godot/doc/classes/Projection.xml
2023-01-23 20:07:59 +01:00

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Projection" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
3D projection (4x4 matrix).
</brief_description>
<description>
A 4x4 matrix used for 3D projective transformations. It can represent transformations such as translation, rotation, scaling, shearing, and perspective division. It consists of four [Vector4] columns.
For purely linear transformations (translation, rotation, and scale), it is recommended to use [Transform3D], as it is more performant and has a lower memory footprint.
Used internally as [Camera3D]'s projection matrix.
</description>
<tutorials>
</tutorials>
<constructors>
<constructor name="Projection">
<return type="Projection" />
<description>
Constructs a default-initialized [Projection] set to [constant IDENTITY].
</description>
</constructor>
<constructor name="Projection">
<return type="Projection" />
<param index="0" name="from" type="Projection" />
<description>
Constructs a [Projection] as a copy of the given [Projection].
</description>
</constructor>
<constructor name="Projection">
<return type="Projection" />
<param index="0" name="from" type="Transform3D" />
<description>
Constructs a Projection as a copy of the given [Transform3D].
</description>
</constructor>
<constructor name="Projection">
<return type="Projection" />
<param index="0" name="x_axis" type="Vector4" />
<param index="1" name="y_axis" type="Vector4" />
<param index="2" name="z_axis" type="Vector4" />
<param index="3" name="w_axis" type="Vector4" />
<description>
Constructs a Projection from four [Vector4] values (matrix columns).
</description>
</constructor>
</constructors>
<methods>
<method name="create_depth_correction" qualifiers="static">
<return type="Projection" />
<param index="0" name="flip_y" type="bool" />
<description>
Creates a new [Projection] that projects positions from a depth range of [code]-1[/code] to [code]1[/code] to one that ranges from [code]0[/code] to [code]1[/code], and flips the projected positions vertically, according to [param flip_y].
</description>
</method>
<method name="create_fit_aabb" qualifiers="static">
<return type="Projection" />
<param index="0" name="aabb" type="AABB" />
<description>
Creates a new [Projection] that scales a given projection to fit around a given [AABB] in projection space.
</description>
</method>
<method name="create_for_hmd" qualifiers="static">
<return type="Projection" />
<param index="0" name="eye" type="int" />
<param index="1" name="aspect" type="float" />
<param index="2" name="intraocular_dist" type="float" />
<param index="3" name="display_width" type="float" />
<param index="4" name="display_to_lens" type="float" />
<param index="5" name="oversample" type="float" />
<param index="6" name="z_near" type="float" />
<param index="7" name="z_far" type="float" />
<description>
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.
[param eye] creates the projection for the left eye when set to 1, or the right eye when set to 2.
</description>
</method>
<method name="create_frustum" qualifiers="static">
<return type="Projection" />
<param index="0" name="left" type="float" />
<param index="1" name="right" type="float" />
<param index="2" name="bottom" type="float" />
<param index="3" name="top" type="float" />
<param index="4" name="z_near" type="float" />
<param index="5" name="z_far" type="float" />
<description>
Creates a new [Projection] that projects positions in a frustum with the given clipping planes.
</description>
</method>
<method name="create_frustum_aspect" qualifiers="static">
<return type="Projection" />
<param index="0" name="size" type="float" />
<param index="1" name="aspect" type="float" />
<param index="2" name="offset" type="Vector2" />
<param index="3" name="z_near" type="float" />
<param index="4" name="z_far" type="float" />
<param index="5" name="flip_fov" type="bool" default="false" />
<description>
Creates a new [Projection] that projects positions in a frustum with the given size, X:Y aspect ratio, offset, and clipping planes.
[param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
</description>
</method>
<method name="create_light_atlas_rect" qualifiers="static">
<return type="Projection" />
<param index="0" name="rect" type="Rect2" />
<description>
Creates a new [Projection] that projects positions into the given [Rect2].
