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Added Vector4, Vector4i, and projection classes from Godot4. They are not yet handled via Variants.
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core/math/projection.cpp
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core/math/projection.cpp
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/*************************************************************************/
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/* projection.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "projection.h"
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#include "core/math/aabb.h"
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#include "core/math/math_funcs.h"
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#include "core/math/plane.h"
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#include "core/math/rect2.h"
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#include "core/math/transform.h"
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#include "core/print_string.h"
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float Projection::determinant() const {
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return matrix[0][3] * matrix[1][2] * matrix[2][1] * matrix[3][0] - matrix[0][2] * matrix[1][3] * matrix[2][1] * matrix[3][0] -
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matrix[0][3] * matrix[1][1] * matrix[2][2] * matrix[3][0] + matrix[0][1] * matrix[1][3] * matrix[2][2] * matrix[3][0] +
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matrix[0][2] * matrix[1][1] * matrix[2][3] * matrix[3][0] - matrix[0][1] * matrix[1][2] * matrix[2][3] * matrix[3][0] -
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matrix[0][3] * matrix[1][2] * matrix[2][0] * matrix[3][1] + matrix[0][2] * matrix[1][3] * matrix[2][0] * matrix[3][1] +
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matrix[0][3] * matrix[1][0] * matrix[2][2] * matrix[3][1] - matrix[0][0] * matrix[1][3] * matrix[2][2] * matrix[3][1] -
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matrix[0][2] * matrix[1][0] * matrix[2][3] * matrix[3][1] + matrix[0][0] * matrix[1][2] * matrix[2][3] * matrix[3][1] +
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matrix[0][3] * matrix[1][1] * matrix[2][0] * matrix[3][2] - matrix[0][1] * matrix[1][3] * matrix[2][0] * matrix[3][2] -
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matrix[0][3] * matrix[1][0] * matrix[2][1] * matrix[3][2] + matrix[0][0] * matrix[1][3] * matrix[2][1] * matrix[3][2] +
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matrix[0][1] * matrix[1][0] * matrix[2][3] * matrix[3][2] - matrix[0][0] * matrix[1][1] * matrix[2][3] * matrix[3][2] -
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matrix[0][2] * matrix[1][1] * matrix[2][0] * matrix[3][3] + matrix[0][1] * matrix[1][2] * matrix[2][0] * matrix[3][3] +
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matrix[0][2] * matrix[1][0] * matrix[2][1] * matrix[3][3] - matrix[0][0] * matrix[1][2] * matrix[2][1] * matrix[3][3] -
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matrix[0][1] * matrix[1][0] * matrix[2][2] * matrix[3][3] + matrix[0][0] * matrix[1][1] * matrix[2][2] * matrix[3][3];
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}
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void Projection::set_identity() {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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matrix[i][j] = (i == j) ? 1 : 0;
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}
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}
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}
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void Projection::set_zero() {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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matrix[i][j] = 0;
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}
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}
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}
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Plane Projection::xform4(const Plane &p_vec4) const {
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Plane ret;
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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;
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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;
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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;
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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;
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return ret;
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}
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Vector4 Projection::xform(const Vector4 &p_vec4) const {
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return Vector4(
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matrix[0][0] * p_vec4.x + matrix[1][0] * p_vec4.y + matrix[2][0] * p_vec4.z + matrix[3][0] * p_vec4.w,
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matrix[0][1] * p_vec4.x + matrix[1][1] * p_vec4.y + matrix[2][1] * p_vec4.z + matrix[3][1] * p_vec4.w,
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matrix[0][2] * p_vec4.x + matrix[1][2] * p_vec4.y + matrix[2][2] * p_vec4.z + matrix[3][2] * p_vec4.w,
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matrix[0][3] * p_vec4.x + matrix[1][3] * p_vec4.y + matrix[2][3] * p_vec4.z + matrix[3][3] * p_vec4.w);
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}
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Vector4 Projection::xform_inv(const Vector4 &p_vec4) const {
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return Vector4(
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matrix[0][0] * p_vec4.x + matrix[0][1] * p_vec4.y + matrix[0][2] * p_vec4.z + matrix[0][3] * p_vec4.w,
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matrix[1][0] * p_vec4.x + matrix[1][1] * p_vec4.y + matrix[1][2] * p_vec4.z + matrix[1][3] * p_vec4.w,
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matrix[2][0] * p_vec4.x + matrix[2][1] * p_vec4.y + matrix[2][2] * p_vec4.z + matrix[2][3] * p_vec4.w,
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matrix[3][0] * p_vec4.x + matrix[3][1] * p_vec4.y + matrix[3][2] * p_vec4.z + matrix[3][3] * p_vec4.w);
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}
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void Projection::adjust_perspective_znear(real_t p_new_znear) {
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real_t zfar = get_z_far();
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real_t znear = p_new_znear;
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real_t deltaZ = zfar - znear;
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matrix[2][2] = -(zfar + znear) / deltaZ;
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matrix[3][2] = -2 * znear * zfar / deltaZ;
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}
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Projection Projection::create_depth_correction(bool p_flip_y) {
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Projection proj;
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proj.set_depth_correction(p_flip_y);
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return proj;
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}
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Projection Projection::create_light_atlas_rect(const Rect2 &p_rect) {
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Projection proj;
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proj.set_light_atlas_rect(p_rect);
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return proj;
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}
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Projection 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) {
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Projection proj;
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proj.set_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov);
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return proj;
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}
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Projection 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) {
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Projection proj;
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proj.set_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov, p_eye, p_intraocular_dist, p_convergence_dist);
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return proj;
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}
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Projection 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) {
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Projection proj;
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proj.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);
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return proj;
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}
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Projection 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) {
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Projection proj;
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proj.set_orthogonal(p_left, p_right, p_bottom, p_top, p_zfar, p_zfar);
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return proj;
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}
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Projection Projection::create_orthogonal_aspect(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
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Projection proj;
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proj.set_orthogonal(p_size, p_aspect, p_znear, p_zfar, p_flip_fov);
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return proj;
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}
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Projection 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) {
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Projection proj;
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proj.set_frustum(p_left, p_right, p_bottom, p_top, p_near, p_far);
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return proj;
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}
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Projection 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) {
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Projection proj;
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proj.set_frustum(p_size, p_aspect, p_offset, p_near, p_far, p_flip_fov);
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return proj;
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}
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Projection Projection::create_fit_aabb(const AABB &p_aabb) {
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Projection proj;
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proj.scale_translate_to_fit(p_aabb);
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return proj;
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}
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Projection Projection::perspective_znear_adjusted(real_t p_new_znear) const {
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Projection proj = *this;
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proj.adjust_perspective_znear(p_new_znear);
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return proj;
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}
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Plane Projection::get_projection_plane(Planes p_plane) const {
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const real_t *matrix = (const real_t *)this->matrix;
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switch (p_plane) {
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case PLANE_NEAR: {
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Plane new_plane = Plane(matrix[3] + matrix[2],
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matrix[7] + matrix[6],
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matrix[11] + matrix[10],
