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/**************************************************************************/
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/* projection.hpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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2022-07-20 20:49:08 +00:00
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#ifndef GODOT_PROJECTION_HPP
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#define GODOT_PROJECTION_HPP
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#include <godot_cpp/core/math.hpp>
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#include <godot_cpp/variant/vector3.hpp>
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#include <godot_cpp/variant/vector4.hpp>
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namespace godot {
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class Array;
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struct AABB;
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struct Plane;
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struct Rect2;
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struct Transform3D;
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struct Vector2;
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2022-10-05 06:03:52 +00:00
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struct _NO_DISCARD_ Projection {
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enum Planes {
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PLANE_NEAR,
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PLANE_FAR,
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PLANE_LEFT,
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PLANE_TOP,
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PLANE_RIGHT,
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PLANE_BOTTOM
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};
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Vector4 columns[4];
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_FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return columns[p_axis];
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}
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_FORCE_INLINE_ Vector4 &operator[](const int p_axis) {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return columns[p_axis];
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}
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float determinant() const;
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void set_identity();
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void set_zero();
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void set_light_bias();
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void set_depth_correction(bool p_flip_y = true);
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void set_light_atlas_rect(const Rect2 &p_rect);
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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);
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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);
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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);
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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);
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void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
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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);
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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);
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void adjust_perspective_znear(real_t p_new_znear);
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static Projection create_depth_correction(bool p_flip_y);
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static Projection create_light_atlas_rect(const Rect2 &p_rect);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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static Projection create_fit_aabb(const AABB &p_aabb);
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Projection perspective_znear_adjusted(real_t p_new_znear) const;
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Plane get_projection_plane(Planes p_plane) const;
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Projection flipped_y() const;
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Projection jitter_offseted(const Vector2 &p_offset) const;
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static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
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return Math::rad_to_deg(Math::atan(p_aspect * Math::tan(Math::deg_to_rad(p_fovx) * 0.5)) * 2.0);
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}
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real_t get_z_far() const;
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real_t get_z_near() const;
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real_t get_aspect() const;
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real_t get_fov() const;
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bool is_orthogonal() const;
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Array get_projection_planes(const Transform3D &p_transform) const;
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bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
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Vector2 get_viewport_half_extents() const;
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Vector2 get_far_plane_half_extents() const;
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void invert();
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Projection inverse() const;
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Projection operator*(const Projection &p_matrix) const;
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Plane xform4(const Plane &p_vec4) const;
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_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
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Vector4 xform(const Vector4 &p_vec4) const;
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Vector4 xform_inv(const Vector4 &p_vec4) const;
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operator String() const;
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void scale_translate_to_fit(const AABB &p_aabb);
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void add_jitter_offset(const Vector2 &p_offset);
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void make_scale(const Vector3 &p_scale);
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int get_pixels_per_meter(int p_for_pixel_width) const;
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operator Transform3D() const;
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void flip_y();
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bool operator==(const Projection &p_cam) const {
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for (uint32_t i = 0; i < 4; i++) {
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for (uint32_t j = 0; j < 4; j++) {
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if (columns[i][j] != p_cam.columns[i][j]) {
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return false;
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}
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}
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}
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return true;
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}
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bool operator!=(const Projection &p_cam) const {
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return !(*this == p_cam);
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}
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float get_lod_multiplier() const;
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Projection();
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Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w);
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Projection(const Transform3D &p_transform);
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~Projection();
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};
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Vector3 Projection::xform(const Vector3 &p_vec3) const {
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Vector3 ret;
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ret.x = columns[0][0] * p_vec3.x + columns[1][0] * p_vec3.y + columns[2][0] * p_vec3.z + columns[3][0];
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ret.y = columns[0][1] * p_vec3.x + columns[1][1] * p_vec3.y + columns[2][1] * p_vec3.z + columns[3][1];
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ret.z = columns[0][2] * p_vec3.x + columns[1][2] * p_vec3.y + columns[2][2] * p_vec3.z + columns[3][2];
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real_t w = columns[0][3] * p_vec3.x + columns[1][3] * p_vec3.y + columns[2][3] * p_vec3.z + columns[3][3];
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return ret / w;
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}
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} // namespace godot
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#endif // GODOT_PROJECTION_HPP
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