</description>
</method>
<method name="create_orthogonal" qualifiers="static">
<return type="Projection" />
<param index="0" name="left" type="float" />
<param index="1" name="right" type="float" />
<param index="2" name="bottom" type="float" />
<param index="3" name="top" type="float" />
<param index="4" name="z_near" type="float" />
<param index="5" name="z_far" type="float" />
<description>
Creates a new [Projection] that projects positions using an orthogonal projection with the given clipping planes.
</description>
</method>
<method name="create_orthogonal_aspect" qualifiers="static">
<return type="Projection" />
<param index="0" name="size" type="float" />
<param index="1" name="aspect" type="float" />
<param index="2" name="z_near" type="float" />
<param index="3" name="z_far" type="float" />
<param index="4" name="flip_fov" type="bool" default="false" />
<description>
Creates a new [Projection] that projects positions using an orthogonal projection with the given size, X:Y aspect ratio, and clipping planes.
[param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
</description>
</method>
<method name="create_perspective" qualifiers="static">
<return type="Projection" />
<param index="0" name="fovy" type="float" />
<param index="1" name="aspect" type="float" />
<param index="2" name="z_near" type="float" />
<param index="3" name="z_far" type="float" />
<param index="4" name="flip_fov" type="bool" default="false" />
<description>
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.
[param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
</description>
</method>
<method name="create_perspective_hmd" qualifiers="static">
<return type="Projection" />
<param index="0" name="fovy" type="float" />
<param index="1" name="aspect" type="float" />
<param index="2" name="z_near" type="float" />
<param index="3" name="z_far" type="float" />
<param index="4" name="flip_fov" type="bool" />
<param index="5" name="eye" type="int" />
<param index="6" name="intraocular_dist" type="float" />
<param index="7" name="convergence_dist" type="float" />
<description>
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 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.
[param eye] creates the projection for the left eye when set to 1, or the right eye when set to 2.
[param flip_fov] determines whether the projection's field of view is flipped over its diagonal.
</description>
</method>
<method name="determinant" qualifiers="const">
<return type="float" />
<description>
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.
</description>
</method>
<method name="flipped_y" qualifiers="const">
<return type="Projection" />
<description>
Returns a copy of this [Projection] with the signs of the values of the Y column flipped.
</description>
</method>
<method name="get_aspect" qualifiers="const">
<return type="float" />
<description>
Returns the X:Y aspect ratio of this [Projection]'s viewport.
</description>
</method>
<method name="get_far_plane_half_extents" qualifiers="const">
<return type="Vector2" />
<description>
Returns the dimensions of the far clipping plane of the projection, divided by two.
</description>
</method>
<method name="get_fov" qualifiers="const">
<return type="float" />
<description>
Returns the horizontal field of view of the projection (in degrees).
</description>
</method>
<method name="get_fovy" qualifiers="static">
<return type="float" />
<param index="0" name="fovx" type="float" />
<param index="1" name="aspect" type="float" />
<description>
Returns the vertical field of view of the projection (in degrees) associated with the given horizontal field of view (in degrees) and aspect ratio.
</description>
</method>
<method name="get_lod_multiplier" qualifiers="const">
<return type="float" />
<description>
Returns the factor by which the visible level of detail is scaled by this [Projection].
</description>
</method>
<method name="get_pixels_per_meter" qualifiers="const">
<return type="int" />
<param index="0" name="for_pixel_width" type="int" />
<description>
Returns the number of pixels with the given pixel width displayed per meter, after this [Projection] is applied.
</description>
</method>
<method name="get_projection_plane" qualifiers="const">
<return type="Plane" />
<param index="0" name="plane" type="int" />
<description>
Returns the clipping plane of this [Projection] whose index is given by [param plane].
[param plane] should be equal to one of [constant PLANE_NEAR], [constant PLANE_FAR], [constant PLANE_LEFT], [constant PLANE_TOP], [constant PLANE_RIGHT], or [constant PLANE_BOTTOM].
</description>
</method>
<method name="get_viewport_half_extents" qualifiers="const">
<return type="Vector2" />
<description>
Returns the dimensions of the viewport plane that this [Projection] projects positions onto, divided by two.
