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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-10-07 22:25:54 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-10-07 22:25:54 +0200 |
commit | db8679443fb6fcd5f9a97abf3e25c9e64f256607 (patch) | |
tree | 3adaf7df7db0ce66302490f3e5e9cbf263645929 /src/variant/projection.cpp | |
parent | 0eba81ef79b96922a0e1637f812e4e1df4d29a4c (diff) | |
parent | 65eeb94f75d00cf523da114de3587f930cdec13f (diff) | |
download | redot-cpp-db8679443fb6fcd5f9a97abf3e25c9e64f256607.tar.gz |
Merge pull request #885 from aaronfranke/core-data-structs
Update core data structures to match the engine
Diffstat (limited to 'src/variant/projection.cpp')
-rw-r--r-- | src/variant/projection.cpp | 247 |
1 files changed, 127 insertions, 120 deletions
diff --git a/src/variant/projection.cpp b/src/variant/projection.cpp index a65e770..32ba15a 100644 --- a/src/variant/projection.cpp +++ b/src/variant/projection.cpp @@ -40,24 +40,24 @@ namespace godot { float Projection::determinant() const { - return matrix[0][3] * matrix[1][2] * matrix[2][1] * matrix[3][0] - matrix[0][2] * matrix[1][3] * matrix[2][1] * matrix[3][0] - - matrix[0][3] * matrix[1][1] * matrix[2][2] * matrix[3][0] + matrix[0][1] * matrix[1][3] * matrix[2][2] * matrix[3][0] + - matrix[0][2] * matrix[1][1] * matrix[2][3] * matrix[3][0] - matrix[0][1] * matrix[1][2] * matrix[2][3] * matrix[3][0] - - matrix[0][3] * matrix[1][2] * matrix[2][0] * matrix[3][1] + matrix[0][2] * matrix[1][3] * matrix[2][0] * matrix[3][1] + - matrix[0][3] * matrix[1][0] * matrix[2][2] * matrix[3][1] - matrix[0][0] * matrix[1][3] * matrix[2][2] * matrix[3][1] - - matrix[0][2] * matrix[1][0] * matrix[2][3] * matrix[3][1] + matrix[0][0] * matrix[1][2] * matrix[2][3] * matrix[3][1] + - matrix[0][3] * matrix[1][1] * matrix[2][0] * matrix[3][2] - matrix[0][1] * matrix[1][3] * matrix[2][0] * matrix[3][2] - - matrix[0][3] * matrix[1][0] * matrix[2][1] * matrix[3][2] + matrix[0][0] * matrix[1][3] * matrix[2][1] * matrix[3][2] + - matrix[0][1] * matrix[1][0] * matrix[2][3] * matrix[3][2] - matrix[0][0] * matrix[1][1] * matrix[2][3] * matrix[3][2] - - matrix[0][2] * matrix[1][1] * matrix[2][0] * matrix[3][3] + matrix[0][1] * matrix[1][2] * matrix[2][0] * matrix[3][3] + - matrix[0][2] * matrix[1][0] * matrix[2][1] * matrix[3][3] - matrix[0][0] * matrix[1][2] * matrix[2][1] * matrix[3][3] - - matrix[0][1] * matrix[1][0] * matrix[2][2] * matrix[3][3] + matrix[0][0] * matrix[1][1] * matrix[2][2] * matrix[3][3]; + return columns[0][3] * columns[1][2] * columns[2][1] * columns[3][0] - columns[0][2] * columns[1][3] * columns[2][1] * columns[3][0] - + columns[0][3] * columns[1][1] * columns[2][2] * columns[3][0] + columns[0][1] * columns[1][3] * columns[2][2] * columns[3][0] + + columns[0][2] * columns[1][1] * columns[2][3] * columns[3][0] - columns[0][1] * columns[1][2] * columns[2][3] * columns[3][0] - + columns[0][3] * columns[1][2] * columns[2][0] * columns[3][1] + columns[0][2] * columns[1][3] * columns[2][0] * columns[3][1] + + columns[0][3] * columns[1][0] * columns[2][2] * columns[3][1] - columns[0][0] * columns[1][3] * columns[2][2] * columns[3][1] - + columns[0][2] * columns[1][0] * columns[2][3] * columns[3][1] + columns[0][0] * columns[1][2] * columns[2][3] * columns[3][1] + + columns[0][3] * columns[1][1] * columns[2][0] * columns[3][2] - columns[0][1] * columns[1][3] * columns[2][0] * columns[3][2] - + columns[0][3] * columns[1][0] * columns[2][1] * columns[3][2] + columns[0][0] * columns[1][3] * columns[2][1] * columns[3][2] + + columns[0][1] * columns[1][0] * columns[2][3] * columns[3][2] - columns[0][0] * columns[1][1] * columns[2][3] * columns[3][2] - + columns[0][2] * columns[1][1] * columns[2][0] * columns[3][3] + columns[0][1] * columns[1][2] * columns[2][0] * columns[3][3] + + columns[0][2] * columns[1][0] * columns[2][1] * columns[3][3] - columns[0][0] * columns[1][2] * columns[2][1] * columns[3][3] - + columns[0][1] * columns[1][0] * columns[2][2] * columns[3][3] + columns[0][0] * columns[1][1] * columns[2][2] * columns[3][3]; } void Projection::set_identity() { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { - matrix[i][j] = (i == j) ? 1 : 0; + columns[i][j] = (i == j) ? 1 : 0; } } } @@ -65,7 +65,7 @@ void Projection::set_identity() { void Projection::set_zero() { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { - matrix[i][j] = 0; + columns[i][j] = 0; } } } @@ -73,26 +73,26 @@ void Projection::set_zero() { Plane Projection::xform4(const Plane &p_vec4) const { Plane ret; - 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; - 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; - 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; - 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; + ret.normal.x = columns[0][0] * p_vec4.normal.x + columns[1][0] * p_vec4.normal.y + columns[2][0] * p_vec4.normal.z + columns[3][0] * p_vec4.d; + ret.normal.y = columns[0][1] * p_vec4.normal.x + columns[1][1] * p_vec4.normal.y + columns[2][1] * p_vec4.normal.z + columns[3][1] * p_vec4.d; + ret.normal.z = columns[0][2] * p_vec4.normal.x + columns[1][2] * p_vec4.normal.y + columns[2][2] * p_vec4.normal.z + columns[3][2] * p_vec4.d; + ret.d = columns[0][3] * p_vec4.normal.x + columns[1][3] * p_vec4.normal.y + columns[2][3] * p_vec4.normal.z + columns[3][3] * p_vec4.d; return ret; } Vector4 Projection::xform(const Vector4 &p_vec4) const { return Vector4( - matrix[0][0] * p_vec4.x + matrix[1][0] * p_vec4.y + matrix[2][0] * p_vec4.z + matrix[3][0] * p_vec4.w, - matrix[0][1] * p_vec4.x + matrix[1][1] * p_vec4.y + matrix[2][1] * p_vec4.z + matrix[3][1] * p_vec4.w, - matrix[0][2] * p_vec4.x + matrix[1][2] * p_vec4.y + matrix[2][2] * p_vec4.z + matrix[3][2] * p_vec4.w, - matrix[0][3] * p_vec4.x + matrix[1][3] * p_vec4.y + matrix[2][3] * p_vec4.z + matrix[3][3] * p_vec4.w); + columns[0][0] * p_vec4.x + columns[1][0] * p_vec4.y + columns[2][0] * p_vec4.z + columns[3][0] * p_vec4.w, + columns[0][1] * p_vec4.x + columns[1][1] * p_vec4.y + columns[2][1] * p_vec4.z + columns[3][1] * p_vec4.w, + columns[0][2] * p_vec4.x + columns[1][2] * p_vec4.y + columns[2][2] * p_vec4.z + columns[3][2] * p_vec4.w, + columns[0][3] * p_vec4.x + columns[1][3] * p_vec4.y + columns[2][3] * p_vec4.z + columns[3][3] * p_vec4.w); } Vector4 Projection::xform_inv(const Vector4 &p_vec4) const { return Vector4( - matrix[0][0] * p_vec4.x + matrix[0][1] * p_vec4.y + matrix[0][2] * p_vec4.z + matrix[0][3] * p_vec4.w, - matrix[1][0] * p_vec4.x + matrix[1][1] * p_vec4.y + matrix[1][2] * p_vec4.z + matrix[1][3] * p_vec4.w, - matrix[2][0] * p_vec4.x + matrix[2][1] * p_vec4.y + matrix[2][2] * p_vec4.z + matrix[2][3] * p_vec4.w, - matrix[3][0] * p_vec4.x + matrix[3][1] * p_vec4.y + matrix[3][2] * p_vec4.z + matrix[3][3] * p_vec4.w); + columns[0][0] * p_vec4.x + columns[0][1] * p_vec4.y + columns[0][2] * p_vec4.z + columns[0][3] * p_vec4.w, + columns[1][0] * p_vec4.x + columns[1][1] * p_vec4.y + columns[1][2] * p_vec4.z + columns[1][3] * p_vec4.w, + columns[2][0] * p_vec4.x + columns[2][1] * p_vec4.y + columns[2][2] * p_vec4.z + columns[2][3] * p_vec4.w, + columns[3][0] * p_vec4.x + columns[3][1] * p_vec4.y + columns[3][2] * p_vec4.z + columns[3][3] * p_vec4.w); } void Projection::adjust_perspective_znear(real_t p_new_znear) { @@ -100,8 +100,8 @@ void Projection::adjust_perspective_znear(real_t p_new_znear) { real_t znear = p_new_znear; real_t deltaZ = zfar - znear; - matrix[2][2] = -(zfar + znear) / deltaZ; - matrix[3][2] = -2 * znear * zfar / deltaZ; + columns[2][2] = -(zfar + znear) / deltaZ; + columns[3][2] = -2 * znear * zfar / deltaZ; } Projection Projection::create_depth_correction(bool p_flip_y) { @@ -171,7 +171,7 @@ Projection Projection::perspective_znear_adjusted(real_t p_new_znear) const { } Plane Projection::get_projection_plane(Planes p_plane) const { - const real_t *matrix = (const real_t *)this->matrix; + const real_t *matrix = (const real_t *)this->columns; switch (p_plane) { case PLANE_NEAR: { @@ -257,7 +257,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t } real_t sine, cotangent, deltaZ; - real_t radians = Math::deg2rad(p_fovy_degrees / 2.0); + real_t radians = Math::deg_to_rad(p_fovy_degrees / 2.0); deltaZ = p_z_far - p_z_near; sine = Math::sin(radians); @@ -269,12 +269,12 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t set_identity(); - matrix[0][0] = cotangent / p_aspect; - matrix[1][1] = cotangent; - matrix[2][2] = -(p_z_far + p_z_near) / deltaZ; - matrix[2][3] = -1; - matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ; - matrix[3][3] = 0; + columns[0][0] = cotangent / p_aspect; + columns[1][1] = cotangent; + columns[2][2] = -(p_z_far + p_z_near) / deltaZ; + columns[2][3] = -1; + columns[3][2] = -2 * p_z_near * p_z_far / deltaZ; + columns[3][3] = 0; } void Projection::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) { @@ -284,7 +284,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t real_t left, right, modeltranslation, ymax, xmax, frustumshift; - ymax = p_z_near * tan(Math::deg2rad(p_fovy_degrees / 2.0)); + ymax = p_z_near * tan(Math::deg_to_rad(p_fovy_degrees / 2.0)); xmax = ymax * p_aspect; frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist; @@ -311,7 +311,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t // translate matrix by (modeltranslation, 0.0, 0.0) Projection cm; cm.set_identity(); - cm.matrix[3][0] = modeltranslation; + cm.columns[3][0] = modeltranslation; *this = *this * cm; } @@ -346,13 +346,13 @@ void Projection::set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_di void Projection::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) { set_identity(); - matrix[0][0] = 2.0 / (p_right - p_left); - matrix[3][0] = -((p_right + p_left) / (p_right - p_left)); - matrix[1][1] = 2.0 / (p_top - p_bottom); - matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom)); - matrix[2][2] = -2.0 / (p_zfar - p_znear); - matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear)); - matrix[3][3] = 1.0; + columns[0][0] = 2.0 / (p_right - p_left); + columns[3][0] = -((p_right + p_left) / (p_right - p_left)); + columns[1][1] = 2.0 / (p_top - p_bottom); + columns[3][1] = -((p_top + p_bottom) / (p_top - p_bottom)); + columns[2][2] = -2.0 / (p_zfar - p_znear); + columns[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear)); + columns[3][3] = 1.0; } void