1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
665 lines
19 KiB
C++
665 lines
19 KiB
C++
/**************************************************************************/
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/* camera_matrix.cpp */
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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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#include "camera_matrix.h"
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#include "core/math/math_funcs.h"
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#include "core/print_string.h"
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void CameraMatrix::set_identity() {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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matrix[i][j] = (i == j) ? 1 : 0;
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}
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}
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}
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void CameraMatrix::set_zero() {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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matrix[i][j] = 0;
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}
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}
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}
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Plane CameraMatrix::xform4(const Plane &p_vec4) const {
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Plane ret;
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ret.normal.x = matrix[0][0] * p_vec4.normal.x + matrix[1][0] * p_vec4.normal.y + matrix[2][0] * p_vec4.normal.z + matrix[3][0] * p_vec4.d;
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ret.normal.y = matrix[0][1] * p_vec4.normal.x + matrix[1][1] * p_vec4.normal.y + matrix[2][1] * p_vec4.normal.z + matrix[3][1] * p_vec4.d;
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ret.normal.z = matrix[0][2] * p_vec4.normal.x + matrix[1][2] * p_vec4.normal.y + matrix[2][2] * p_vec4.normal.z + matrix[3][2] * p_vec4.d;
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ret.d = matrix[0][3] * p_vec4.normal.x + matrix[1][3] * p_vec4.normal.y + matrix[2][3] * p_vec4.normal.z + matrix[3][3] * p_vec4.d;
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return ret;
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}
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void CameraMatrix::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) {
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if (p_flip_fov) {
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p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
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}
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real_t sine, cotangent, deltaZ;
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real_t radians = p_fovy_degrees / 2.0 * Math_PI / 180.0;
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deltaZ = p_z_far - p_z_near;
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sine = Math::sin(radians);
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if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) {
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return;
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}
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cotangent = Math::cos(radians) / sine;
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set_identity();
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matrix[0][0] = cotangent / p_aspect;
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matrix[1][1] = cotangent;
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matrix[2][2] = -(p_z_far + p_z_near) / deltaZ;
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matrix[2][3] = -1;
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matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ;
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matrix[3][3] = 0;
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}
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void CameraMatrix::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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if (p_flip_fov) {
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p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
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}
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real_t left, right, modeltranslation, ymax, xmax, frustumshift;
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ymax = p_z_near * tan(p_fovy_degrees * Math_PI / 360.0f);
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xmax = ymax * p_aspect;
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frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
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switch (p_eye) {
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case 1: { // left eye
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left = -xmax + frustumshift;
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right = xmax + frustumshift;
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modeltranslation = p_intraocular_dist / 2.0;
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}; break;
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case 2: { // right eye
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left = -xmax - frustumshift;
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right = xmax - frustumshift;
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modeltranslation = -p_intraocular_dist / 2.0;
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}; break;
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default: { // mono, should give the same result as set_perspective(p_fovy_degrees,p_aspect,p_z_near,p_z_far,p_flip_fov)
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left = -xmax;
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right = xmax;
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modeltranslation = 0.0;
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}; break;
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};
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set_frustum(left, right, -ymax, ymax, p_z_near, p_z_far);
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// translate matrix by (modeltranslation, 0.0, 0.0)
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CameraMatrix cm;
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cm.set_identity();
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cm.matrix[3][0] = modeltranslation;
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*this = *this * cm;
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}
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void CameraMatrix::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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// we first calculate our base frustum on our values without taking our lens magnification into account.
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real_t f1 = (p_intraocular_dist * 0.5) / p_display_to_lens;
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real_t f2 = ((p_display_width - p_intraocular_dist) * 0.5) / p_display_to_lens;
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real_t f3 = (p_display_width / 4.0) / p_display_to_lens;
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// now we apply our oversample factor to increase our FOV. how much we oversample is always a balance we strike between performance and how much
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// we're willing to sacrifice in FOV.
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real_t add = ((f1 + f2) * (p_oversample - 1.0)) / 2.0;
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f1 += add;
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f2 += add;
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f3 *= p_oversample;
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// always apply KEEP_WIDTH aspect ratio
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f3 /= p_aspect;
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switch (p_eye) {
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case 1: { // left eye
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set_frustum(-f2 * p_z_near, f1 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
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}; break;
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case 2: { // right eye
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set_frustum(-f1 * p_z_near, f2 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
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}; break;
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default: { // mono, does not apply here!