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matrix[15] + matrix[14]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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return new_plane;
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} break;
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case PLANE_FAR: {
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Plane new_plane = Plane(matrix[3] - matrix[2],
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matrix[7] - matrix[6],
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matrix[11] - matrix[10],
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matrix[15] - matrix[14]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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return new_plane;
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} break;
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case PLANE_LEFT: {
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Plane new_plane = Plane(matrix[3] + matrix[0],
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matrix[7] + matrix[4],
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matrix[11] + matrix[8],
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matrix[15] + matrix[12]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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return new_plane;
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} break;
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case PLANE_TOP: {
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Plane new_plane = Plane(matrix[3] - matrix[1],
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matrix[7] - matrix[5],
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matrix[11] - matrix[9],
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matrix[15] - matrix[13]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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return new_plane;
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} break;
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case PLANE_RIGHT: {
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Plane new_plane = Plane(matrix[3] - matrix[0],
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matrix[7] - matrix[4],
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matrix[11] - matrix[8],
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matrix[15] - matrix[12]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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return new_plane;
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} break;
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case PLANE_BOTTOM: {
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Plane new_plane = Plane(matrix[3] + matrix[1],
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matrix[7] + matrix[5],
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matrix[11] + matrix[9],
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matrix[15] + matrix[13]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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return new_plane;
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} break;
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}
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return Plane();
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}
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Projection Projection::flipped_y() const {
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Projection proj = *this;
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proj.flip_y();
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return proj;
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}
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Projection Projection ::jitter_offseted(const Vector2 &p_offset) const {
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Projection proj = *this;
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proj.add_jitter_offset(p_offset);
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return proj;
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}
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void Projection::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) {
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if (p_flip_fov) {
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p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
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}
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real_t sine, cotangent, deltaZ;
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real_t radians = Math::deg2rad(p_fovy_degrees / 2.0);
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deltaZ = p_z_far - p_z_near;
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sine = Math::sin(radians);
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if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) {
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return;
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}
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cotangent = Math::cos(radians) / sine;
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set_identity();
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matrix[0][0] = cotangent / p_aspect;
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matrix[1][1] = cotangent;
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matrix[2][2] = -(p_z_far + p_z_near) / deltaZ;
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matrix[2][3] = -1;
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matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ;
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matrix[3][3] = 0;
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}
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void Projection::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) {
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if (p_flip_fov) {
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p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
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}
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real_t left, right, modeltranslation, ymax, xmax, frustumshift;
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ymax = p_z_near * tan(Math::deg2rad(p_fovy_degrees / 2.0));
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xmax = ymax * p_aspect;
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frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
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switch (p_eye) {
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case 1: { // left eye
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left = -xmax + frustumshift;
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right = xmax + frustumshift;
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modeltranslation = p_intraocular_dist / 2.0;
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} break;
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case 2: { // right eye
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left = -xmax - frustumshift;
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right = xmax - frustumshift;
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modeltranslation = -p_intraocular_dist / 2.0;
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} break;
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default: { // mono, should give the same result as set_perspective(p_fovy_degrees,p_aspect,p_z_near,p_z_far,p_flip_fov)
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left = -xmax;
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right = xmax;
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modeltranslation = 0.0;
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} break;
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}
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set_frustum(left, right, -ymax, ymax, p_z_near, p_z_far);
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// translate matrix by (modeltranslation, 0.0, 0.0)
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Projection cm;
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cm.set_identity();
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cm.matrix[3][0] = modeltranslation;
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*this = *this * cm;
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}
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void Projection::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) {
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// we first calculate our base frustum on our values without taking our lens magnification into account.
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real_t f1 = (p_intraocular_dist * 0.5) / p_display_to_lens;
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real_t f2 = ((p_display_width - p_intraocular_dist) * 0.5) / p_display_to_lens;
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real_t f3 = (p_display_width / 4.0) / p_display_to_lens;
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// 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
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// we're willing to sacrifice in FOV.
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real_t add = ((f1 + f2) * (p_oversample - 1.0)) / 2.0;
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f1 += add;
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f2 += add;
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f3 *= p_oversample;
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// always apply KEEP_WIDTH aspect ratio
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f3 /= p_aspect;
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switch (p_eye) {
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case 1: { // left eye
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set_frustum(-f2 * p_z_near, f1 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
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} break;
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case 2: { // right eye
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set_frustum(-f1 * p_z_near, f2 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
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} break;
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default: { // mono, does not apply here!
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} break;
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}
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}
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void Projection::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) {
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set_identity();
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matrix[0][0] = 2.0 / (p_right - p_left);
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||||
matrix[3][0] = -((p_right + p_left) / (p_right - p_left));
|
||||
matrix[1][1] = 2.0 / (p_top - p_bottom);
|
||||
matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
|
||||
matrix[2][2] = -2.0 / (p_zfar - p_znear);
|
||||
matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
|
||||
matrix[3][3] = 1.0;
|
||||
}
|
||||
|
||||
void Projection::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 Projection::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 Projection::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 Projection::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 Projection::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 Projection::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);
|
||||
}
|
||||
|
||||
Vector2 Projection::get_far_plane_half_extents() const {
|
||||
const real_t *matrix = (const real_t *)this->matrix;
|
||||
///////--- Far Plane ---///////
|
||||
Plane far_plane = Plane(matrix[3] - matrix[2],
|
||||
matrix[7] - matrix[6],
|
||||
matrix[11] - matrix[10],
|
||||
-matrix[15] + matrix[14]);
|
||||
far_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;
|
||||
far_plane.intersect_3(right_plane, top_plane, &res);
|
||||
|
||||
return Vector2(res.x, res.y);
|
||||
}
|
||||
|
||||
bool Projection::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> Projection::get_projection_planes(const Transform &p_transform) const {
|
||||
/** Fast Plane Extraction from combined modelview/projection matrices.
