godot.core.math.Projection.kt Maven / Gradle / Ivy
Go to download
Show more of this group Show more artifacts with this name
Show all versions of godot-library-debug Show documentation
Show all versions of godot-library-debug Show documentation
Contains godot api as kotlin classes and jvm cpp interaction code.
@file:Suppress("PackageDirectoryMismatch", "unused")
package godot.core
import godot.annotation.CoreTypeHelper
import godot.annotation.CoreTypeLocalCopy
import godot.global.GD
import godot.global.GD.acos
import godot.global.GD.atan
import godot.global.GD.cos
import godot.global.GD.sin
import godot.global.GD.tan
import godot.util.RealT
import kotlin.math.abs
class Projection(
p_x: Vector4,
p_y: Vector4,
p_z: Vector4,
p_w: Vector4
) {
enum class Planes {
PLANE_NEAR,
PLANE_FAR,
PLANE_LEFT,
PLANE_TOP,
PLANE_RIGHT,
PLANE_BOTTOM
}
@PublishedApi
internal var _x = Vector4(p_x)
@PublishedApi
internal var _y = Vector4(p_y)
@PublishedApi
internal var _z = Vector4(p_z)
@PublishedApi
internal var _w = Vector4(p_w)
constructor(tranform: Transform3D) : this(
Vector4(
tranform.basis.x.x,
tranform.basis.y.x,
tranform.basis.z.x,
0
),
Vector4(
tranform.basis.x.y,
tranform.basis.y.y,
tranform.basis.z.y,
0
),
Vector4(
tranform.basis.x.z,
tranform.basis.y.z,
tranform.basis.z.z,
0
),
Vector4(
tranform.origin.x,
tranform.origin.y,
tranform.origin.z,
1
)
)
constructor(projection: Projection) : this(
projection._x,
projection._y,
projection._z,
projection._w
)
constructor() : this(
Vector4(1, 0, 0, 0),
Vector4(0, 1, 0, 0),
Vector4(0, 0, 1, 0),
Vector4(0, 0, 0, 1)
)
private val _leftPlane: Plane
get() = Plane(
_x.w + _x.x,
_y.w + _y.x,
_z.w + _z.x,
_w.w + _w.x
)
private val _rightPlane: Plane
get() = Plane(
_x.w - _x.x,
_y.w - _y.x,
_z.w - _z.x,
-_w.w + _w.x
)
private val _topPlane: Plane
get() = Plane(
_x.w - _x.y,
_y.w - _y.y,
_z.w - _z.y,
_w.w - _w.y
)
private val _bottomPlane: Plane
get() = Plane(
_x.w + _x.y,
_y.w + _y.y,
_z.w + _z.y,
_w.w + _w.y
)
private val _farPlane: Plane
get() = Plane(
_x.w - _x.z,
_y.w - _y.z,
_z.w - _z.z,
_w.w - _w.z
)
//PROPERTIES
/** Return a copy of the x Vector4
*
*
* **Warning**: Writing `x.x = 2` will only modify a copy, not the actual object.
* To modify it, use [x] method.
*
* See: [Documentation](https://godot-kotl.in/en/stable/user-guide/api-differences/#core-types)
* */
@CoreTypeLocalCopy
var x
get() = Vector4(_x)
set(value) {
_x = Vector4(value)
}
/**
* Apply modifications on actual [x] [Vector4].
*
*
* [x] var return a copy of actual x [Vector4] of this [Projection]. This method purpose is to make changes to the
* actual x.
* See also: [x]
*/
@CoreTypeHelper
inline fun x(block: Vector4.() -> T): T {
return _x.block()
}
/** Return a copy of the y Vector4
*
*
* **Warning**: Writing `y.x = 2` will only modify a copy, not the actual object.
* To modify it, use [y] method.
*
* See: [Documentation](https://godot-kotl.in/en/stable/user-guide/api-differences/#core-types)
* */
@CoreTypeLocalCopy
var y
get() = Vector4(_y)
set(value) {
_y = Vector4(value)
}
/**
* Apply modifications on actual [y] [Vector4].
*
*
* [y] var return a copy of actual y [Vector4] of this [Projection]. This method purpose is to make changes to the
* actual y.
* See also: [y]
*/
@CoreTypeHelper
inline fun y(block: Vector4.() -> T): T {
return _y.block()
}
/** Return a copy of the z Vector4
*
*
* **Warning**: Writing `z.x = 2` will only modify a copy, not the actual object.
* To modify it, use [z] method.
*
* See: [Documentation](https://godot-kotl.in/en/stable/user-guide/api-differences/#core-types)
* */
@CoreTypeLocalCopy
var z
get() = Vector4(_z)
set(value) {
_z = Vector4(value)
}
/**
* Apply modifications on actual [z] [Vector4].