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}; break;
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};
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};
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void CameraMatrix::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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set_identity();
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matrix[0][0] = 2 / (p_right - p_left);
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matrix[3][0] = -((p_right + p_left) / (p_right - p_left));
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matrix[1][1] = 2 / (p_top - p_bottom);
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matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
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matrix[2][2] = -2 / (p_zfar - p_znear);
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matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
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matrix[3][3] = 1.0;
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}
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void CameraMatrix::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
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if (!p_flip_fov) {
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p_size *= p_aspect;
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}
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set_orthogonal(-p_size / 2, +p_size / 2, -p_size / p_aspect / 2, +p_size / p_aspect / 2, p_znear, p_zfar);
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}
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void CameraMatrix::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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ERR_FAIL_COND(p_right <= p_left);
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ERR_FAIL_COND(p_top <= p_bottom);
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ERR_FAIL_COND(p_far <= p_near);
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real_t *te = &matrix[0][0];
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real_t x = 2 * p_near / (p_right - p_left);
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real_t y = 2 * p_near / (p_top - p_bottom);
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real_t a = (p_right + p_left) / (p_right - p_left);
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real_t b = (p_top + p_bottom) / (p_top - p_bottom);
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real_t c = -(p_far + p_near) / (p_far - p_near);
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real_t d = -2 * p_far * p_near / (p_far - p_near);
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te[0] = x;
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te[1] = 0;
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te[2] = 0;
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te[3] = 0;
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te[4] = 0;
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te[5] = y;
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te[6] = 0;
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te[7] = 0;
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te[8] = a;
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te[9] = b;
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te[10] = c;
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te[11] = -1;
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te[12] = 0;
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te[13] = 0;
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te[14] = d;
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te[15] = 0;
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}
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void CameraMatrix::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) {
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if (!p_flip_fov) {
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p_size *= p_aspect;
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}
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set_frustum(-p_size / 2 + p_offset.x, +p_size / 2 + p_offset.x, -p_size / p_aspect / 2 + p_offset.y, +p_size / p_aspect / 2 + p_offset.y, p_near, p_far);
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}
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real_t CameraMatrix::get_z_far() const {
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const real_t *matrix = (const real_t *)this->matrix;
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Plane new_plane = Plane(matrix[3] - matrix[2],
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matrix[7] - matrix[6],
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matrix[11] - matrix[10],
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matrix[15] - matrix[14]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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return new_plane.d;
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}
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real_t CameraMatrix::get_z_near() const {
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const real_t *matrix = (const real_t *)this->matrix;
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Plane new_plane = Plane(matrix[3] + matrix[2],
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matrix[7] + matrix[6],
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matrix[11] + matrix[10],
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-matrix[15] - matrix[14]);
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new_plane.normalize();
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return new_plane.d;
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}
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Vector2 CameraMatrix::get_viewport_half_extents() const {
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const real_t *matrix = (const real_t *)this->matrix;
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///////--- Near Plane ---///////
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Plane near_plane = Plane(matrix[3] + matrix[2],
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matrix[7] + matrix[6],
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matrix[11] + matrix[10],
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-matrix[15] - matrix[14]);
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near_plane.normalize();
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///////--- Right Plane ---///////
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Plane right_plane = Plane(matrix[3] - matrix[0],
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matrix[7] - matrix[4],
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matrix[11] - matrix[8],
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-matrix[15] + matrix[12]);
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right_plane.normalize();
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Plane top_plane = Plane(matrix[3] - matrix[1],
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matrix[7] - matrix[5],
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matrix[11] - matrix[9],
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-matrix[15] + matrix[13]);
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top_plane.normalize();
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Vector3 res;
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near_plane.intersect_3(right_plane, top_plane, &res);
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return Vector2(res.x, res.y);
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}
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bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8points) const {
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Vector<Plane> planes = get_projection_planes(Transform());
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const Planes intersections[8][3] = {
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{ PLANE_FAR, PLANE_LEFT, PLANE_TOP },
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{ PLANE_FAR, PLANE_LEFT, PLANE_BOTTOM },
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{ PLANE_FAR, PLANE_RIGHT, PLANE_TOP },
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{ PLANE_FAR, PLANE_RIGHT, PLANE_BOTTOM },
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{ PLANE_NEAR, PLANE_LEFT, PLANE_TOP },
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{ PLANE_NEAR, PLANE_LEFT, PLANE_BOTTOM },
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{ PLANE_NEAR, PLANE_RIGHT, PLANE_TOP },
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{ PLANE_NEAR, PLANE_RIGHT, PLANE_BOTTOM },
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};
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for (int i = 0; i < 8; i++) {
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Vector3 point;
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bool res = planes[intersections[i][0]].intersect_3(planes[intersections[i][1]], planes[intersections[i][2]], &point);
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ERR_FAIL_COND_V(!res, false);
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p_8points[i] = p_transform.xform(point);
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}
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return true;
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}
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Vector<Plane> CameraMatrix::get_projection_planes(const Transform &p_transform) const {
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/** Fast Plane Extraction from combined modelview/projection matrices.