|
||||
* References:
|
||||
* https://web.archive.org/web/20011221205252/https://www.markmorley.com/opengl/frustumculling.html
|
||||
* https://web.archive.org/web/20061020020112/https://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
|
||||
*/
|
||||
|
||||
Vector<Plane> planes;
|
||||
planes.resize(6);
|
||||
|
||||
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.write[0] = 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.write[1] = 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.write[2] = 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.write[3] = 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.write[4] = 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.write[5] = p_transform.xform(new_plane);
|
||||
|
||||
return planes;
|
||||
}
|
||||
|
||||
Projection Projection::inverse() const {
|
||||
Projection cm = *this;
|
||||
cm.invert();
|
||||
return cm;
|
||||
}
|
||||
|
||||
void Projection::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 determinant = 1.0f;
|
||||
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 **/
|
||||
determinant *= pvt_val;
|
||||
if (Math::is_zero_approx(determinant)) {
|
||||
return; /** 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Projection::flip_y() {
|
||||
for (int i = 0; i < 4; i++) {
|
||||
matrix[1][i] = -matrix[1][i];
|
||||
}
|
||||
}
|
||||
|
||||
Projection::Projection() {
|
||||
set_identity();
|
||||
}
|
||||
|
||||
Projection Projection::operator*(const Projection &p_matrix) const {
|
||||
Projection 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 Projection::set_depth_correction(bool p_flip_y) {
|
||||
real_t *m = &matrix[0][0];
|
||||
|
||||
m[0] = 1;
|
||||
m[1] = 0.0;
|
||||
m[2] = 0.0;
|
||||
m[3] = 0.0;
|
||||
m[4] = 0.0;
|
||||
m[5] = p_flip_y ? -1 : 1;
|
||||
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] = 0.0;
|
||||
m[13] = 0.0;
|
||||
m[14] = 0.5;
|
||||
m[15] = 1.0;
|
||||
}
|
||||
|
||||
void Projection::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 Projection::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;
|
||||
}
|
||||
|
||||
Projection::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 Projection::get_aspect() const {
|
||||
Vector2 vp_he = get_viewport_half_extents();
|
||||
return vp_he.x / vp_he.y;
|
||||
}
|
||||
|
||||
int Projection::get_pixels_per_meter(int p_for_pixel_width) const {
|
||||
Vector3 result = xform(Vector3(1, 0, -1));
|
||||
|
||||
return int((result.x * 0.5 + 0.5) * p_for_pixel_width);
|
||||
}
|
||||
|
||||
bool Projection::is_orthogonal() const {
|
||||
return matrix[3][3] == 1.0;
|
||||
}
|
||||
|
||||
real_t Projection::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))) * 2.0;
|
||||
} 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)));
|
||||
}
|
||||
}
|
||||
|
||||
float Projection::get_lod_multiplier() const {
|
||||
if (is_orthogonal()) {
|
||||
return get_viewport_half_extents().x;
|
||||
} else {
|
||||
float zn = get_z_near();
|
||||
float width = get_viewport_half_extents().x * 2.0;
|
||||
return 1.0 / (zn / width);
|
||||
}
|
||||
|
||||
//usage is lod_size / (lod_distance * multiplier) < threshold
|
||||
}
|
||||
void Projection::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 Projection::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;
|
||||
}
|
||||
|
||||
void Projection::add_jitter_offset(const Vector2 &p_offset) {
|
||||
matrix[3][0] += p_offset.x;
|
||||
matrix[3][1] += p_offset.y;
|
||||
}
|
||||
|
||||
Projection::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;
|
||||
}
|
||||
Projection::Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w) {
|
||||
matrix[0] = p_x;
|
||||
matrix[1] = p_y;
|
||||
matrix[2] = p_z;
|
||||
matrix[3] = p_w;
|
||||
}
|
||||
Projection::Projection(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;
|
||||
}
|
||||
|
||||
Projection::~Projection() {
|
||||
}
|
167
core/math/projection.h
Normal file
167
core/math/projection.h
Normal file
@ -0,0 +1,167 @@
|
||||
/*************************************************************************/
|
||||
/* projection.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* 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 PROJECTION_H
|
||||
#define PROJECTION_H
|
||||
|
||||
#include "core/math/math_defs.h"
|
||||
#include "core/math/vector3.h"
|
||||
#include "core/math/vector4.h"
|
||||
#include "core/vector.h"
|
||||
|
||||
class AABB;
|
||||
class Plane;
|
||||
struct Rect2;
|
||||
class Transform;
|
||||
struct Vector2;
|
||||
|
||||
struct Projection {
|
||||
enum Planes {
|
||||
PLANE_NEAR,
|
||||
PLANE_FAR,
|
||||
PLANE_LEFT,
|
||||
PLANE_TOP,
|
||||
PLANE_RIGHT,
|
||||
PLANE_BOTTOM
|
||||
};
|
||||
|
||||
Vector4 matrix[4];
|
||||
|
||||
_FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const {
|
||||
DEV_ASSERT((unsigned int)p_axis < 4);
|
||||
return matrix[p_axis];
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector4 &operator[](const int p_axis) {
|
||||
DEV_ASSERT((unsigned int)p_axis < 4);
|
||||
return matrix[p_axis];
|
||||
}
|
||||
|
||||
float determinant() const;
|
||||
void set_identity();
|
||||
void set_zero();
|
||||
void set_light_bias();
|
||||
void set_depth_correction(bool p_flip_y = true);
|
||||
|
||||
void set_light_atlas_rect(const Rect2 &p_rect);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
|
||||
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);
|
||||
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);
