Implement Vector4, Vector4i, Projection

Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
This commit is contained in:
reduz
2022-07-20 01:11:13 +02:00
committed by Juan Linietsky
parent fe929d4787
commit 455c06ecd4
123 changed files with 4139 additions and 594 deletions

View File

@@ -31,7 +31,7 @@
#include "camera_3d.h"
#include "collision_object_3d.h"
#include "core/math/camera_matrix.h"
#include "core/math/projection.h"
#include "scene/main/viewport.h"
void Camera3D::_update_audio_listener_state() {
@@ -197,7 +197,7 @@ void Camera3D::set_frustum(real_t p_size, Vector2 p_offset, real_t p_z_near, rea
update_gizmos();
}
void Camera3D::set_projection(Camera3D::Projection p_mode) {
void Camera3D::set_projection(ProjectionType p_mode) {
if (p_mode == PROJECTION_PERSPECTIVE || p_mode == PROJECTION_ORTHOGONAL || p_mode == PROJECTION_FRUSTUM) {
mode = p_mode;
_update_camera_mode();
@@ -265,7 +265,7 @@ Vector3 Camera3D::project_local_ray_normal(const Point2 &p_pos) const {
if (mode == PROJECTION_ORTHOGONAL) {
ray = Vector3(0, 0, -1);
} else {
CameraMatrix cm;
Projection cm;
cm.set_perspective(fov, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH);
Vector2 screen_he = cm.get_viewport_half_extents();
ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -near).normalized();
@@ -314,7 +314,7 @@ Vector<Vector3> Camera3D::get_near_plane_points() const {
Size2 viewport_size = get_viewport()->get_visible_rect().size;
CameraMatrix cm;
Projection cm;
if (mode == PROJECTION_ORTHOGONAL) {
cm.set_orthogonal(size, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH);
@@ -340,7 +340,7 @@ Point2 Camera3D::unproject_position(const Vector3 &p_pos) const {
Size2 viewport_size = get_viewport()->get_visible_rect().size;
CameraMatrix cm;
Projection cm;
if (mode == PROJECTION_ORTHOGONAL) {
cm.set_orthogonal(size, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH);
@@ -368,7 +368,7 @@ Vector3 Camera3D::project_position(const Point2 &p_point, real_t p_z_depth) cons
}
Size2 viewport_size = get_viewport()->get_visible_rect().size;
CameraMatrix cm;
Projection cm;
if (mode == PROJECTION_ORTHOGONAL) {
cm.set_orthogonal(size, viewport_size.aspect(), p_z_depth, far, keep_aspect == KEEP_WIDTH);
@@ -544,7 +544,7 @@ real_t Camera3D::get_far() const {
return far;
}
Camera3D::Projection Camera3D::get_projection() const {
Camera3D::ProjectionType Camera3D::get_projection() const {
return mode;
}
@@ -607,7 +607,7 @@ Vector<Plane> Camera3D::get_frustum() const {
ERR_FAIL_COND_V(!is_inside_world(), Vector<Plane>());
Size2 viewport_size = get_viewport()->get_visible_rect().size;
CameraMatrix cm;
Projection cm;
if (mode == PROJECTION_PERSPECTIVE) {
cm.set_perspective(fov, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH);
} else {