#ifndef CAMERA_MATRIX_H #define CAMERA_MATRIX_H #include "Defs.hpp" #include "Plane.hpp" #include "Rect2.hpp" #include "Transform.hpp" #include "Math.hpp" #include 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 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