|
||||
void adjust_perspective_znear(real_t p_new_znear);
|
||||
|
||||
static Projection create_depth_correction(bool p_flip_y);
|
||||
static Projection create_light_atlas_rect(const Rect2 &p_rect);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
static Projection create_fit_aabb(const AABB &p_aabb);
|
||||
Projection perspective_znear_adjusted(real_t p_new_znear) const;
|
||||
Plane get_projection_plane(Planes p_plane) const;
|
||||
Projection flipped_y() const;
|
||||
Projection jitter_offseted(const Vector2 &p_offset) const;
|
||||
|
||||
static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
|
||||
return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
|
||||
}
|
||||
|
||||
real_t get_z_far() const;
|
||||
real_t get_z_near() const;
|
||||
real_t get_aspect() const;
|
||||
real_t get_fov() const;
|
||||
bool is_orthogonal() const;
|
||||
|
||||
Vector<Plane> get_projection_planes(const Transform &p_transform) const;
|
||||
|
||||
bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const;
|
||||
Vector2 get_viewport_half_extents() const;
|
||||
Vector2 get_far_plane_half_extents() const;
|
||||
|
||||
void invert();
|
||||
Projection inverse() const;
|
||||
|
||||
Projection operator*(const Projection &p_matrix) const;
|
||||
|
||||
Plane xform4(const Plane &p_vec4) const;
|
||||
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
|
||||
|
||||
Vector4 xform(const Vector4 &p_vec4) const;
|
||||
Vector4 xform_inv(const Vector4 &p_vec4) const;
|
||||
|
||||
operator String() const;
|
||||
|
||||
void scale_translate_to_fit(const AABB &p_aabb);
|
||||
void add_jitter_offset(const Vector2 &p_offset);
|
||||
void make_scale(const Vector3 &p_scale);
|
||||
int get_pixels_per_meter(int p_for_pixel_width) const;
|
||||
operator Transform() const;
|
||||
|
||||
void flip_y();
|
||||
|
||||
bool operator==(const Projection &p_cam) const {
|
||||
for (uint32_t i = 0; i < 4; i++) {
|
||||
for (uint32_t j = 0; j < 4; j++) {
|
||||
if (matrix[i][j] != p_cam.matrix[i][j]) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool operator!=(const Projection &p_cam) const {
|
||||
return !(*this == p_cam);
|
||||
}
|
||||
|
||||
float get_lod_multiplier() const;
|
||||
|
||||
Projection();
|
||||
Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w);
|
||||
Projection(const Transform &p_transform);
|
||||
~Projection();
|
||||
};
|
||||
|
||||
Vector3 Projection::xform(const Vector3 &p_vec3) const {
|
||||
Vector3 ret;
|
||||
ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
|
||||
ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
|
||||
ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
|
||||
real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
|
||||
return ret / w;
|
||||
}
|
||||
|
||||
#endif // PROJECTION_H
|
178
core/math/vector4.cpp
Normal file
178
core/math/vector4.cpp
Normal file
@ -0,0 +1,178 @@
|
||||
/*************************************************************************/
|
||||
/* vector4.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* 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 "vector4.h"
|
||||
|
||||
#include "core/math/basis.h"
|
||||
#include "core/print_string.h"
|
||||
|
||||
void Vector4::set_axis(const int p_axis, const real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_axis, 4);
|
||||
components[p_axis] = p_value;
|
||||
}
|
||||
|
||||
real_t Vector4::get_axis(const int p_axis) const {
|
||||
ERR_FAIL_INDEX_V(p_axis, 4, 0);
|
||||
return operator[](p_axis);
|
||||
}
|
||||
|
||||
Vector4::Axis Vector4::min_axis_index() const {
|
||||
uint32_t min_index = 0;
|
||||
real_t min_value = x;
|
||||
for (uint32_t i = 1; i < 4; i++) {
|
||||
if (operator[](i) <= min_value) {
|
||||
min_index = i;
|
||||
min_value = operator[](i);
|
||||
}
|
||||
}
|
||||
return Vector4::Axis(min_index);
|
||||
}
|
||||
|
||||
Vector4::Axis Vector4::max_axis_index() const {
|
||||
uint32_t max_index = 0;
|
||||
real_t max_value = x;
|
||||
for (uint32_t i = 1; i < 4; i++) {
|
||||
if (operator[](i) > max_value) {
|
||||
max_index = i;
|
||||
max_value = operator[](i);
|
||||
}
|
||||
}
|
||||
return Vector4::Axis(max_index);
|
||||
}
|
||||
|
||||
bool Vector4::is_equal_approx(const Vector4 &p_vec4) const {
|
||||
return Math::is_equal_approx(x, p_vec4.x) && Math::is_equal_approx(y, p_vec4.y) && Math::is_equal_approx(z, p_vec4.z) && Math::is_equal_approx(w, p_vec4.w);
|
||||
}
|
||||
|
||||
real_t Vector4::length() const {
|
||||
return Math::sqrt(length_squared());
|
||||
}
|
||||
|
||||
void Vector4::normalize() {
|
||||
*this /= length();
|
||||
}
|
||||
|
||||
Vector4 Vector4::normalized() const {
|
||||
return *this / length();
|
||||
}
|
||||
|
||||
bool Vector4::is_normalized() const {
|
||||
return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); // Use less epsilon.
|
||||
}
|
||||
|
||||
real_t Vector4::distance_to(const Vector4 &p_to) const {
|
||||
return (p_to - *this).length();
|
||||
}
|
||||
|
||||
Vector4 Vector4::direction_to(const Vector4 &p_to) const {
|
||||
Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w);
|
||||
ret.normalize();
|
||||
return ret;
|
||||
}
|
||||
|
||||
Vector4 Vector4::abs() const {
|
||||
return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
|
||||
}
|
||||
|
||||
Vector4 Vector4::sign() const {
|
||||
return Vector4(SGN(x), SGN(y), SGN(z), SGN(w));
|
||||
}
|
||||
|
||||
Vector4 Vector4::floor() const {
|
