godot-cpp/include/core/CameraMatrix.hpp

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#ifndef CAMERA_MATRIX_H
#define CAMERA_MATRIX_H
#include "Defs.hpp"
#include "Plane.hpp"
#include "Rect2.hpp"
#include "Transform.hpp"
#include "Math.hpp"
#include <vector>
namespace {
using namespace godot;
} // namespace
struct CameraMatrix {
enum Planes {
PLANE_NEAR,
PLANE_FAR,
PLANE_LEFT,
PLANE_TOP,
PLANE_RIGHT,
PLANE_BOTTOM
};
real_t matrix[4][4];
void set_identity();
void set_zero();
void set_light_bias();
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);
static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
return Math::rad2deg(atan(p_aspect * tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
}
static inline double absd(double g) {
union {
double d;
uint64_t i;
} u;
u.d = g;
u.i &= (uint64_t)9223372036854775807ll;
return u.d;
}
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;
std::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;
void invert();
CameraMatrix inverse() const;
CameraMatrix operator*(const CameraMatrix &p_matrix) const;
Plane xform4(const Plane &p_vec4) const;
inline Vector3 xform(const Vector3 &p_vec3) const;
operator String() const;
void scale_translate_to_fit(const AABB &p_aabb);
void make_scale(const Vector3 &p_scale);
int get_pixels_per_meter(int p_for_pixel_width) const;
operator Transform() const;
CameraMatrix();
CameraMatrix(const Transform &p_transform);
~CameraMatrix();
};
Vector3 CameraMatrix::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