*
*
* [z] var return a copy of actual z [Vector4] of this [Projection]. This method purpose is to make changes to the
* actual z.
* See also: [z]
*/
@CoreTypeHelper
inline fun z(block: Vector4.() -> T): T {
return _z.block()
}
/** Return a copy of the w Vector4
*
*
* **Warning**: Writing `w.x = 2` will only modify a copy, not the actual object.
* To modify it, use [w] method.
*
* See: [Documentation](https://godot-kotl.in/en/stable/user-guide/api-differences/#core-types)
* */
@CoreTypeLocalCopy
var w
get() = Vector4(_w)
set(value) {
_w = Vector4(value)
}
/**
* Apply modifications on actual [w] [Vector4].
*
*
* [w] var return a copy of actual w [Vector4] of this [Projection]. This method purpose is to make changes to the
* actual w.
* See also: [w]
*/
@CoreTypeHelper
inline fun w(block: Vector4.() -> T): T {
return _w.block()
}
/**
* Returns the column of the Projection with the given index.
*
* Indices are in the following order: x, y, z, w.
*/
operator fun get(n: Int) = when (n) {
0 -> x
1 -> y
2 -> z
3 -> w
else -> throw IndexOutOfBoundsException()
}
/**
* Sets the column of the Projection with the given index.
*
* Indices are in the following order: x, y, z, w.
*/
operator fun set(n: Int, vector: Vector4) {
when (n) {
0 -> _x = vector
1 -> _y = vector
2 -> _z = vector
3 -> _w = vector
else -> throw IndexOutOfBoundsException()
}
}
/**
* Returns a scalar value that is the signed factor by which areas are scaled by this matrix. If the sign is
* negative, the matrix flips the orientation of the area.
*
* The determinant can be used to calculate the invertibility of a matrix or solve linear systems of equations
* involving the matrix, among other applications.
*/
fun determinant() = (
_x.w * _y.z * _z.y * _w.x - _x.z * _y.w * _z.y * _w.x -
_x.w * _y.y * _z.z * _w.x + _x.y * _y.w * _z.z * _w.x +
_x.z * _y.y * _z.w * _w.x - _x.y * _y.z * _z.w * _w.x -
_x.w * _y.z * _z.x * _w.y + _x.z * _y.w * _z.x * _w.y +
_x.w * _y.x * _z.z * _w.y - _x.x * _y.w * _z.z * _w.y -
_x.z * _y.x * _z.w * _w.y + _x.x * _y.z * _z.w * _w.y +
_x.w * _y.y * _z.x * _w.z - _x.y * _y.w * _z.x * _w.z -
_x.w * _y.x * _z.y * _w.z + _x.x * _y.w * _z.y * _w.z +
_x.y * _y.x * _z.w * _w.z - _x.x * _y.y * _z.w * _w.z -
_x.z * _y.y * _z.x * _w.w + _x.y * _y.z * _z.x * _w.w +
_x.z * _y.x * _z.y * _w.w - _x.x * _y.z * _z.y * _w.w -
_x.y * _y.x * _z.z * _w.w + _x.x * _y.y * _z.z * _w.w
).toFloat()
@Suppress("MemberVisibilityCanBePrivate")
fun setIdentity() {
_x = Vector4(1, 0, 0, 0)
_y = Vector4(0, 1, 0, 0)
_z = Vector4(0, 0, 1, 0)
_w = Vector4(0, 0, 0, 1)
}
fun setZero() {
_x = Vector4(0, 0, 0, 0)
_y = Vector4(0, 0, 0, 0)
_z = Vector4(0, 0, 0, 0)
_w = Vector4(0, 0, 0, 0)
}
fun setLightBias() {
_x.x = 0.5
_x.y = 0.0
_x.z = 0.0
_x.w = 0.0
_y.x = 0.0
_y.y = 0.5
_y.z = 0.0
_y.w = 0.0
_z.x = 0.0
_z.y = 0.0
_z.z = 0.5
_z.w = 0.0
_w.x = 0.5
_w.y = 0.5
_w.z = 0.5
_w.w = 1.0
}
fun setDepthCorrection(flipY: Boolean) {
_x.x = 1.0
_x.y = 0.0
_x.z = 0.0
_x.w = 0.0
_y.x = 0.0
_y.y = if (flipY) -1.0 else 1.0
_y.z = 0.0
_y.w = 0.0
_z.x = 0.0
_z.y = 0.0
_z.z = 0.5
_z.w = 0.0
_w.x = 0.0
_w.y = 0.0
_w.z = 0.5
_w.w = 1.0
}
fun setLightAtlasRect(p_rect: Rect2) {
_x.x = p_rect.size.x
_x.y = 0.0
_x.z = 0.0
_x.w = 0.0
_y.x = 0.0
_y.y = p_rect.size.y
_y.z = 0.0
_y.w = 0.0
_z.x = 0.0
_z.y = 0.0
_z.z = 1.0
_z.w = 0.0
_w.x = p_rect.position.x
_w.y = p_rect.position.y
_w.z = 0.0
_w.w = 1.0
}