||||
return Vector4(Math::floor(x), Math::floor(y), Math::floor(z), Math::floor(w));
|
||||
}
|
||||
|
||||
Vector4 Vector4::ceil() const {
|
||||
return Vector4(Math::ceil(x), Math::ceil(y), Math::ceil(z), Math::ceil(w));
|
||||
}
|
||||
|
||||
Vector4 Vector4::round() const {
|
||||
return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w));
|
||||
}
|
||||
|
||||
Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const {
|
||||
return Vector4(
|
||||
x + (p_weight * (p_to.x - x)),
|
||||
y + (p_weight * (p_to.y - y)),
|
||||
z + (p_weight * (p_to.z - z)),
|
||||
w + (p_weight * (p_to.w - w)));
|
||||
}
|
||||
|
||||
/*
|
||||
Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const {
|
||||
Vector4 res = *this;
|
||||
res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
|
||||
res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
|
||||
res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight);
|
||||
res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight);
|
||||
return res;
|
||||
}
|
||||
*/
|
||||
|
||||
Vector4 Vector4::posmod(const real_t p_mod) const {
|
||||
return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod));
|
||||
}
|
||||
|
||||
Vector4 Vector4::posmodv(const Vector4 &p_modv) const {
|
||||
return Vector4(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z), Math::fposmod(w, p_modv.w));
|
||||
}
|
||||
|
||||
/*
|
||||
void Vector4::snap(const Vector4 &p_step) {
|
||||
x = Math::snapped(x, p_step.x);
|
||||
y = Math::snapped(y, p_step.y);
|
||||
z = Math::snapped(z, p_step.z);
|
||||
w = Math::snapped(w, p_step.w);
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
Vector4 Vector4::snapped(const Vector4 &p_step) const {
|
||||
Vector4 v = *this;
|
||||
v.snap(p_step);
|
||||
return v;
|
||||
}
|
||||
*/
|
||||
|
||||
Vector4 Vector4::inverse() const {
|
||||
return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
|
||||
}
|
||||
|
||||
Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
|
||||
return Vector4(
|
||||
CLAMP(x, p_min.x, p_max.x),
|
||||
CLAMP(y, p_min.y, p_max.y),
|
||||
CLAMP(z, p_min.z, p_max.z),
|
||||
CLAMP(w, p_min.w, p_max.w));
|
||||
}
|
||||
|
||||
Vector4::operator String() const {
|
||||
return "(" + String::num_real(x) + ", " + String::num_real(y) + ", " + String::num_real(z) + ", " + String::num_real(w) + ")";
|
||||
}
|
302
core/math/vector4.h
Normal file
302
core/math/vector4.h
Normal file
@ -0,0 +1,302 @@
|
||||
/*************************************************************************/
|
||||
/* vector4.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* 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 VECTOR4_H
|
||||
#define VECTOR4_H
|
||||
|
||||
#include "core/math/math_defs.h"
|
||||
#include "core/math/math_funcs.h"
|
||||
#include "core/math/vector3.h"
|
||||
#include "core/ustring.h"
|
||||
|
||||
struct _NO_DISCARD_ Vector4 {
|
||||
enum Axis {
|
||||
AXIS_X,
|
||||
AXIS_Y,
|
||||
AXIS_Z,
|
||||
AXIS_W,
|
||||
};
|
||||
|
||||
union {
|
||||
struct {
|
||||
real_t x;
|
||||
real_t y;
|
||||
real_t z;
|
||||
real_t w;
|
||||
};
|
||||
real_t components[4] = { 0, 0, 0, 0 };
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ real_t &operator[](const int p_axis) {
|
||||
DEV_ASSERT((unsigned int)p_axis < 4);
|
||||
return components[p_axis];
|
||||
}
|
||||
_FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
|
||||
DEV_ASSERT((unsigned int)p_axis < 4);
|
||||
return components[p_axis];
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void set_all(const real_t p_value);
|
||||
|
||||
void set_axis(const int p_axis, const real_t p_value);
|
||||
real_t get_axis(const int p_axis) const;
|
||||
|
||||
Vector4::Axis min_axis_index() const;
|
||||
Vector4::Axis max_axis_index() const;
|
||||
|
||||
_FORCE_INLINE_ real_t length_squared() const;
|
||||
bool is_equal_approx(const Vector4 &p_vec4) const;
|
||||
real_t length() const;
|
||||
void normalize();
|
||||
Vector4 normalized() const;
|
||||
bool is_normalized() const;
|
||||
|
||||
real_t distance_to(const Vector4 &p_to) const;
|
||||
Vector4 direction_to(const Vector4 &p_to) const;
|
||||
|
||||
Vector4 abs() const;
|
||||
Vector4 sign() const;
|
||||
Vector4 floor() const;
|
||||
Vector4 ceil() const;
|
||||
Vector4 round() const;
|
||||
Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
|
||||
//Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
|
||||
|
||||
Vector4 posmod(const real_t p_mod) const;
|
||||
Vector4 posmodv(const Vector4 &p_modv) const;
|
||||
//void snap(const Vector4 &p_step);
|
||||
//Vector4 snapped(const Vector4 &p_step) const;
|
||||
Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
|
||||
|
||||
Vector4 inverse() const;
|
||||
_FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
|
||||
|
||||
_FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
|
||||
_FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
|
||||
_FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
|
||||
_FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
|
||||
_FORCE_INLINE_ void operator*=(const real_t &s);
|
||||
_FORCE_INLINE_ void operator/=(const real_t &s);
|
||||
_FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
|
||||
_FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
|
||||
_FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
|
||||
_FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
|
||||
_FORCE_INLINE_ Vector4 operator-() const;
|
||||
_FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
|
||||
_FORCE_INLINE_ Vector4 operator/(const real_t &s) const;
|
||||
|
||||
_FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const;
|
||||
_FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const;
|
||||
_FORCE_INLINE_ bool operator>(const Vector4 &p_vec4) const;
|
||||
_FORCE_INLINE_ bool operator<(const Vector4 &p_vec4) const;
|
||||
_FORCE_INLINE_ bool operator>=(const Vector4 &p_vec4) const;
|
||||
_FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const;
|
||||
|
||||
operator String() const;
|
||||
|
||||
_FORCE_INLINE_ Vector4() {}
|
||||
|
||||
_FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
|
||||
x(p_x),
|
||||
y(p_y),
|
||||
z(p_z),
|
||||
w(p_w) {
|
||||
}
|
||||
|
||||
Vector4(const Vector4 &p_vec4) :
|
||||
x(p_vec4.x),
|
||||
y(p_vec4.y),
|
||||
z(p_vec4.z),
|
||||
w(p_vec4.w) {
|
||||
}
|
||||
|
||||
void operator=(const Vector4 &p_vec4) {
|
||||
x = p_vec4.x;
|
||||
y = p_vec4.y;
|
||||
z = p_vec4.z;
|
||||
w = p_vec4.w;
|
||||
}
|
||||
};
|
||||
|
||||
void Vector4::set_all(const real_t p_value) {
|
||||
x = y = z = p_value;
|
||||
}
|
||||
|
||||
real_t Vector4::dot(const Vector4 &p_vec4) const {
|
||||
return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
|
||||
}
|
||||
|
||||
real_t Vector4::length_squared() const {
|
||||
return dot(*this);
|
||||
}
|
||||
|
||||
void Vector4::operator+=(const Vector4 &p_vec4) {
|
||||
x += p_vec4.x;
|
||||
y += p_vec4.y;
|
||||
z += p_vec4.z;
|
||||
w += p_vec4.w;
|
||||
}
|
||||
|
||||
void Vector4::operator-=(const Vector4 &p_vec4) {
|
||||
x -= p_vec4.x;
|
||||
y -= p_vec4.y;
|
||||
z -= p_vec4.z;
|
||||
w -= p_vec4.w;
|
||||
}
|
||||
|
||||
void Vector4::operator*=(const Vector4 &p_vec4) {
|
||||
x *= p_vec4.x;
|
||||
y *= p_vec4.y;
|
||||
z *= p_vec4.z;
|
||||
w *= p_vec4.w;
|
||||
}
|
||||
|
||||
void Vector4::operator/=(const Vector4 &p_vec4) {
|
||||
x /= p_vec4.x;
|
||||
y /= p_vec4.y;
|
||||
z /= p_vec4.z;
|
||||
w /= p_vec4.w;
|
||||
}
|
||||
void Vector4::operator*=(const real_t &s) {
|
||||
x *= s;
|
||||
y *= s;
|
||||
z *= s;
|
||||
w *= s;
|
||||
}
|
||||
|
||||
void Vector4::operator/=(const real_t &s) {
|
||||
*this *= 1.0f / s;
|
||||
}
|
||||
|
||||
Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
|
||||
return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w);
|
||||
}
|
||||
|
||||
Vector4 Vector4::operator-(const Vector4 &p_vec4) const {
|
||||
return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w);
|
||||
}
|
||||
|
||||
Vector4 Vector4::operator*(const Vector4 &p_vec4) const {
|
||||
return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w);
|
||||
}
|
||||
|
||||
Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
|
||||
return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
|
||||
}
|
||||
|
||||
Vector4 Vector4::operator-() const {
|
||||
return Vector4(-x, -y, -z, -w);
|
||||
}
|
||||
|
||||
Vector4 Vector4::operator*(const real_t &s) const {
|
||||
return Vector4(x * s, y * s, z * s, w * s);
|
||||
}
|
||||
|
||||
Vector4 Vector4::operator/(const real_t &s) const {
|
||||
return *this * (1.0f / s);
|
||||
}
|
||||
|
||||
bool Vector4::operator==(const Vector4 &p_vec4) const {
|
||||
return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w;
|
||||
}
|
||||
|
||||
bool Vector4::operator!=(const Vector4 &p_vec4) const {
|
||||
return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
|
||||
}
|
||||
|
||||
bool Vector4::operator<(const Vector4 &p_v) const {
|
||||
if (x == p_v.x) {
|
||||
if (y == p_v.y) {
|
||||
if (z == p_v.z) {
|
||||
return w < p_v.w;
|
||||
}
|
||||
return z < p_v.z;
|
||||
}
|
||||
return y < p_v.y;
|
||||
}
|
||||
return x < p_v.x;
|
||||
}
|
||||
|
||||
bool Vector4::operator>(const Vector4 &p_v) const {
|
||||
if (x == p_v.x) {
|
||||
if (y == p_v.y) {
|
||||
if (z == p_v.z) {
|
||||
return w > p_v.w;
|
||||
}
|
||||
return z > p_v.z;
|
||||
}
|
||||
return y > p_v.y;
|
||||
}
|
||||
return x > p_v.x;
|
||||
}
|
||||
|
||||
bool Vector4::operator<=(const Vector4 &p_v) const {
|
||||
if (x == p_v.x) {
|
||||
if (y == p_v.y) {
|
||||
if (z == p_v.z) {
|
||||
return w <= p_v.w;
|
||||
}
|
||||
return z < p_v.z;
|
||||
}
|
||||
return y < p_v.y;
|
||||
}
|
||||
return x < p_v.x;
|
||||
}
|
||||
|
||||
bool Vector4::operator>=(const Vector4 &p_v) const {
|
||||
if (x == p_v.x) {
|
||||
if (y == p_v.y) {
|
||||
if (z == p_v.z) {
|
||||
return w >= p_v.w;
|
||||
}
|
||||
return z > p_v.z;
|
||||
}
|
||||
return y > p_v.y;
|
||||
}
|
||||
return x > p_v.x;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
|
||||
return p_vec * p_scalar;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
|
||||
return p_vec * p_scalar;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
|
||||
return p_vec * p_scalar;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
|
||||
return p_vec * p_scalar;
|
||||
}
|
||||
|
||||
#endif // VECTOR4_H
|
91
core/math/vector4i.cpp
Normal file
91
core/math/vector4i.cpp
Normal file
@ -0,0 +1,91 @@
|
||||
/*************************************************************************/
|
||||
/* vector4i.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* 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 "vector4i.h"
|
||||
|
||||
#include "core/math/vector4.h"
|
||||
#include "core/ustring.h"
|
||||
|
||||
void Vector4i::set_axis(const int p_axis, const int32_t p_value) {
|
||||
ERR_FAIL_INDEX(p_axis, 4);