</description>
</method>
<method name="get_z_far" qualifiers="const">
<return type="float" />
<description>
Returns the distance for this [Projection] beyond which positions are clipped.
</description>
</method>
<method name="get_z_near" qualifiers="const">
<return type="float" />
<description>
Returns the distance for this [Projection] before which positions are clipped.
</description>
</method>
<method name="inverse" qualifiers="const">
<return type="Projection" />
<description>
Returns a [Projection] that performs the inverse of this [Projection]'s projective transformation.
</description>
</method>
<method name="is_orthogonal" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if this [Projection] performs an orthogonal projection.
</description>
</method>
<method name="jitter_offseted" qualifiers="const">
<return type="Projection" />
<param index="0" name="offset" type="Vector2" />
<description>
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.
</description>
</method>
<method name="perspective_znear_adjusted" qualifiers="const">
<return type="Projection" />
<param index="0" name="new_znear" type="float" />
<description>
Returns a [Projection] with the near clipping distance adjusted to be [param new_znear].
[b]Note:[/b] The original [Projection] must be a perspective projection.
</description>
</method>
</methods>
<members>
<member name="w" type="Vector4" setter="" getter="" default="Vector4(0, 0, 0, 1)">
The projection matrix's W vector (column 3). Equivalent to array index [code]3[/code].
</member>
<member name="x" type="Vector4" setter="" getter="" default="Vector4(1, 0, 0, 0)">
The projection matrix's X vector (column 0). Equivalent to array index [code]0[/code].
</member>
<member name="y" type="Vector4" setter="" getter="" default="Vector4(0, 1, 0, 0)">
The projection matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
</member>
<member name="z" type="Vector4" setter="" getter="" default="Vector4(0, 0, 1, 0)">
The projection matrix's Z vector (column 2). Equivalent to array index [code]2[/code].
</member>
</members>
<constants>
<constant name="PLANE_NEAR" value="0">
The index value of the projection's near clipping plane.
</constant>
<constant name="PLANE_FAR" value="1">
The index value of the projection's far clipping plane.
</constant>
<constant name="PLANE_LEFT" value="2">
The index value of the projection's left clipping plane.
</constant>
<constant name="PLANE_TOP" value="3">
The index value of the projection's top clipping plane.
</constant>
<constant name="PLANE_RIGHT" value="4">
The index value of the projection's right clipping plane.
</constant>
<constant name="PLANE_BOTTOM" value="5">
The index value of the projection bottom clipping plane.
</constant>
<constant name="IDENTITY" value="Projection(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)">
A [Projection] with no transformation defined. When applied to other data structures, no transformation is performed.
</constant>
<constant name="ZERO" value="Projection(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)">
A [Projection] with all values initialized to 0. When applied to other data structures, they will be zeroed.
</constant>
</constants>
<operators>
<operator name="operator !=">
<return type="bool" />
<param index="0" name="right" type="Projection" />
<description>
Returns [code]true[/code] if the projections are not equal.
[b]Note:[/b] Due to floating-point precision errors, this may return [code]true[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot.
</description>
</operator>
<operator name="operator *">
<return type="Projection" />
<param index="0" name="right" type="Projection" />
<description>
Returns a [Projection] that applies the combined transformations of this [Projection] and [param right].
</description>
</operator>
<operator name="operator *">
<return type="Vector4" />
<param index="0" name="right" type="Vector4" />
<description>
Projects (multiplies) the given [Vector4] by this [Projection] matrix.
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="Projection" />
<description>
Returns [code]true[/code] if the projections are equal.
[b]Note:[/b] Due to floating-point precision errors, this may return [code]false[/code], even if the projections are virtually equal. An [code]is_equal_approx[/code] method may be added in a future version of Godot.
</description>
</operator>
<operator name="operator []">
<return type="Vector4" />
<param index="0" name="index" type="int" />
<description>
Returns the column of the [Projection] with the given index.
Indices are in the following order: x, y, z, w.
</description>
</operator>
</operators>
</class>