mirror of
https://github.com/godotengine/godot
synced 2024-09-05 20:39:54 +00:00
Add a depth parameter to Camera::project_position()
This commit is contained in:
parent
254286af36
commit
6fe957de63
|
@ -76,8 +76,10 @@
|
|||
</return>
|
||||
<argument index="0" name="screen_point" type="Vector2">
|
||||
</argument>
|
||||
<argument index="1" name="z_depth" type="float" default="0">
|
||||
</argument>
|
||||
<description>
|
||||
Returns the 3D point in worldspace that maps to the given 2D coordinate in the [Viewport] rectangle.
|
||||
Returns the 3D point in worldspace that maps to the given 2D coordinate in the [Viewport] rectangle on a plane that is the given distance into the scene away from the camera.
|
||||
</description>
|
||||
</method>
|
||||
<method name="project_ray_normal" qualifiers="const">
|
||||
|
|
|
@ -127,7 +127,7 @@ Point2 ARVRCamera::unproject_position(const Vector3 &p_pos) const {
|
|||
return res;
|
||||
};
|
||||
|
||||
Vector3 ARVRCamera::project_position(const Point2 &p_point) const {
|
||||
Vector3 ARVRCamera::project_position(const Point2 &p_point, float p_z_depth) const {
|
||||
// get our ARVRServer
|
||||
ARVRServer *arvr_server = ARVRServer::get_singleton();
|
||||
ERR_FAIL_NULL_V(arvr_server, Vector3());
|
||||
|
@ -135,7 +135,7 @@ Vector3 ARVRCamera::project_position(const Point2 &p_point) const {
|
|||
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);
|
||||
return Camera::project_position(p_point, p_z_depth);
|
||||
}
|
||||
|
||||
if (!is_inside_tree()) {
|
||||
|
@ -155,7 +155,7 @@ Vector3 ARVRCamera::project_position(const Point2 &p_point) const {
|
|||
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());
|
||||
Vector3 p(point.x, point.y, -p_z_depth);
|
||||
|
||||
return get_camera_transform().xform(p);
|
||||
};
|
||||
|
|
|
@ -55,7 +55,7 @@ public:
|
|||
|
||||
virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
|
||||
virtual Point2 unproject_position(const Vector3 &p_pos) const;
|
||||
virtual Vector3 project_position(const Point2 &p_point) const;
|
||||
virtual Vector3 project_position(const Point2 &p_point, float p_z_depth = 0) const;
|
||||
virtual Vector<Plane> get_frustum() const;
|
||||
|
||||
ARVRCamera();
|
||||
|
|
|
@ -391,13 +391,17 @@ Point2 Camera::unproject_position(const Vector3 &p_pos) const {
|
|||
return res;
|
||||
}
|
||||
|
||||
Vector3 Camera::project_position(const Point2 &p_point) const {
|
||||
Vector3 Camera::project_position(const Point2 &p_point, float p_z_depth) const {
|
||||
|
||||
if (!is_inside_tree()) {
|
||||
ERR_EXPLAIN("Camera is not inside scene.");
|
||||
ERR_FAIL_COND_V(!is_inside_tree(), Vector3());
|
||||
}
|
||||
|
||||
if (p_z_depth == 0) {
|
||||
return get_global_transform().origin;
|
||||
}
|
||||
|
||||
Size2 viewport_size = get_viewport()->get_visible_rect().size;
|
||||
|
||||
CameraMatrix cm;
|
||||
|
@ -415,7 +419,7 @@ Vector3 Camera::project_position(const Point2 &p_point) const {
|
|||
point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
|
||||
point *= vp_size;
|
||||
|
||||
Vector3 p(point.x, point.y, -near);
|
||||
Vector3 p(point.x, point.y, -p_z_depth);
|
||||
|
||||
return get_camera_transform().xform(p);
|
||||
}
|
||||
|
@ -490,7 +494,7 @@ void Camera::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("project_ray_origin", "screen_point"), &Camera::project_ray_origin);
|
||||
ClassDB::bind_method(D_METHOD("unproject_position", "world_point"), &Camera::unproject_position);
|
||||
ClassDB::bind_method(D_METHOD("is_position_behind", "world_point"), &Camera::is_position_behind);
|
||||
ClassDB::bind_method(D_METHOD("project_position", "screen_point"), &Camera::project_position);
|
||||
ClassDB::bind_method(D_METHOD("project_position", "screen_point", "z_depth"), &Camera::project_position, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("set_perspective", "fov", "z_near", "z_far"), &Camera::set_perspective);
|
||||
ClassDB::bind_method(D_METHOD("set_orthogonal", "size", "z_near", "z_far"), &Camera::set_orthogonal);
|
||||
ClassDB::bind_method(D_METHOD("set_frustum", "size", "offset", "z_near", "z_far"), &Camera::set_frustum);
|
||||
|
|
|
@ -143,7 +143,7 @@ public:
|
|||
virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
|
||||
virtual Point2 unproject_position(const Vector3 &p_pos) const;
|
||||
bool is_position_behind(const Vector3 &p_pos) const;
|
||||
virtual Vector3 project_position(const Point2 &p_point) const;
|
||||
virtual Vector3 project_position(const Point2 &p_point, float p_z_depth = 0) const;
|
||||
|
||||
Vector<Vector3> get_near_plane_points() const;
|
||||
|
||||
|
|
Loading…
Reference in a new issue