|
||||
coord[p_axis] = p_value;
|
||||
}
|
||||
|
||||
int32_t Vector4i::get_axis(const int p_axis) const {
|
||||
ERR_FAIL_INDEX_V(p_axis, 4, 0);
|
||||
return operator[](p_axis);
|
||||
}
|
||||
|
||||
Vector4i::Axis Vector4i::min_axis_index() const {
|
||||
uint32_t min_index = 0;
|
||||
int32_t min_value = x;
|
||||
for (uint32_t i = 1; i < 4; i++) {
|
||||
if (operator[](i) <= min_value) {
|
||||
min_index = i;
|
||||
min_value = operator[](i);
|
||||
}
|
||||
}
|
||||
return Vector4i::Axis(min_index);
|
||||
}
|
||||
|
||||
Vector4i::Axis Vector4i::max_axis_index() const {
|
||||
uint32_t max_index = 0;
|
||||
int32_t max_value = x;
|
||||
for (uint32_t i = 1; i < 4; i++) {
|
||||
if (operator[](i) > max_value) {
|
||||
max_index = i;
|
||||
max_value = operator[](i);
|
||||
}
|
||||
}
|
||||
return Vector4i::Axis(max_index);
|
||||
}
|
||||
|
||||
Vector4i Vector4i::clamp(const Vector4i &p_min, const Vector4i &p_max) const {
|
||||
return Vector4i(
|
||||
CLAMP(x, p_min.x, p_max.x),
|
||||
CLAMP(y, p_min.y, p_max.y),
|
||||
CLAMP(z, p_min.z, p_max.z),
|
||||
CLAMP(w, p_min.w, p_max.w));
|
||||
}
|
||||
|
||||
Vector4i::operator String() const {
|
||||
return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ", " + itos(w) + ")";
|
||||
}
|
||||
|
||||
Vector4i::operator Vector4() const {
|
||||
return Vector4(x, y, z, w);
|
||||
}
|
||||
|
||||
Vector4i::Vector4i(const Vector4 &p_vec4) {
|
||||
x = p_vec4.x;
|
||||
y = p_vec4.y;
|
||||
z = p_vec4.z;
|
||||
w = p_vec4.w;
|
||||
}
|
338
core/math/vector4i.h
Normal file
338
core/math/vector4i.h
Normal file
@ -0,0 +1,338 @@
|
||||
/*************************************************************************/
|
||||
/* vector4i.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* 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 VECTOR4I_H
|
||||
#define VECTOR4I_H
|
||||
|
||||
#include "core/error_macros.h"
|
||||
#include "core/math/math_funcs.h"
|
||||
|
||||
class String;
|
||||
struct Vector4;
|
||||
|
||||
struct _NO_DISCARD_ Vector4i {
|
||||
enum Axis {
|
||||
AXIS_X,
|
||||
AXIS_Y,
|
||||
AXIS_Z,
|
||||
AXIS_W,
|
||||
};
|
||||
|
||||
union {
|
||||
struct {
|
||||
int32_t x;
|
||||
int32_t y;
|
||||
int32_t z;
|
||||
int32_t w;
|
||||
};
|
||||
|
||||
int32_t coord[4] = { 0 };
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
|
||||
DEV_ASSERT((unsigned int)p_axis < 4);
|
||||
return coord[p_axis];
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ int32_t &operator[](const int p_axis) {
|
||||
DEV_ASSERT((unsigned int)p_axis < 4);
|
||||
return coord[p_axis];
|
||||
}
|
||||
|
||||
void set_axis(const int p_axis, const int32_t p_value);
|
||||
int32_t get_axis(const int p_axis) const;
|
||||
|
||||
Vector4i::Axis min_axis_index() const;
|
||||
Vector4i::Axis max_axis_index() const;
|
||||
|
||||
_FORCE_INLINE_ int64_t length_squared() const;
|
||||
_FORCE_INLINE_ double length() const;
|
||||
|
||||
_FORCE_INLINE_ void zero();
|
||||
|
||||
_FORCE_INLINE_ Vector4i abs() const;
|
||||
_FORCE_INLINE_ Vector4i sign() const;
|
||||
Vector4i clamp(const Vector4i &p_min, const Vector4i &p_max) const;
|
||||
|
||||
/* Operators */
|
||||
|
||||
_FORCE_INLINE_ Vector4i &operator+=(const Vector4i &p_v);
|
||||
_FORCE_INLINE_ Vector4i operator+(const Vector4i &p_v) const;
|
||||
_FORCE_INLINE_ Vector4i &operator-=(const Vector4i &p_v);
|
||||
_FORCE_INLINE_ Vector4i operator-(const Vector4i &p_v) const;
|
||||
_FORCE_INLINE_ Vector4i &operator*=(const Vector4i &p_v);
|
||||
_FORCE_INLINE_ Vector4i operator*(const Vector4i &p_v) const;
|
||||
_FORCE_INLINE_ Vector4i &operator/=(const Vector4i &p_v);
|
||||
_FORCE_INLINE_ Vector4i operator/(const Vector4i &p_v) const;
|
||||
_FORCE_INLINE_ Vector4i &operator%=(const Vector4i &p_v);
|
||||
_FORCE_INLINE_ Vector4i operator%(const Vector4i &p_v) const;
|
||||
|
||||
_FORCE_INLINE_ Vector4i &operator*=(const int32_t p_scalar);
|
||||
_FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar) const;
|
||||
_FORCE_INLINE_ Vector4i &operator/=(const int32_t p_scalar);
|
||||
_FORCE_INLINE_ Vector4i operator/(const int32_t p_scalar) const;
|
||||
_FORCE_INLINE_ Vector4i &operator%=(const int32_t p_scalar);
|
||||
_FORCE_INLINE_ Vector4i operator%(const int32_t p_scalar) const;
|
||||
|
||||
_FORCE_INLINE_ Vector4i operator-() const;
|
||||
|
||||
_FORCE_INLINE_ bool operator==(const Vector4i &p_v) const;
|
||||
_FORCE_INLINE_ bool operator!=(const Vector4i &p_v) const;
|
||||
_FORCE_INLINE_ bool operator<(const Vector4i &p_v) const;
|
||||
_FORCE_INLINE_ bool operator<=(const Vector4i &p_v) const;
|
||||
_FORCE_INLINE_ bool operator>(const Vector4i &p_v) const;
|
||||
_FORCE_INLINE_ bool operator>=(const Vector4i &p_v) const;
|
||||
|
||||
operator String() const;
|
||||
operator Vector4() const;
|
||||
|
||||
_FORCE_INLINE_ Vector4i() {}
|
||||
Vector4i(const Vector4 &p_vec4);
|
||||
_FORCE_INLINE_ Vector4i(const int32_t p_x, const int32_t p_y, const int32_t p_z, const int32_t p_w) {
|
||||
x = p_x;
|
||||
y = p_y;
|
||||
z = p_z;
|
||||
w = p_w;
|
||||
}
|
||||
};
|
||||
|
||||
int64_t Vector4i::length_squared() const {
|
||||
return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z + w * (int64_t)w;
|
||||
}
|
||||
|
||||
double Vector4i::length() const {
|
||||
return Math::sqrt((double)length_squared());
|
||||
}
|
||||
|
||||
Vector4i Vector4i::abs() const {
|
||||
return Vector4i(ABS(x), ABS(y), ABS(z), ABS(w));
|
||||
