bool p_flip_fov);
void GDAPI pandemonium_projection_adjust_perspective_znear(pandemonium_projection *p_self, pandemonium_real p_new_znear);
pandemonium_projection GDAPI pandemonium_projection_create_depth_correction(pandemonium_bool p_flip_y);
pandemonium_projection GDAPI pandemonium_projection_create_light_atlas_rect(const pandemonium_rect2 *p_rect);
pandemonium_projection GDAPI pandemonium_projection_create_perspective(pandemonium_real p_fovy_degrees, pandemonium_real p_aspect, pandemonium_real p_z_near, pandemonium_real p_z_far, pandemonium_bool p_flip_fov);
pandemonium_projection GDAPI pandemonium_projection_create_perspective_hmd(pandemonium_real p_fovy_degrees, pandemonium_real p_aspect, pandemonium_real p_z_near, pandemonium_real p_z_far, pandemonium_bool p_flip_fov, pandemonium_int p_eye, pandemonium_real p_intraocular_dist, pandemonium_real p_convergence_dist);
pandemonium_projection GDAPI pandemonium_projection_create_for_hmd(pandemonium_int p_eye, pandemonium_real p_aspect, pandemonium_real p_intraocular_dist, pandemonium_real p_display_width, pandemonium_real p_display_to_lens, pandemonium_real p_oversample, pandemonium_real p_z_near, pandemonium_real p_z_far);
pandemonium_projection GDAPI pandemonium_projection_create_orthogonal(pandemonium_real p_left, pandemonium_real p_right, pandemonium_real p_bottom, pandemonium_real p_top, pandemonium_real p_znear, pandemonium_real p_zfar);
pandemonium_projection GDAPI pandemonium_projection_create_orthogonal_aspect(pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_real p_znear, pandemonium_real p_zfar, pandemonium_bool p_flip_fov);
pandemonium_projection GDAPI pandemonium_projection_create_frustum(pandemonium_real p_left, pandemonium_real p_right, pandemonium_real p_bottom, pandemonium_real p_top, pandemonium_real p_near, pandemonium_real p_far);
pandemonium_projection GDAPI pandemonium_projection_create_frustum_aspect(pandemonium_real p_size, pandemonium_real p_aspect, pandemonium_vector2 *p_offset, pandemonium_real p_near, pandemonium_real p_far, pandemonium_bool p_flip_fov);
pandemonium_projection GDAPI pandemonium_projection_create_fit_aabb(const pandemonium_aabb *p_aabb);
pandemonium_projection GDAPI pandemonium_projection_perspective_znear_adjusted(const pandemonium_projection *p_self, pandemonium_real p_new_znear);
pandemonium_plane GDAPI pandemonium_projection_get_projection_plane(const pandemonium_projection *p_self, pandemonium_projection_planes p_plane);
pandemonium_projection GDAPI pandemonium_projection_flipped_y(const pandemonium_projection *p_self);
pandemonium_projection GDAPI pandemonium_projection_jitter_offseted(const pandemonium_projection *p_self, const pandemonium_vector2 *p_offset);
pandemonium_real GDAPI pandemonium_projection_get_fovy(pandemonium_real p_fovx, pandemonium_real p_aspect);
pandemonium_real GDAPI pandemonium_projection_calculate_fovy(pandemonium_projection *p_self, pandemonium_real p_fovx, pandemonium_real p_aspect);
pandemonium_real GDAPI pandemonium_projection_get_z_far(const pandemonium_projection *p_self);
pandemonium_real GDAPI pandemonium_projection_get_z_near(const pandemonium_projection *p_self);
pandemonium_real GDAPI pandemonium_projection_get_aspect(const pandemonium_projection *p_self);
pandemonium_real GDAPI pandemonium_projection_get_fov(const pandemonium_projection *p_self);
pandemonium_bool GDAPI pandemonium_projection_is_orthogonal(const pandemonium_projection *p_self);
//Vector<Plane> get_projection_planes(const Projection &p_projection) const;
pandemonium_array GDAPI pandemonium_projection_get_projection_planes_array(const pandemonium_projection *p_self, const pandemonium_projection *p_projection);
pandemonium_bool GDAPI pandemonium_projection_get_endpoints(const pandemonium_projection *p_self, const pandemonium_projection *p_projection, pandemonium_vector3 *p_8points);
pandemonium_vector2 GDAPI pandemonium_projection_get_viewport_half_extents(const pandemonium_projection *p_self);
pandemonium_vector2 GDAPI pandemonium_projection_get_far_plane_half_extents(const pandemonium_projection *p_self);
void GDAPI pandemonium_projection_invert(pandemonium_projection *p_self);
pandemonium_projection GDAPI pandemonium_projection_inverse(const pandemonium_projection *p_self);
pandemonium_projection GDAPI pandemonium_projection_operator_mul(const pandemonium_projection *p_self, const pandemonium_projection *p_matrix);
pandemonium_vector4 GDAPI pandemonium_projection_xform_vector4(const pandemonium_projection *p_self, const pandemonium_vector4 *p_vec4);
pandemonium_vector4 GDAPI pandemonium_projection_xform_inv_vector4(const pandemonium_projection *p_self, const pandemonium_vector4 *p_vec4);
pandemonium_vector3 GDAPI pandemonium_projection_xform_vector3(const pandemonium_projection *p_self, const pandemonium_vector3 *p_vector);
pandemonium_plane GDAPI pandemonium_projection_xform_plane(const pandemonium_projection *p_self, const pandemonium_plane *p_plane);
pandemonium_string GDAPI pandemonium_projection_as_string(const pandemonium_projection *p_self);
void GDAPI pandemonium_projection_scale_translate_to_fit(pandemonium_projection *p_self, const pandemonium_aabb *p_aabb);
void GDAPI pandemonium_projection_add_jitter_offset(pandemonium_projection *p_self, const pandemonium_vector2 *p_offset);
void GDAPI pandemonium_projection_make_scale(pandemonium_projection *p_self, const pandemonium_vector3 *p_scale);
pandemonium_int GDAPI pandemonium_projection_get_pixels_per_meter(const pandemonium_projection *p_self, pandemonium_int p_for_pixel_width);
pandemonium_transform GDAPI pandemonium_projection_to_transform(const pandemonium_projection *p_self);
void GDAPI pandemonium_projection_flip_y(pandemonium_projection *p_self);
pandemonium_bool GDAPI pandemonium_projection_operator_equal(const pandemonium_projection *p_self, const pandemonium_projection *p_cam);
pandemonium_real GDAPI pandemonium_projection_get_lod_multiplier(const pandemonium_projection *p_self);
void GDAPI pandemonium_projection_new_vector4s(pandemonium_projection *r_dest, const pandemonium_vector4 *p_x, const pandemonium_vector4 *p_y, const pandemonium_vector4 *p_z, const pandemonium_vector4 *p_w);
void GDAPI pandemonium_projection_new_from_projection(pandemonium_projection *r_dest, const pandemonium_projection *p_projection);
#ifdef __cplusplus
}
#endif
#endif // GDNATIVE_PROJECTION_H