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* References:
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* https://web.archive.org/web/20011221205252/http://www.markmorley.com/opengl/frustumculling.html
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* https://web.archive.org/web/20061020020112/http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
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*/
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Vector<Plane> planes;
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const real_t *matrix = (const real_t *)this->matrix;
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Plane new_plane;
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///////--- Near Plane ---///////
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new_plane = Plane(matrix[3] + matrix[2],
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matrix[7] + matrix[6],
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matrix[11] + matrix[10],
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matrix[15] + matrix[14]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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planes.push_back(p_transform.xform(new_plane));
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///////--- Far Plane ---///////
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new_plane = Plane(matrix[3] - matrix[2],
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matrix[7] - matrix[6],
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matrix[11] - matrix[10],
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matrix[15] - matrix[14]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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planes.push_back(p_transform.xform(new_plane));
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///////--- Left Plane ---///////
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new_plane = Plane(matrix[3] + matrix[0],
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matrix[7] + matrix[4],
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matrix[11] + matrix[8],
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matrix[15] + matrix[12]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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planes.push_back(p_transform.xform(new_plane));
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///////--- Top Plane ---///////
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new_plane = Plane(matrix[3] - matrix[1],
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matrix[7] - matrix[5],
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matrix[11] - matrix[9],
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matrix[15] - matrix[13]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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planes.push_back(p_transform.xform(new_plane));
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///////--- Right Plane ---///////
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new_plane = Plane(matrix[3] - matrix[0],
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matrix[7] - matrix[4],
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matrix[11] - matrix[8],
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matrix[15] - matrix[12]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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planes.push_back(p_transform.xform(new_plane));
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///////--- Bottom Plane ---///////
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new_plane = Plane(matrix[3] + matrix[1],
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matrix[7] + matrix[5],
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matrix[11] + matrix[9],
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matrix[15] + matrix[13]);
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new_plane.normal = -new_plane.normal;
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new_plane.normalize();
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planes.push_back(p_transform.xform(new_plane));
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return planes;
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}
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CameraMatrix CameraMatrix::inverse() const {
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CameraMatrix cm = *this;
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cm.invert();
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return cm;
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}
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void CameraMatrix::invert() {
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int i, j, k;
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int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */
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real_t pvt_val; /* Value of current pivot element */
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real_t hold; /* Temporary storage */
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real_t determinat; /* Determinant */
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determinat = 1.0;
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for (k = 0; k < 4; k++) {
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/** Locate k'th pivot element **/
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pvt_val = matrix[k][k]; /** Initialize for search **/
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pvt_i[k] = k;
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pvt_j[k] = k;
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for (i = k; i < 4; i++) {
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for (j = k; j < 4; j++) {
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if (Math::abs(matrix[i][j]) > Math::abs(pvt_val)) {
