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Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
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@@ -34,8 +34,6 @@
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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struct CameraMatrix {
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enum Planes {
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@@ -47,20 +45,19 @@ struct CameraMatrix {
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PLANE_BOTTOM
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};
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float matrix[4][4];
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float matrix[4][4];
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void set_identity();
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void set_zero();
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void set_light_bias();
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void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov=false);
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void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
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void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov=false);
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void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far, bool p_flip_fov = false);
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void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
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void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar, bool p_flip_fov = false);
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void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far);
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static float get_fovy(float p_fovx,float p_aspect) {
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static float get_fovy(float p_fovx, float p_aspect) {
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return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5))*2.0);
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return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
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}
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float get_z_far() const;
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@@ -68,39 +65,38 @@ struct CameraMatrix {
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float get_aspect() const;
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float get_fov() const;
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Vector<Plane> get_projection_planes(const Transform& p_transform) const;
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Vector<Plane> get_projection_planes(const Transform &p_transform) const;
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bool get_endpoints(const Transform& p_transform,Vector3 *p_8points) const;
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void get_viewport_size(float& r_width, float& r_height) const;
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bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const;
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void get_viewport_size(float &r_width, float &r_height) const;
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void invert();
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CameraMatrix inverse() const;
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CameraMatrix operator*(const CameraMatrix& p_matrix) const;
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CameraMatrix operator*(const CameraMatrix &p_matrix) const;
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Plane xform4(const Plane& p_vec4);
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_FORCE_INLINE_ Vector3 xform(const Vector3& p_vec3) const;
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Plane xform4(const Plane &p_vec4);
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_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
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operator String() const;
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void scale_translate_to_fit(const AABB& p_aabb);
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void scale_translate_to_fit(const AABB &p_aabb);
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void make_scale(const Vector3 &p_scale);
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operator Transform() const;
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CameraMatrix();
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CameraMatrix(const Transform& p_transform);
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CameraMatrix(const Transform &p_transform);
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~CameraMatrix();
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};
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Vector3 CameraMatrix::xform(const Vector3& p_vec3) const {
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Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const {
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Vector3 ret;
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ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
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ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
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ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
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float w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
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return ret/w;
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return ret / w;
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}
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#endif
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