fun setPerspective(pFovyDegrees: RealT, aspect: RealT, zNear: RealT, zFar: RealT, flipFov: Boolean) {
val fovyDegrees = if (flipFov) getFovy(pFovyDegrees, 1.0 / aspect) else pFovyDegrees
val radians = Math.toRadians(fovyDegrees / 2.0)
val sine: RealT = sin(radians)
val deltaZ = zFar - zNear
if (deltaZ == 0.0 || sine == 0.0 || aspect == 0.0) {
return
}
val cotangent = cos(radians) / sine
setIdentity()
_x.x = cotangent / aspect
_y.y = cotangent
_z.z = -(zFar + zNear) / deltaZ
_z.w = -1.0
_w.z = -2 * zNear * zFar / deltaZ
_w.w = 0.0
}
fun setPerspective(
pFovyDegrees: RealT,
aspect: RealT,
zNear: RealT,
zFar: RealT,
flipFov: Boolean,
eye: Int,
intraocularDist: RealT,
convergenceDist: RealT
) {
val fovyDegrees = if (flipFov) getFovy(pFovyDegrees, 1.0 / aspect) else pFovyDegrees
val ymax = zNear * tan(Math.toRadians(fovyDegrees / 2.0))
val xmax = ymax * aspect
val frustumshift = (intraocularDist / 2.0) * zNear / convergenceDist
val left: RealT
val right: RealT
val modelTranslation: RealT
when (eye) {
1 -> {
left = -xmax + frustumshift
right = xmax + frustumshift
modelTranslation = intraocularDist / 2.0
}
2 -> {
left = -xmax - frustumshift
right = xmax - frustumshift
modelTranslation = -intraocularDist / 2.0
}
else -> {
left = -xmax
right = xmax
modelTranslation = 0.0
}
}
setFrustrum(left, right, -ymax, ymax, zNear, zFar)
val cm = Projection()
cm._w.x = modelTranslation
set(this * cm)
}
fun setForHmd(
pEye: Int,
pAspect: RealT,
pIntraocularDist: RealT,
pDisplayWidth: RealT,
pDisplayToLens: RealT,
pOversample: RealT,
pZNear: RealT,
pZFar: RealT
) {
// we first calculate our base frustum on our values without taking our lens magnification into account.
var f1: RealT = pIntraocularDist * 0.5 / pDisplayToLens
var f2: RealT = (pDisplayWidth - pIntraocularDist) * 0.5 / pDisplayToLens
var f3: RealT = pDisplayWidth / 4.0 / pDisplayToLens
// 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
// we're willing to sacrifice in FOV.
// 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
// we're willing to sacrifice in FOV.
val add: RealT = (f1 + f2) * (pOversample - 1.0) / 2.0
f1 += add
f2 += add
f3 *= pOversample
// always apply KEEP_WIDTH aspect ratio
f3 /= pAspect
when (pEye) {
1 -> {
// left eye
setFrustrum(-f2 * pZNear, f1 * pZNear, -f3 * pZNear, f3 * pZNear, pZNear, pZFar)
}
2 -> {
// right eye
setFrustrum(-f1 * pZNear, f2 * pZNear, -f3 * pZNear, f3 * pZNear, pZNear, pZFar)
}
else -> {}
}
}
fun setOrthogonal(pLeft: RealT, pRight: RealT, pBottom: RealT, pTop: RealT, pZnear: RealT, pZfar: RealT) {
setIdentity()
_x.x = 2.0 / (pRight - pLeft)
_w.x = -((pRight + pLeft) / (pRight - pLeft))
_y.y = 2.0 / (pTop - pBottom)
_w.y = -((pTop + pBottom) / (pTop - pBottom))
_z.z = -2.0 / (pZfar - pZnear)
_w.z = -((pZfar + pZnear) / (pZfar - pZnear))
_w.w = 1.0
}
fun setOrthogonal(pSize: RealT, pAspect: RealT, pZnear: RealT, pZfar: RealT, pFlipFov: Boolean) {
val size = if (!pFlipFov) {
pSize * pAspect
} else {
pSize
}
setOrthogonal(-size / 2, +size / 2, -size / pAspect / 2, +size / pAspect / 2, pZnear, pZfar)
}
fun setFrustrum(left: RealT, right: RealT, bottom: RealT, top: RealT, near: RealT, far: RealT) {
if (right <= left) throw IllegalArgumentException("right <= left")
if (top <= bottom) throw IllegalArgumentException("top <= bottom")
if (far <= near) throw IllegalArgumentException("far <= near")
val x = 2 * near / (right - left)