}
|
||||
|
||||
Vector4i Vector4i::sign() const {
|
||||
return Vector4i(SGN(x), SGN(y), SGN(z), SGN(w));
|
||||
}
|
||||
|
||||
/* Operators */
|
||||
|
||||
Vector4i &Vector4i::operator+=(const Vector4i &p_v) {
|
||||
x += p_v.x;
|
||||
y += p_v.y;
|
||||
z += p_v.z;
|
||||
w += p_v.w;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector4i Vector4i::operator+(const Vector4i &p_v) const {
|
||||
return Vector4i(x + p_v.x, y + p_v.y, z + p_v.z, w + p_v.w);
|
||||
}
|
||||
|
||||
Vector4i &Vector4i::operator-=(const Vector4i &p_v) {
|
||||
x -= p_v.x;
|
||||
y -= p_v.y;
|
||||
z -= p_v.z;
|
||||
w -= p_v.w;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector4i Vector4i::operator-(const Vector4i &p_v) const {
|
||||
return Vector4i(x - p_v.x, y - p_v.y, z - p_v.z, w - p_v.w);
|
||||
}
|
||||
|
||||
Vector4i &Vector4i::operator*=(const Vector4i &p_v) {
|
||||
x *= p_v.x;
|
||||
y *= p_v.y;
|
||||
z *= p_v.z;
|
||||
w *= p_v.w;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector4i Vector4i::operator*(const Vector4i &p_v) const {
|
||||
return Vector4i(x * p_v.x, y * p_v.y, z * p_v.z, w * p_v.w);
|
||||
}
|
||||
|
||||
Vector4i &Vector4i::operator/=(const Vector4i &p_v) {
|
||||
x /= p_v.x;
|
||||
y /= p_v.y;
|
||||
z /= p_v.z;
|
||||
w /= p_v.w;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector4i Vector4i::operator/(const Vector4i &p_v) const {
|
||||
return Vector4i(x / p_v.x, y / p_v.y, z / p_v.z, w / p_v.w);
|
||||
}
|
||||
|
||||
Vector4i &Vector4i::operator%=(const Vector4i &p_v) {
|
||||
x %= p_v.x;
|
||||
y %= p_v.y;
|
||||
z %= p_v.z;
|
||||
w %= p_v.w;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector4i Vector4i::operator%(const Vector4i &p_v) const {
|
||||
return Vector4i(x % p_v.x, y % p_v.y, z % p_v.z, w % p_v.w);
|
||||
}
|
||||
|
||||
Vector4i &Vector4i::operator*=(const int32_t p_scalar) {
|
||||
x *= p_scalar;
|
||||
y *= p_scalar;
|
||||
z *= p_scalar;
|
||||
w *= p_scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector4i Vector4i::operator*(const int32_t p_scalar) const {
|
||||
return Vector4i(x * p_scalar, y * p_scalar, z * p_scalar, w * p_scalar);
|
||||
}
|
||||
|
||||
// Multiplication operators required to workaround issues with LLVM using implicit conversion.
|
||||
|
||||
_FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar, const Vector4i &p_vector) {
|
||||
return p_vector * p_scalar;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector4i operator*(const int64_t p_scalar, const Vector4i &p_vector) {
|
||||
return p_vector * p_scalar;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector4i operator*(const float p_scalar, const Vector4i &p_vector) {
|
||||
return p_vector * p_scalar;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector4i operator*(const double p_scalar, const Vector4i &p_vector) {
|
||||
return p_vector * p_scalar;
|
||||
}
|
||||
|
||||
Vector4i &Vector4i::operator/=(const int32_t p_scalar) {
|
||||
x /= p_scalar;
|
||||
y /= p_scalar;
|
||||
z /= p_scalar;
|
||||
w /= p_scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector4i Vector4i::operator/(const int32_t p_scalar) const {
|
||||
return Vector4i(x / p_scalar, y / p_scalar, z / p_scalar, w / p_scalar);
|
||||
}
|
||||
|
||||
Vector4i &Vector4i::operator%=(const int32_t p_scalar) {
|
||||
x %= p_scalar;
|
||||
y %= p_scalar;
|
||||
z %= p_scalar;
|
||||
w %= p_scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector4i Vector4i::operator%(const int32_t p_scalar) const {
|
||||
return Vector4i(x % p_scalar, y % p_scalar, z % p_scalar, w % p_scalar);
|
||||
}
|
||||
|
||||
Vector4i Vector4i::operator-() const {
|
||||
return Vector4i(-x, -y, -z, -w);
|
||||
}
|
||||
|
||||
bool Vector4i::operator==(const Vector4i &p_v) const {
|
||||
return (x == p_v.x && y == p_v.y && z == p_v.z && w == p_v.w);
|
||||
}
|
||||
|
||||
bool Vector4i::operator!=(const Vector4i &p_v) const {
|
||||
return (x != p_v.x || y != p_v.y || z != p_v.z || w != p_v.w);
|
||||
}
|
||||
|
||||
bool Vector4i::operator<(const Vector4i &p_v) const {
|
||||
if (x == p_v.x) {
|
||||
if (y == p_v.y) {
|
||||
if (z == p_v.z) {
|
||||
return w < p_v.w;
|
||||
} else {
|
||||
return z < p_v.z;
|
||||
}
|
||||
} else {
|
||||
return y < p_v.y;
|
||||
}
|
||||
} else {
|
||||
return x < p_v.x;
|
||||
}
|
||||
}
|
||||
|
||||
bool Vector4i::operator>(const Vector4i &p_v) const {
|
||||
if (x == p_v.x) {
|
||||
if (y == p_v.y) {
|
||||
if (z == p_v.z) {
|
||||
return w > p_v.w;
|
||||
} else {
|
||||
return z > p_v.z;
|
||||
}
|
||||
} else {
|
||||
return y > p_v.y;
|
||||
}
|
||||
} else {
|
||||
return x > p_v.x;
|
||||
}
|
||||
}
|
||||
|
||||
bool Vector4i::operator<=(const Vector4i &p_v) const {
|
||||
if (x == p_v.x) {
|
||||
if (y == p_v.y) {
|
||||
if (z == p_v.z) {
|
||||
return w <= p_v.w;
|
||||
} else {
|
||||
return z < p_v.z;
|
||||
}
|
||||
} else {
|
||||
return y < p_v.y;
|
||||
}
|
||||
} else {
|
||||
return x < p_v.x;
|
||||
}
|
||||
}
|
||||
|
||||
bool Vector4i::operator>=(const Vector4i &p_v) const {
|
||||
if (x == p_v.x) {
|
||||
if (y == p_v.y) {
|
||||
if (z == p_v.z) {
|
||||
return w >= p_v.w;
|
||||
} else {
|
||||
return z > p_v.z;
|
||||
}
|
||||
} else {
|
||||
return y > p_v.y;
|
||||
}
|
||||
} else {
|
||||
return x > p_v.x;
|
||||
}
|
||||
}
|
||||
|
||||
void Vector4i::zero() {
|
||||
x = y = z = w = 0;
|
||||
}
|
||||
|
||||
#endif // VECTOR4I_H
|
Loading…
Reference in New Issue
Block a user