Ejemplo n.º 1
0
Vector3 Camera::project_position(const Point2& p_point) const {

	if (!is_inside_tree()) {
		ERR_EXPLAIN("Camera is not inside scene.");
		ERR_FAIL_COND_V(!is_inside_tree(),Vector3());
	}

	Size2 viewport_size = get_viewport()->get_visible_rect().size;

	CameraMatrix cm;

	if (mode==PROJECTION_ORTHOGONAL)
		cm.set_orthogonal(size,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
	else
		cm.set_perspective(fov,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);

	Size2 vp_size;
	cm.get_viewport_size(vp_size.x,vp_size.y);

	Vector2 point;
	point.x = (p_point.x/viewport_size.x) * 2.0 - 1.0;
	point.y = (1.0-(p_point.y/viewport_size.y)) * 2.0 - 1.0;
	point*=vp_size;

	Vector3 p(point.x,point.y,-near);


	return get_camera_transform().xform(p);
}
Ejemplo n.º 2
0
Vector3 Camera::project_local_ray_normal(const Point2& p_pos) const {

	if (!is_inside_tree()) {
		ERR_EXPLAIN("Camera is not inside scene.");
		ERR_FAIL_COND_V(!is_inside_tree(),Vector3());
	}


#if 0
	Size2 viewport_size = get_viewport()->get_visible_rect().size;
	Vector2 cpos = p_pos;
#else

	Size2 viewport_size = get_viewport()->get_camera_rect_size();
	Vector2 cpos = get_viewport()->get_camera_coords(p_pos);
#endif

	Vector3 ray;

	if (mode==PROJECTION_ORTHOGONAL) {

		ray=Vector3(0,0,-1);
	} else {
		CameraMatrix cm;
		cm.set_perspective(fov,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
		float screen_w,screen_h;
		cm.get_viewport_size(screen_w,screen_h);
		ray=Vector3( ((cpos.x/viewport_size.width)*2.0-1.0)*screen_w, ((1.0-(cpos.y/viewport_size.height))*2.0-1.0)*screen_h,-near).normalized();
	}

	return ray;
};
Ejemplo n.º 3
0
Vector3 ARVRCamera::project_position(const Point2 &p_point) const {
	// get our ARVRServer
	ARVRServer *arvr_server = ARVRServer::get_singleton();
	ERR_FAIL_NULL_V(arvr_server, Vector3());

	Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface();
	if (arvr_interface.is_null()) {
		// we might be in the editor or have VR turned off, just call superclass
		return Camera::project_position(p_point);
	}

	if (!is_inside_tree()) {
		ERR_EXPLAIN("Camera is not inside scene.");
		ERR_FAIL_COND_V(!is_inside_tree(), Vector3());
	};

	Size2 viewport_size = get_viewport()->get_visible_rect().size;

	CameraMatrix cm = arvr_interface->get_projection_for_eye(ARVRInterface::EYE_MONO, viewport_size.aspect(), get_znear(), get_zfar());

	Size2 vp_size;
	cm.get_viewport_size(vp_size.x, vp_size.y);

	Vector2 point;
	point.x = (p_point.x / viewport_size.x) * 2.0 - 1.0;
	point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
	point *= vp_size;

	Vector3 p(point.x, point.y, -get_znear());

	return get_camera_transform().xform(p);
};
Ejemplo n.º 4
0
Vector3 ARVRCamera::project_local_ray_normal(const Point2 &p_pos) const {
	// get our ARVRServer
	ARVRServer *arvr_server = ARVRServer::get_singleton();
	ERR_FAIL_NULL_V(arvr_server, Vector3());

	Ref<ARVRInterface> arvr_interface = arvr_server->get_primary_interface();
	if (arvr_interface.is_null()) {
		// we might be in the editor or have VR turned off, just call superclass
		return Camera::project_local_ray_normal(p_pos);
	}

	if (!is_inside_tree()) {
		ERR_EXPLAIN("Camera is not inside scene.");
		ERR_FAIL_COND_V(!is_inside_tree(), Vector3());
	};

	Size2 viewport_size = get_viewport()->get_camera_rect_size();
	Vector2 cpos = get_viewport()->get_camera_coords(p_pos);
	Vector3 ray;

	CameraMatrix cm = arvr_interface->get_projection_for_eye(ARVRInterface::EYE_MONO, viewport_size.aspect(), get_znear(), get_zfar());
	float screen_w, screen_h;
	cm.get_viewport_size(screen_w, screen_h);
	ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_w, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_h, -get_znear()).normalized();

	return ray;
};
Ejemplo n.º 5
0
Vector3 Camera::project_local_ray_normal(const Point2& p_pos) const {

	if (!is_inside_scene()) {
		ERR_EXPLAIN("Camera is not inside scene.");
		ERR_FAIL_COND_V(!is_inside_scene(),Vector3());
	}

	Size2 viewport_size = viewport_ptr->get_visible_rect().size;

	Vector3 ray;

	if (mode==PROJECTION_ORTHOGONAL) {

		ray=Vector3(0,0,-1);
	} else {
		CameraMatrix cm;
		cm.set_perspective(fov,viewport_size.get_aspect(),near,far,vaspect);
		float screen_w,screen_h;
		cm.get_viewport_size(screen_w,screen_h);
		ray=Vector3( ((p_pos.x/viewport_size.width)*2.0-1.0)*screen_w, ((1.0-(p_pos.y/viewport_size.height))*2.0-1.0)*screen_h,-near).normalized();
	}


	return ray;
};