val y = 2 * near / (top - bottom)
val a = (right + left) / (right - left)
val b = (top + bottom) / (top - bottom)
val c = -(far + near) / (far - near)
val d = -2 * far * near / (far - near)
_x.x = x
_x.y = 0.0
_x.z = 0.0
_x.w = 0.0
_y.x = 0.0
_y.y = y
_y.z = 0.0
_y.w = 0.0
_z.x = a
_z.y = b
_z.z = c
_z.w = -1.0
_w.x = 0.0
_w.y = 0.0
_w.z = d
_w.w = 0.0
}
fun setFrustrum(pSize: RealT, aspect: RealT, offset: Vector2, near: RealT, far: RealT, flipFov: Boolean) {
val size = if (!flipFov) {
pSize * aspect
} else {
pSize
}
setFrustrum(
-size / 2 + offset.x,
size / 2 + offset.x,
-size / aspect / 2 + offset.y,
size / aspect / 2 + offset.y,
near,
far
)
}
@Suppress("MemberVisibilityCanBePrivate")
fun adjustPerspectiveZnear(p_new_znear: RealT) {
val zfar: RealT = getZFar()
val znear: RealT = p_new_znear
val deltaZ: RealT = zfar - znear
_z.z = -(zfar + znear) / deltaZ
_w.z = -2 * znear * zfar / deltaZ
}
/**
* Returns a Projection with the near clipping distance adjusted to be [newZnear].
*
* **Note**: The original Projection must be a perspective projection.
*/
fun perspectiveZnearAdjusted(newZnear: RealT) = Projection(this).also {
it.adjustPerspectiveZnear(newZnear)
}
/**
* Returns the clipping plane of this Projection whose index is given by [plane].
*
* [plane] should be equal to one of PLANE_NEAR, PLANE_FAR, PLANE_LEFT, PLANE_TOP, PLANE_RIGHT, or PLANE_BOTTOM.
*/
@Suppress("DuplicatedCode")
fun getProjectionPlane(plane: Planes): Plane {
val newPlane = when (plane) {
Planes.PLANE_NEAR -> Plane(
_x.w + _x.z,
_y.w + _y.z,
_z.w + _z.z,
_w.w + _w.z
)
Planes.PLANE_FAR -> _farPlane
Planes.PLANE_LEFT -> _leftPlane
Planes.PLANE_TOP -> _topPlane
Planes.PLANE_RIGHT -> Plane(
_x.w - _x.x,
_y.w - _y.x,
_z.w - _z.x,
_w.w - _w.x
)
Planes.PLANE_BOTTOM -> _bottomPlane
}
newPlane.normal = -newPlane.normal
newPlane.normalize()
return newPlane
}
/**
* Returns a copy of this Projection with the signs of the values of the Y column flipped.
*/
fun flippedY() = Projection(this).also {
it.flipY()
}
/**
* Returns a Projection with the X and Y values from the given [Vector2] added to the first and second values of the
* final column respectively.
*/
fun jitterOffseted(pOffset: Vector2) = Projection(this).also {
it.addJitterOffset(pOffset)
}
/**
* Returns the distance for this Projection beyond which positions are clipped.
*/
@Suppress("MemberVisibilityCanBePrivate")
fun getZFar(): RealT {
val newPlane = _farPlane
newPlane.normal = -newPlane.normal
newPlane.normalize()
return newPlane.d
}
/**
* Returns the distance for this Projection before which positions are clipped.
*/
@Suppress("MemberVisibilityCanBePrivate")
fun getZNear(): RealT {
val newPlane = Plane(
_x.w + _x.z,
_y.w + _y.z,
_z.w + _z.z,
-_w.w - _w.z
)
newPlane.normalize()
return newPlane.d
}
/**
* Returns the X:Y aspect ratio of this Projection's viewport.
*/
fun getAspect(): RealT {
val vpHe = getViewportHalfExtents()
return vpHe.x / vpHe.y
}
/**
* Returns the horizontal field of view of the projection (in degrees).
*/
fun getFov(): RealT {
val rightPlane = _rightPlane
rightPlane.normalize()
return if (_z.x == 0.0 && _z.y == 0.0) {
Math.toDegrees(acos(abs(rightPlane.normal.x))) * 2.0
} else {
val leftPlane = _leftPlane
leftPlane.normalize()
Math.toDegrees(acos(abs(leftPlane.normal.x))) + Math.toDegrees(acos(abs(rightPlane.normal.x)))
}
}
/**
* Returns `true` if this Projection performs an orthogonal projection.
