2014-02-10 02:10:30 +01:00
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/*************************************************************************/
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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/* projection.h */
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2014-02-10 02:10:30 +01:00
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 14:16:55 +02:00
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/* https://godotengine.org */
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2014-02-10 02:10:30 +01:00
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/*************************************************************************/
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2022-01-03 21:27:34 +01:00
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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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2014-02-10 02:10:30 +01:00
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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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2018-01-05 00:50:27 +01:00
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2022-07-23 23:41:51 +02:00
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#ifndef PROJECTION_H
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#define PROJECTION_H
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2014-02-10 02:10:30 +01:00
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2022-02-04 13:28:02 +01:00
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#include "core/math/vector3.h"
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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#include "core/math/vector4.h"
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2022-10-06 05:00:15 +02:00
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template <class T>
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class Vector;
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2022-02-04 13:28:02 +01:00
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2022-02-04 14:30:17 +01:00
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struct AABB;
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struct Plane;
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2022-02-04 13:28:02 +01:00
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struct Rect2;
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2022-02-04 14:30:17 +01:00
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struct Transform3D;
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2022-02-04 13:28:02 +01:00
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struct Vector2;
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2018-09-11 18:13:45 +02:00
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2022-10-06 05:00:15 +02:00
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struct _NO_DISCARD_ Projection {
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2014-02-10 02:10:30 +01:00
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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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2022-10-04 18:44:48 +02:00
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Vector4 columns[4];
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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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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2022-10-04 18:44:48 +02:00
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return columns[p_axis];
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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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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2022-10-04 18:44:48 +02:00
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return columns[p_axis];
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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}
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2016-03-09 00:00:52 +01:00
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2020-05-01 14:34:23 +02:00
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float determinant() const;
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2014-02-10 02:10:30 +01:00
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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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2019-09-09 22:50:51 +02:00
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void set_depth_correction(bool p_flip_y = true);
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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2017-03-05 16:44:50 +01:00
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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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2017-04-23 14:10:41 +02:00
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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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2017-03-05 16:44:50 +01:00
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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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2017-01-14 21:35:39 +01:00
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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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2019-02-19 17:17:02 +01:00
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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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2021-01-17 17:25:38 +01:00
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void adjust_perspective_znear(real_t p_new_znear);
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2014-02-10 02:10:30 +01:00
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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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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2017-03-05 16:44:50 +01:00
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static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
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2022-08-13 17:45:42 +02:00
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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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2014-02-10 02:10:30 +01:00
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}
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2017-01-14 21:35:39 +01:00
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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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2017-09-07 23:00:47 +02:00
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bool is_orthogonal() const;
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2016-03-09 00:00:52 +01:00
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2020-10-17 07:08:21 +02:00
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Vector<Plane> get_projection_planes(const Transform3D &p_transform) const;
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2016-03-09 00:00:52 +01:00
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2020-10-17 07:08:21 +02:00
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bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
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2020-01-21 19:39:16 +01:00
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Vector2 get_viewport_half_extents() const;
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2020-08-13 03:21:01 +02:00
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Vector2 get_far_plane_half_extents() const;
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2016-03-09 00:00:52 +01:00
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2014-02-10 02:10:30 +01:00
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void invert();
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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Projection inverse() const;
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2014-02-10 02:10:30 +01:00
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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Projection operator*(const Projection &p_matrix) const;
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2014-02-10 02:10:30 +01:00
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2017-03-05 16:44:50 +01:00
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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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2016-03-09 00:00:52 +01:00
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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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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2014-02-10 02:10:30 +01:00
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operator String() const;
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2017-11-17 03:09:00 +01:00
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void scale_translate_to_fit(const AABB &p_aabb);
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2022-04-04 16:10:22 +02:00
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void add_jitter_offset(const Vector2 &p_offset);
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2014-02-10 02:10:30 +01:00
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void make_scale(const Vector3 &p_scale);
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2016-12-04 16:45:30 +01:00
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int get_pixels_per_meter(int p_for_pixel_width) const;
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2020-10-17 07:08:21 +02:00
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operator Transform3D() const;
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2014-02-10 02:10:30 +01:00
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2019-08-20 22:54:03 +02:00
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void flip_y();
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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bool operator==(const Projection &p_cam) const {
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2020-01-21 18:24:22 +01:00
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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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2022-10-04 18:44:48 +02:00
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if (columns[i][j] != p_cam.columns[i][j]) {
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2020-01-21 18:24:22 +01:00
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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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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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bool operator!=(const Projection &p_cam) const {
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2020-01-21 18:24:22 +01:00
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return !(*this == p_cam);
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}
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2020-12-17 19:56:59 +01:00
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float get_lod_multiplier() const;
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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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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2014-02-10 02:10:30 +01:00
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};
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 01:11:13 +02:00
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Vector3 Projection::xform(const Vector3 &p_vec3) const {
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2014-02-10 02:10:30 +01:00
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Vector3 ret;
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2022-10-04 18:44:48 +02:00
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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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2017-03-05 16:44:50 +01:00
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return ret / w;
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2014-02-10 02:10:30 +01:00
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}
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2022-07-23 23:41:51 +02:00
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#endif // PROJECTION_H
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