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pvt_i[k] = i;
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pvt_j[k] = j;
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pvt_val = matrix[i][j];
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}
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}
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}
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/** Product of pivots, gives determinant when finished **/
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determinat *= pvt_val;
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if (Math::abs(determinat) < (real_t)1e-7) {
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return; //(false); /** Matrix is singular (zero determinant). **/
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}
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/** "Interchange" rows (with sign change stuff) **/
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i = pvt_i[k];
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if (i != k) { /** If rows are different **/
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for (j = 0; j < 4; j++) {
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hold = -matrix[k][j];
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matrix[k][j] = matrix[i][j];
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matrix[i][j] = hold;
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}
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}
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/** "Interchange" columns **/
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j = pvt_j[k];
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if (j != k) { /** If columns are different **/
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for (i = 0; i < 4; i++) {
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hold = -matrix[i][k];
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matrix[i][k] = matrix[i][j];
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matrix[i][j] = hold;
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}
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}
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/** Divide column by minus pivot value **/
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for (i = 0; i < 4; i++) {
|
|
if (i != k) {
|
|
matrix[i][k] /= (-pvt_val);
|
|
}
|
|
}
|
|
|
|
/** Reduce the matrix **/
|
|
for (i = 0; i < 4; i++) {
|
|
hold = matrix[i][k];
|
|
for (j = 0; j < 4; j++) {
|
|
if (i != k && j != k) {
|
|
matrix[i][j] += hold * matrix[k][j];
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Divide row by pivot **/
|
|
for (j = 0; j < 4; j++) {
|
|
if (j != k) {
|
|
matrix[k][j] /= pvt_val;
|
|
}
|
|
}
|
|
|
|
/** Replace pivot by reciprocal (at last we can touch it). **/
|
|
matrix[k][k] = 1.0 / pvt_val;
|
|
}
|
|
|
|
/* That was most of the work, one final pass of row/column interchange */
|
|
/* to finish */
|
|
for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/
|
|
i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
|
|
if (i != k) { /* If rows are different */
|
|
for (j = 0; j < 4; j++) {
|
|
hold = matrix[k][j];
|
|
matrix[k][j] = -matrix[i][j];
|
|
matrix[i][j] = hold;
|
|
}
|
|
}
|
|
|
|
j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */
|
|
if (j != k) { /* If columns are different */
|
|
for (i = 0; i < 4; i++) {
|
|
hold = matrix[i][k];
|
|
matrix[i][k] = -matrix[i][j];
|
|
matrix[i][j] = hold;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CameraMatrix::CameraMatrix() {
|
|
set_identity();
|
|
}
|
|
|
|
CameraMatrix CameraMatrix::operator*(const CameraMatrix &p_matrix) const {
|
|
CameraMatrix new_matrix;
|
|
|
|
for (int j = 0; j < 4; j++) {
|
|
for (int i = 0; i < 4; i++) {
|
|
real_t ab = 0;
|
|
for (int k = 0; k < 4; k++) {
|
|
ab += matrix[k][i] * p_matrix.matrix[j][k];
|
|
}
|
|
new_matrix.matrix[j][i] = ab;
|
|
}
|
|
}
|
|
|
|
return new_matrix;
|
|
}
|
|
|
|
void CameraMatrix::set_light_bias() {
|
|
real_t *m = &matrix[0][0];
|
|
|
|
m[0] = 0.5;
|
|
m[1] = 0.0;
|
|
m[2] = 0.0;
|
|
m[3] = 0.0;
|
|
m[4] = 0.0;
|
|
m[5] = 0.5;
|
|
m[6] = 0.0;
|
|
m[7] = 0.0;
|
|
m[8] = 0.0;
|
|
m[9] = 0.0;
|
|
m[10] = 0.5;
|
|
m[11] = 0.0;
|
|
m[12] = 0.5;
|
|
m[13] = 0.5;
|
|
m[14] = 0.5;
|
|
m[15] = 1.0;
|
|
}
|
|
|
|
void CameraMatrix::set_light_atlas_rect(const Rect2 &p_rect) {
|
|
real_t *m = &matrix[0][0];
|
|
|
|
m[0] = p_rect.size.width;
|
|
m[1] = 0.0;
|
|
m[2] = 0.0;
|
|
m[3] = 0.0;
|
|
m[4] = 0.0;
|
|
m[5] = p_rect.size.height;
|
|
m[6] = 0.0;
|
|
m[7] = 0.0;
|
|
m[8] = 0.0;
|
|
m[9] = 0.0;
|
|
m[10] = 1.0;
|
|
m[11] = 0.0;
|
|
m[12] = p_rect.position.x;
|
|
m[13] = p_rect.position.y;
|
|
m[14] = 0.0;
|
|
m[15] = 1.0;
|
|
}
|
|
|
|
CameraMatrix::operator String() const {
|
|
String str;
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
str += String((j > 0) ? ", " : "\n") + rtos(matrix[i][j]);
|
|
}
|
|
}
|
|
|
|
return str;
|
|
}
|
|
|
|
real_t CameraMatrix::get_aspect() const {
|
|
Vector2 vp_he = get_viewport_half_extents();
|
|
return vp_he.x / vp_he.y;
|
|
}
|
|
|
|
int CameraMatrix::get_pixels_per_meter(int p_for_pixel_width) const {
|
|
Vector3 result = xform(Vector3(1, 0, -1));
|
|
|
|
return int((result.x * 0.5f + 0.5f) * p_for_pixel_width);
|
|
}
|
|
|
|
bool CameraMatrix::is_orthogonal() const {
|
|
return matrix[3][3] == 1.0;
|
|
}
|
|
|
|
real_t CameraMatrix::get_fov() const {
|
|
const real_t *matrix = (const real_t *)this->matrix;
|
|
|
|
Plane right_plane = Plane(matrix[3] - matrix[0],
|
|
matrix[7] - matrix[4],
|
|
matrix[11] - matrix[8],
|
|
-matrix[15] + matrix[12]);
|
|
right_plane.normalize();
|
|
|
|
if ((matrix[8] == 0) && (matrix[9] == 0)) {
|
|
return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))) * 2;
|
|
} else {
|
|
// our frustum is asymmetrical need to calculate the left planes angle separately..