*/
@Suppress("MemberVisibilityCanBePrivate")
fun isOrthogonal() = _w.w == 1.0
@Suppress("MemberVisibilityCanBePrivate")
fun getProjectionPlanes(pTransform: Transform3D): Array {
val nearPlane = Plane(
_x.w + _x.z,
_y.w + _y.z,
_z.w + _z.z,
_w.w + _w.z
)
nearPlane.normal = -nearPlane._normal
nearPlane.normalize()
val farPlane = _farPlane
farPlane.normal = -farPlane.normal
farPlane.normalize()
val leftPlane = _leftPlane
leftPlane.normal = -leftPlane.normal
leftPlane.normalize()
val topPlane = _topPlane
topPlane.normal = -topPlane.normal
topPlane.normalize()
val rightPlane = Plane(
_x.w - _x.x,
_y.w - _y.x,
_z.w - _z.x,
_w.w - _w.x
)
rightPlane.normal = -rightPlane.normal
rightPlane.normalize()
val bottomPlane = _bottomPlane
bottomPlane.normal = -bottomPlane.normal
bottomPlane.normalize()
return arrayOf(
pTransform.xform(nearPlane),
pTransform.xform(farPlane),
pTransform.xform(leftPlane),
pTransform.xform(topPlane),
pTransform.xform(rightPlane),
pTransform.xform(bottomPlane)
)
}
fun getEndpoints(pTransform: Transform3D): Array? {
val planes = getProjectionPlanes(Transform3D())
val intersections = arrayOf(
arrayOf(Planes.PLANE_FAR, Planes.PLANE_LEFT, Planes.PLANE_TOP),
arrayOf(Planes.PLANE_FAR, Planes.PLANE_LEFT, Planes.PLANE_BOTTOM),
arrayOf(Planes.PLANE_FAR, Planes.PLANE_RIGHT, Planes.PLANE_TOP),
arrayOf(Planes.PLANE_FAR, Planes.PLANE_RIGHT, Planes.PLANE_BOTTOM),
arrayOf(Planes.PLANE_NEAR, Planes.PLANE_LEFT, Planes.PLANE_TOP),
arrayOf(Planes.PLANE_NEAR, Planes.PLANE_LEFT, Planes.PLANE_BOTTOM),
arrayOf(Planes.PLANE_NEAR, Planes.PLANE_RIGHT, Planes.PLANE_TOP),
arrayOf(Planes.PLANE_NEAR, Planes.PLANE_RIGHT, Planes.PLANE_BOTTOM)
)
return Array(8) { i: Int ->
val a = planes[intersections[i][0].ordinal]
val b = planes[intersections[i][1].ordinal]
val c = planes[intersections[i][2].ordinal]
val point = a.intersect3(b, c) ?: return null
pTransform.xform(point)
}
}
/**
* Returns the dimensions of the viewport plane that this Projection projects positions onto, divided by two.
*/
@Suppress("MemberVisibilityCanBePrivate", "DuplicatedCode")
fun getViewportHalfExtents(): Vector2 {
////--- Near Plane ---///////
val nearPlane = Plane(
_x.w + _x.z,
_y.w + _y.z,
_z.w + _z.z,
-_w.w - _w.z
)
nearPlane.normalize()
///////--- Right Plane ---///////
val rightPlane = _rightPlane
rightPlane.normalize()
val topPlane = _topPlane
topPlane.normalize()
val res = nearPlane.intersect3(rightPlane, topPlane)
return if (res == null) Vector2() else Vector2(res.x, res.y)
}
/**
* Returns the dimensions of the far clipping plane of the projection, divided by two.