Projection::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) { @@ -368,7 +368,7 @@ void Projection::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, rea ERR_FAIL_COND(p_top <= p_bottom); ERR_FAIL_COND(p_far <= p_near); - real_t *te = &matrix[0][0]; + real_t *te = &columns[0][0]; real_t x = 2 * p_near / (p_right - p_left); real_t y = 2 * p_near / (p_top - p_bottom); @@ -404,7 +404,7 @@ void Projection::set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, r } real_t Projection::get_z_far() const { - const real_t *matrix = (const real_t *)this->matrix; + const real_t *matrix = (const real_t *)this->columns; Plane new_plane = Plane(matrix[3] - matrix[2], matrix[7] - matrix[6], matrix[11] - matrix[10], @@ -417,7 +417,7 @@ real_t Projection::get_z_far() const { } real_t Projection::get_z_near() const { - const real_t *matrix = (const real_t *)this->matrix; + const real_t *matrix = (const real_t *)this->columns; Plane new_plane = Plane(matrix[3] + matrix[2], matrix[7] + matrix[6], matrix[11] + matrix[10], @@ -428,7 +428,7 @@ real_t Projection::get_z_near() const { } Vector2 Projection::get_viewport_half_extents() const { - const real_t *matrix = (const real_t *)this->matrix; + const real_t *matrix = (const real_t *)this->columns; ///////--- Near Plane ---/////// Plane near_plane = Plane(matrix[3] + matrix[2], matrix[7] + matrix[6], @@ -456,7 +456,7 @@ Vector2 Projection::get_viewport_half_extents() const { } Vector2 Projection::get_far_plane_half_extents() const { - const real_t *matrix = (const real_t *)this->matrix; + const real_t *matrix = (const real_t *)this->columns; ///////--- Far Plane ---/////// Plane far_plane = Plane(matrix[3] - matrix[2], matrix[7] - matrix[6], @@ -498,7 +498,10 @@ bool Projection::get_endpoints(const Transform3D &p_transform, Vector3 *p_8point for (int i = 0; i < 8; i++) { Vector3 point; - bool res = planes[intersections[i][0]].operator Plane().intersect_3(planes[intersections[i][1]].operator Plane(), planes[intersections[i][2]].operator Plane(), &point); + Plane a = planes[intersections[i][0]]; + Plane b = planes[intersections[i][1]]; + Plane c = planes[intersections[i][2]]; + bool res = a.intersect_3(b, c, &point); ERR_FAIL_COND_V(!res, false); p_8points[i] = p_transform.xform(point); } @@ -514,8 +517,9 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const { */ Array planes; + planes.resize(6); - const real_t *matrix = (const real_t *)this->matrix; + const real_t *matrix = (const real_t *)this->columns; Plane new_plane; @@ -528,7 +532,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); - planes.push_back(p_transform.xform(new_plane)); + planes[0] = p_transform.xform(new_plane); ///////--- Far Plane ---/////// new_plane = Plane(matrix[3] - matrix[2], @@ -539,7 +543,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); - planes.push_back(p_transform.xform(new_plane)); + planes[1] = p_transform.xform(new_plane); ///////--- Left Plane ---/////// new_plane = Plane(matrix[3] + matrix[0], @@ -550,7 +554,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); - planes.push_back(p_transform.xform(new_plane)); + planes[2] = p_transform.xform(new_plane); ///////--- Top Plane ---/////// new_plane = Plane(matrix[3] - matrix[1], @@ -561,7 +565,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); - planes.push_back(p_transform.xform(new_plane)); + planes[3] = p_transform.xform(new_plane); ///////--- Right Plane ---/////// new_plane = Plane(matrix[3] - matrix[0], @@ -572,7 +576,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); - planes.push_back(p_transform.xform(new_plane)); + planes[4] = p_transform.xform(new_plane); ///////--- Bottom Plane ---/////// new_plane = Plane(matrix[3] + matrix[1], @@ -583,7 +587,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); - planes.push_back(p_transform.xform(new_plane)); + planes[5] = p_transform.xform(new_plane); return planes; } @@ -602,15 +606,15 @@ void Projection::invert() { real_t determinant = 1.0f; for (k = 0; k < 4; k++) { /** Locate k'th pivot element **/ - pvt_val = matrix[k][k]; /** Initialize for search **/ + pvt_val = columns[k][k]; /** Initialize for search **/ pvt_i[k] = k; pvt_j[k] = k; for (i = k; i < 4; i++) { for (j = k; j < 4; j++) { - if (Math::abs(matrix[i][j]) > Math::abs(pvt_val)) { + if (Math::abs(columns[i][j]) > Math::abs(pvt_val)) { pvt_i[k] = i; pvt_j[k] = j; - pvt_val = matrix[i][j]; + pvt_val = columns[i][j]; } } } @@ -621,13 +625,13 @@ void Projection::invert() { return; /** Matrix is singular (zero determinant). **/ } - /** "Interchange" elements (with sign change stuff) **/ + /** "Interchange" rows (with sign change stuff) **/ i = pvt_i[k]; - if (i != k) { /** If elements are different **/ + 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; + hold = -columns[k][j]; + columns[k][j] = columns[i][j]; + columns[i][j] = hold; } } @@ -635,25 +639,25 @@ void Projection::invert() { j = pvt_j[k]; 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; + hold = -columns[i][k]; + columns[i][k] = columns[i][j]; + columns[i][j] = hold; } } /** Divide column by minus pivot value **/ for (i = 0; i < 4; i++) { if (i != k) { - matrix[i][k] /= (-pvt_val); + columns[i][k] /= (-pvt_val); } } /** Reduce the matrix **/ for (i = 0; i < 4; i++) { - hold = matrix[i][k]; + hold = columns[i][k]; for (j = 0; j < 4; j++) { if (i != k && j != k) { - matrix[i][j] += hold * matrix[k][j]; + columns[i][j] += hold * columns[k][j]; } } } @@ -661,32 +665,32 @@ void Projection::invert() { /** Divide row by pivot **/ for (j = 0; j < 4; j++) { if (j != k) { - matrix[k][j] /= pvt_val; + columns[k][j] /= pvt_val; } } /** Replace pivot by reciprocal (at last we can touch it). **/ - matrix[k][k] = 1.0 / pvt_val; + columns[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 elements are different */ + 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; + hold = columns[k][j]; + columns[k][j] = -columns[i][j]; + columns[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; + hold = columns[i][k]; + columns[i][k] = -columns[i][j]; + columns[i][j] = hold; } } } @@ -694,7 +698,7 @@ void Projection::invert() { void Projection::flip_y() { for (int i = 0; i < 4; i++) { - matrix[1][i] = -matrix[1][i]; + columns[1][i] = -columns[1][i]; } } @@ -709,9 +713,9 @@ Projection Projection::operator*(const Projection &p_matrix) const { 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]; + ab += columns[k][i] * p_matrix.columns[j][k]; } - new_matrix.matrix[j][i] = ab; + new_matrix.columns[j][i] = ab; } } @@ -719,7 +723,7 @@ Projection Projection::operator*(const Projection &p_matrix) const { } void Projection::set_depth_correction(bool p_flip_y) { - real_t *m = &matrix[0][0]; + real_t *m = &columns[0][0]; m[0] = 1; m[1] = 0.0; @@ -740,7 +744,7 @@ void Projection::set_depth_correction(bool p_flip_y) { } void Projection::set_light_bias() { - real_t *m = &matrix[0][0]; + real_t *m = &columns[0][0]; m[0] = 0.5; m[1] = 