|
|
Plane left_plane = Plane(matrix[3] + matrix[0],
|
|
matrix[7] + matrix[4],
|
|
matrix[11] + matrix[8],
|
|
matrix[15] + matrix[12]);
|
|
left_plane.normalize();
|
|
|
|
return Math::rad2deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x)));
|
|
}
|
|
}
|
|
|
|
void CameraMatrix::make_scale(const Vector3 &p_scale) {
|
|
set_identity();
|
|
matrix[0][0] = p_scale.x;
|
|
matrix[1][1] = p_scale.y;
|
|
matrix[2][2] = p_scale.z;
|
|
}
|
|
|
|
void CameraMatrix::scale_translate_to_fit(const AABB &p_aabb) {
|
|
Vector3 min = p_aabb.position;
|
|
Vector3 max = p_aabb.position + p_aabb.size;
|
|
|
|
matrix[0][0] = 2 / (max.x - min.x);
|
|
matrix[1][0] = 0;
|
|
matrix[2][0] = 0;
|
|
matrix[3][0] = -(max.x + min.x) / (max.x - min.x);
|
|
|
|
matrix[0][1] = 0;
|
|
matrix[1][1] = 2 / (max.y - min.y);
|
|
matrix[2][1] = 0;
|
|
matrix[3][1] = -(max.y + min.y) / (max.y - min.y);
|
|
|
|
matrix[0][2] = 0;
|
|
matrix[1][2] = 0;
|
|
matrix[2][2] = 2 / (max.z - min.z);
|
|
matrix[3][2] = -(max.z + min.z) / (max.z - min.z);
|
|
|
|
matrix[0][3] = 0;
|
|
matrix[1][3] = 0;
|
|
matrix[2][3] = 0;
|
|
matrix[3][3] = 1;
|
|
}
|
|
|
|
CameraMatrix::operator Transform() const {
|
|
Transform tr;
|
|
const real_t *m = &matrix[0][0];
|
|
|
|
tr.basis.elements[0][0] = m[0];
|
|
tr.basis.elements[1][0] = m[1];
|
|
tr.basis.elements[2][0] = m[2];
|
|
|
|
tr.basis.elements[0][1] = m[4];
|
|
tr.basis.elements[1][1] = m[5];
|
|
tr.basis.elements[2][1] = m[6];
|
|
|
|
tr.basis.elements[0][2] = m[8];
|
|
tr.basis.elements[1][2] = m[9];
|
|
tr.basis.elements[2][2] = m[10];
|
|
|
|
tr.origin.x = m[12];
|
|
tr.origin.y = m[13];
|
|
tr.origin.z = m[14];
|
|
|
|
return tr;
|
|
}
|
|
|
|
CameraMatrix::CameraMatrix(const Transform &p_transform) {
|
|
const Transform &tr = p_transform;
|
|
real_t *m = &matrix[0][0];
|
|
|
|
m[0] = tr.basis.elements[0][0];
|
|
m[1] = tr.basis.elements[1][0];
|
|
m[2] = tr.basis.elements[2][0];
|
|
m[3] = 0.0;
|
|
m[4] = tr.basis.elements[0][1];
|
|
m[5] = tr.basis.elements[1][1];
|
|
m[6] = tr.basis.elements[2][1];
|
|
m[7] = 0.0;
|
|
m[8] = tr.basis.elements[0][2];
|
|
m[9] = tr.basis.elements[1][2];
|
|
m[10] = tr.basis.elements[2][2];
|
|
m[11] = 0.0;
|
|
m[12] = tr.origin.x;
|
|
m[13] = tr.origin.y;
|
|
m[14] = tr.origin.z;
|
|
m[15] = 1.0;
|
|
}
|
|
|
|
CameraMatrix::~CameraMatrix() {
|
|
}
|