*/
@Suppress("DuplicatedCode")
fun getFarPlaneHalfExtents(): Vector2 {
////--- Far Plane ---///////
val farPlane = Plane(
_x.w - _x.z,
_y.w - _y.z,
_z.w - _z.z,
-_w.w + _w.z
)
farPlane.normalize()
///////--- Right Plane ---///////
val rightPlane = _rightPlane
rightPlane.normalize()
val topPlane = _topPlane
topPlane.normalize()
val res = farPlane.intersect3(rightPlane, topPlane)
return if (res == null) Vector2() else Vector2(res.x, res.y)
}
@Suppress("DuplicatedCode")
fun invert() {
var i: Int
var j: Int
var k = 0
/* Locations of pivot matrix */
val pivotRows = arrayOf(0, 1, 2, 3)
val pivotColumns = arrayOf(0, 1, 2, 3)
/* Value of current pivot element */
var pivotValue: RealT
var hold: RealT
var determinant: RealT = 1.0
while (k < 4) {
/** Locate k'th pivot element */
pivotValue = this[k][k]
/** Initialize for search */
pivotRows[k] = k
pivotColumns[k] = k
i = k
while (i < 4) {
j = k
while (j < 4) {
val element = this[i][j]
if (abs(element) > abs(pivotValue)) {
pivotRows[k] = i
pivotColumns[k] = j
pivotValue = element
}
j++
}
i++
}
/** Product of pivots, gives determinant when finished */
determinant *= pivotValue
if (GD.isZeroApprox(determinant)) {
return
/** Matrix is singular (zero determinant). */
}
/** "Interchange" rows (with sign change stuff) */
i = pivotRows[k]
if (i != k) {
/** If rows are different */
j = 0
while (j < 4) {
hold = -this[k][j]
setMatrixElement(k, j, this[i][j])
setMatrixElement(i, j, hold)
j++
}
}
/** "Interchange" columns */
j = pivotColumns[k]
if (j != k) {
/** If columns are different */
i = 0
while (i < 4) {
hold = -this[i][k]
setMatrixElement(i, k, this[i][j])
setMatrixElement(i, j, hold)
i++
}
}
/** Divide column by minus pivot value */
i = 0
while (i < 4) {
if (i != k) {
setMatrixElement(i, k, this[i][k] / -pivotValue)
}
i++
}
/** Reduce the matrix */
i = 0
while (i < 4) {
hold = this[i][k]
j = 0
while (j < 4) {
if (i != k && j != k) {
setMatrixElement(i, j, this[i][j] + (hold * this[k][j]))
}
j++
}
i++
}
/** Divide row by pivot */
j = 0
while (j < 4) {
if (j != k) {
setMatrixElement(k, j, this[k][j] / pivotValue)
}
j++
}
/** Replace pivot by reciprocal (at last we can touch it). */
setMatrixElement(k, k, 1.0 / pivotValue)
k++
}
/* That was most of the work, one final pass of row/column interchange */
/* to finish */
/* Don't need to work with 1 by 1 corner*/
k = 4 - 2
while (k >= 0) {
/* Rows to swap correspond to pivot COLUMN */
i = pivotColumns[k]
if (i != k) { /* If rows are different */
j = 0
while (j < 4) {
hold = this[k][j]
setMatrixElement(k, j, -this[i][j])
setMatrixElement(i, j, hold)
j++
}
}
/* Columns to swap correspond to pivot ROW */
j = pivotRows[k]
if (j != k) { /* If columns are different */
i = 0
while (i < 4) {
hold = this[i][k]
setMatrixElement(i, k, -this[i][j])
setMatrixElement(i, j, hold)
i++
}
}
k--
}
}
/**
* Returns a Projection that performs the inverse of this Projection's projective transformation.
*/
fun inverse() = Projection(this).also {
it.invert()
}
fun xform4(plane: Plane) = Plane(
Vector3(
_x.x * plane.normal.x + _y.x * plane.normal.y + _z.x * plane.normal.z + _w.x * plane.d,
_x.y * plane.normal.x + _y.y * plane.normal.y + _z.y * plane.normal.z + _w.y * plane.d,
_x.z * plane.normal.x + _y.z * plane.normal.y + _z.z * plane.normal.z + _w.z * plane.d
),
_x.w * plane.normal.x + _y.w * plane.normal.y + _z.w * plane.normal.z + _w.w * plane.d
)
fun xform(vec3: Vector3): Vector3 {
val ret = Vector3(
_x.x * vec3.x + _y.x * vec3.y + _z.x * vec3.z + _w.x,
_x.y * vec3.x + _y.y * vec3.y + _z.y * vec3.z + _w.y,
_x.z * vec3.x + _y.z * vec3.y + _z.z * vec3.z + _w.z
)
val w: RealT = _x.w * vec3.x + _y.w * vec3.y + _z.w * vec3.z + _w.w
return ret / w
}
@Suppress("DuplicatedCode")
fun xform(vec4: Vector4) = Vector4(
_x.x * vec4.x + _y.x * vec4.y + _z.x * vec4.z + _w.x * vec4.w,
_x.y * vec4.x + _y.y * vec4.y + _z.y * vec4.z + _w.y * vec4.w,