0.0; @@ -761,7 +765,7 @@ void Projection::set_light_bias() { } void Projection::set_light_atlas_rect(const Rect2 &p_rect) { - real_t *m = &matrix[0][0]; + real_t *m = &columns[0][0]; m[0] = p_rect.size.width; m[1] = 0.0; @@ -785,7 +789,7 @@ Projection::operator String() const { String str; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { - str = str + String((j > 0) ? ", " : "\n") + rtos(matrix[i][j]); + str = str + String((j > 0) ? ", " : "\n") + rtos(columns[i][j]); } } @@ -804,11 +808,11 @@ int Projection::get_pixels_per_meter(int p_for_pixel_width) const { } bool Projection::is_orthogonal() const { - return matrix[3][3] == 1.0; + return columns[3][3] == 1.0; } real_t Projection::get_fov() const { - const real_t *matrix = (const real_t *)this->matrix; + const real_t *matrix = (const real_t *)this->columns; Plane right_plane = Plane(matrix[3] - matrix[0], matrix[7] - matrix[4], @@ -817,7 +821,7 @@ real_t Projection::get_fov() const { right_plane.normalize(); if ((matrix[8] == 0) && (matrix[9] == 0)) { - return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0; + return Math::rad_to_deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0; } else { // our frustum is asymmetrical need to calculate the left planes angle separately.. Plane left_plane = Plane(matrix[3] + matrix[0], @@ -826,7 +830,7 @@ real_t Projection::get_fov() const { 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))); + return Math::rad_to_deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad_to_deg(Math::acos(Math::abs(right_plane.normal.x))); } } @@ -839,48 +843,49 @@ float Projection::get_lod_multiplier() const { return 1.0 / (zn / width); } - // usage is lod_size / (lod_distance * multiplier) < threshold + // Usage is lod_size / (lod_distance * multiplier) < threshold } + void Projection::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; + columns[0][0] = p_scale.x; + columns[1][1] = p_scale.y; + columns[2][2] = p_scale.z; } void Projection::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); + columns[0][0] = 2 / (max.x - min.x); + columns[1][0] = 0; + columns[2][0] = 0; + columns[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); + columns[0][1] = 0; + columns[1][1] = 2 / (max.y - min.y); + columns[2][1] = 0; + columns[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); + columns[0][2] = 0; + columns[1][2] = 0; + columns[2][2] = 2 / (max.z - min.z); + columns[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; + columns[0][3] = 0; + columns[1][3] = 0; + columns[2][3] = 0; + columns[3][3] = 1; } void Projection::add_jitter_offset(const Vector2 &p_offset) { - matrix[3][0] += p_offset.x; - matrix[3][1] += p_offset.y; + columns[3][0] += p_offset.x; + columns[3][1] += p_offset.y; } Projection::operator Transform3D() const { Transform3D tr; - const real_t *m = &matrix[0][0]; + const real_t *m = &columns[0][0]; tr.basis.rows[0][0] = m[0]; tr.basis.rows[1][0] = m[1]; @@ -900,15 +905,17 @@ Projection::operator Transform3D() const { return tr; } + Projection::Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w) { - matrix[0] = p_x; - matrix[1] = p_y; - matrix[2] = p_z; - matrix[3] = p_w; + columns[0] = p_x; + columns[1] = p_y; + columns[2] = p_z; + columns[3] = p_w; } + Projection::Projection(const Transform3D &p_transform) { const Transform3D &tr = p_transform; - real_t *m = &matrix[0][0]; + real_t *m = &columns[0][0]; m[0] = tr.basis.rows[0][0]; m[1] = tr.basis.rows[1][0]; |