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+/*************************************************************************/
+/* camera_matrix.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifndef CAMERA_MATRIX_H
+#define CAMERA_MATRIX_H
+
+#include "transform.h"
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+
+
+
+struct CameraMatrix {
+
+ enum Planes {
+ PLANE_NEAR,
+ PLANE_FAR,
+ PLANE_LEFT,
+ PLANE_TOP,
+ PLANE_RIGHT,
+ PLANE_BOTTOM
+ };
+
+ float matrix[4][4];
+
+
+ void set_identity();
+ void set_zero();
+ void set_light_bias();
+ void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov=false);
+ void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
+ void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov=false);
+ void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far);
+
+ static float get_fovy(float p_fovx,float p_aspect) {
+
+ return Math::atan(p_aspect * Math::tan(p_fovx * 0.5))*2.0;
+ }
+
+ float get_z_far() const;
+ float get_z_near() const;
+ float get_aspect() const;
+ float get_fov() const;
+
+ Vector<Plane> get_projection_planes(const Transform& p_transform) const;
+
+ bool get_endpoints(const Transform& p_transform,Vector3 *p_8points) const;
+ void get_viewport_size(float& r_width, float& r_height) const;
+
+ void invert();
+ CameraMatrix inverse() const;
+
+ CameraMatrix operator*(const CameraMatrix& p_matrix) const;
+
+ Plane xform4(const Plane& p_vec4);
+ _FORCE_INLINE_ Vector3 xform(const Vector3& p_vec3) const;
+
+ operator String() const;
+
+ void scale_translate_to_fit(const AABB& p_aabb);
+ void make_scale(const Vector3 &p_scale);
+ operator Transform() const;
+
+ CameraMatrix();
+ CameraMatrix(const Transform& p_transform);
+ ~CameraMatrix();
+
+};
+
+Vector3 CameraMatrix::xform(const Vector3& p_vec3) const {
+
+ Vector3 ret;
+ ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
+ ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
+ ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
+ float w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
+ return ret/w;
+}
+
+#endif