_x.z * vec4.x + _y.z * vec4.y + _z.z * vec4.z + _w.z * vec4.w,
_x.w * vec4.x + _y.w * vec4.y + _z.w * vec4.z + _w.w * vec4.w
)
@Suppress("DuplicatedCode")
fun xformInv(vec4: Vector4) = Vector4(
_x.x * vec4.x + _x.y * vec4.y + _x.z * vec4.z + _x.w * vec4.w,
_y.x * vec4.x + _y.y * vec4.y + _y.z * vec4.z + _y.w * vec4.w,
_z.x * vec4.x + _z.y * vec4.y + _z.z * vec4.z + _z.w * vec4.w,
_w.x * vec4.x + _w.y * vec4.y + _w.z * vec4.z + _w.w * vec4.w
)
fun scaleTranslateToFit(pAabb: AABB) {
val min: Vector3 = pAabb.position
val max: Vector3 = pAabb.position + pAabb.size
_x.x = 2 / (max.x - min.x)
_y.x = 0.0
_z.x = 0.0
_w.x = -(max.x + min.x) / (max.x - min.x)
_x.y = 0.0
_y.y = 2 / (max.y - min.y)
_z.y = 0.0
_w.y = -(max.y + min.y) / (max.y - min.y)
_x.z = 0.0
_y.z = 0.0
_z.z = 2 / (max.z - min.z)
_w.z = -(max.z + min.z) / (max.z - min.z)
_x.w = 0.0
_y.w = 0.0
_z.w = 0.0
_w.w = 1.0
}
@Suppress("MemberVisibilityCanBePrivate")
fun addJitterOffset(pOffset: Vector2) {
_w.x += pOffset.x
_w.y += pOffset.y
}
fun makeScale(scale: Vector3) {
setIdentity()
_x.x = scale.x
_y.y = scale.y
_z.z = scale.z
}
/**
* Returns the number of pixels with the given pixel width displayed per meter, after this Projection is applied.
*/
fun getPixelPerMeter(pixelWidth: Int): Int {
val result = xform(Vector3(1, 0, -1))
return ((result.x * 0.5 + 0.5) * pixelWidth).toInt()
}
@Suppress("MemberVisibilityCanBePrivate")
fun flipY() {
for (i in 0..3) {
_y[i] = -_y[i]
}
}
/**
* Returns the factor by which the visible level of detail is scaled by this Projection.
*/
fun getLodMultiplier() = if (isOrthogonal()) {
getViewportHalfExtents().x
} else {
val zNear = getZNear()
val width = getViewportHalfExtents().x * 2.0
1.0 / (zNear / width)
}
/**
* Returns a Projection that applies the combined transformations of this Projection and `right`.
*/
operator fun times(matrix: Projection): Projection {
val newMatrix = Projection()
for (j in 0..3) {
for (i in 0..3) {
var ab: RealT = 0.0
for (k in 0..3) {
ab += this[k][i] * matrix[j][k]
}
newMatrix.setMatrixElement(j, i, ab)
}
}
return newMatrix
}
/**
* Returns `true` if the projections are equal.
*
* Note: Due to floating-point precision errors, this may return `false`, even if the projections are virtually equal.
* An `isEqualApprox` method may be added in a future version of Godot.
*/
override fun equals(other: Any?): Boolean = when (other) {
is Projection -> (_x == other._x && _y == other._y && _z == other._z && _w == other._w)
else -> false
}
override fun hashCode(): Int {
var result = _x.hashCode()
result = 31 * result + _y.hashCode()
result = 31 * result + _z.hashCode()
result = 31 * result + _w.hashCode()
return result
}
fun toTransform3D(): Transform3D {
val transform = Transform3D()
transform.basis._x.x = _x.x
transform.basis._y.x = _x.y
transform.basis._z.x = _x.z
transform.basis._x.y = _y.x
transform.basis._y.y = _y.y
transform.basis._z.y = _y.z
transform.basis._x.z = _z.x
transform.basis._y.z = _z.y
transform.basis._z.z = _z.z
transform.origin.x = _w.x
transform.origin.y = _w.y
transform.origin.z = _w.z
return transform
}
override fun toString() = buildString {
appendLine("(")
append("\t")
appendLine(_x)
append("\t")
appendLine(_y)
append("\t")
appendLine(_z)
append("\t")
appendLine(_w)
appendLine(")")
}
private fun set(projection: Projection) {
this._x = projection._x
this._y = projection._y
this._z = projection._z
this._w = projection._w
}
private fun setMatrixElement(i: Int, j: Int, value: RealT) {
val row = when (i) {
0 -> _x
1 -> _y
2 -> _z
3 -> _w
else -> throw IndexOutOfBoundsException()
}
when (j) {
0 -> row.x = value
1 -> row.y = value
2 -> row.z = value
3 -> row.w = value
else -> throw IndexOutOfBoundsException()
}
}
companion object {
/**
* Creates a new `Projection` that projects positions from a depth range of -1 to 1 to one that ranges from
* 0 to 1, and flips the projected positions vertically, according to flip_y.
