/*************************************************************************/ /* 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 Array; struct AABB; struct Plane; struct Rect2; struct Transform; struct Vector2; struct _NO_DISCARD_CLASS_ 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 calculate_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 get_projection_planes(const Transform &p_transform) const; Array get_projection_planes_array(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; Vector4 xform(const Vector4 &p_vec4) const; Vector4 xform_inv(const Vector4 &p_vec4) const; _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const; Plane xform(const Plane &p_plane) 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; _FORCE_INLINE_ void set_perspective1(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false) { set_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov); } _FORCE_INLINE_ void set_perspective2(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) { set_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov, p_eye, p_intraocular_dist, p_convergence_dist); } _FORCE_INLINE_ void set_orthogonal1(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) { set_orthogonal(p_left, p_right, p_bottom, p_top, p_znear, p_zfar); } _FORCE_INLINE_ void set_orthogonal2(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false) { set_orthogonal(p_size, p_aspect, p_znear, p_zfar, p_flip_fov); } _FORCE_INLINE_ void set_frustum1(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) { set_frustum(p_left, p_right, p_bottom, p_top, p_near, p_far); } //Vector2 is incomplete here void set_frustum2(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false); 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