*/
fun createDepthCorrection(pFlipY: Boolean) = Projection().also {
it.setDepthCorrection(pFlipY)
}
/**
* Creates a new Projection that projects positions into the given Rect2.
*/
fun createLightAtlasRect(pRect: Rect2) = Projection().also {
it.setLightAtlasRect(pRect)
}
/**
* Creates a new Projection that projects positions using a perspective projection with the given Y-axis field
* of view (in degrees), X:Y aspect ratio, and clipping planes.
*
* flipFov determines whether the projection's field of view is flipped over its diagonal.
*/
fun createPerspective(pFovyDegrees: RealT, aspect: RealT, zNear: RealT, zFar: RealT, flipFov: Boolean) =
Projection().also {
it.setPerspective(pFovyDegrees, aspect, zNear, zFar, flipFov)
}
/**
* Creates a new Projection that projects positions using a perspective projection with the given Y-axis field
* of view (in degrees), X:Y aspect ratio, anxd clipping distances. The projection is adjusted for a head-mounted
* display with the given distance between eyes and distance to a point that can be focused on.
*
* eye creates the projection for the left eye when set to 1, or the right eye when set to 2.
*
* flipFov determines whether the projection's field of view is flipped over its diagonal.
*/
fun createPerspectiveHmd(
pFovyDegrees: RealT,
aspect: RealT,
zNear: RealT,
zFar: RealT,
flipFov: Boolean,
eye: Int,
intraocularDist: RealT,
convergenceDist: RealT
) = Projection().also {
it.setPerspective(
pFovyDegrees,
aspect,
zNear,
zFar,
flipFov,
eye,
intraocularDist,
convergenceDist
)
}
/**
* Creates a new Projection for projecting positions onto a head-mounted display with the given X:Y aspect
* ratio, distance between eyes, display width, distance to lens, oversampling factor, and depth clipping
* planes.
*
* eye creates the projection for the left eye when set to 1, or the right eye when set to 2.
*/
fun createForHmd(
pEye: Int,
pAspect: RealT,
pIntraocularDist: RealT,
pDisplayWidth: RealT,
pDisplayToLens: RealT,
pOversample: RealT,
pZNear: RealT,
pZFar: RealT
) = Projection().also {
it.setForHmd(pEye, pAspect, pIntraocularDist, pDisplayWidth, pDisplayToLens, pOversample, pZNear, pZFar)
}
/**
* Creates a new Projection that projects positions using an orthogonal projection with the given clipping
* planes.
*/
fun createOrthogonal(pLeft: RealT, pRight: RealT, pBottom: RealT, pTop: RealT, pZnear: RealT, pZfar: RealT) =
Projection().also {
it.setOrthogonal(pLeft, pRight, pBottom, pTop, pZnear, pZfar)
}
/**
* Creates a new Projection that projects positions using an orthogonal projection with the given size, X:Y
* aspect ratio, and clipping planes.
*
* flipFov determines whether the projection's field of view is flipped over its diagonal.
*/
fun createOrthogonalAspect(pSize: RealT, pAspect: RealT, pZnear: RealT, pZfar: RealT, pFlipFov: Boolean) =
Projection().also {
it.setOrthogonal(pSize, pAspect, pZnear, pZfar, pFlipFov)
}
/**
* Creates a new Projection that projects positions in a frustum with the given clipping planes.
*/
fun createFrustrum(left: RealT, right: RealT, bottom: RealT, top: RealT, near: RealT, far: RealT) =
Projection().also {
it.setFrustrum(left, right, bottom, top, near, far)
}
/**
* Creates a new Projection that projects positions in a frustum with the given size, X:Y aspect ratio, offset,
* and clipping planes.
*
* flipFov determines whether the projection's field of view is flipped over its diagonal.
*/
fun createFrustrumAspect(
pSize: RealT,
aspect: RealT,
offset: Vector2,
near: RealT,
far: RealT,
flipFov: Boolean
) = Projection().also {
it.setFrustrum(pSize, aspect, offset, near, far, flipFov)
}
/**
* Creates a new Projection that scales a given projection to fit around a given AABB in projection space.
*/
fun createFitAabb(pAabb: AABB) = Projection().also {
it.scaleTranslateToFit(pAabb)
}
/**
* Returns the vertical field of view of the projection (in degrees) associated with the given horizontal field
* of view (in degrees) and aspect ratio.
*/
fun getFovy(fovx: RealT, aspect: RealT): RealT = Math.toDegrees(
atan(
aspect * tan(Math.toRadians(fovx) * 0.5)
) * 2.0
)
}
}
© 2015 - 2024 Weber Informatics LLC | Privacy Policy