class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS Projection
A 4×4 matrix for 3D projective transformations.

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 requires less memory.

Used internally as Camera3D's projection matrix.

Projection Projection<>():Projection

Constructs a default-initialized Projection set to IDENTITY.

Projection Projection<>( Projection from=, from:Projection=, ):Projection

Constructs a Projection as a copy of the given Projection.

Projection Projection<>( Transform3D from=, from:Transform3D=, ):Projection

Constructs a Projection as a copy of the given Transform3D.

Projection Projection<>( Vector4 x_axis=, x_axis:Vector4=, Vector4 y_axis=, y_axis:Vector4=, Vector4 z_axis=, z_axis:Vector4=, Vector4 w_axis=, w_axis:Vector4=, ):Projection

Constructs a Projection from four Vector4 values (matrix columns).

bool operator !=<>( Projection right=, right:Projection=, ):bool

Returns true if the projections are not equal.

Note: Due to floating-point precision errors, this may return true, even if the projections are virtually equal. An is_equal_approx method may be added in a future version of Godot.

Projection operator *<>( Projection right=, right:Projection=, ):Projection

Returns a Projection that applies the combined transformations of this Projection and right.

Vector4 operator *<>( Vector4 right=, right:Vector4=, ):Vector4

Projects (multiplies) the given Vector4 by this Projection matrix.

bool operator ==<>( Projection right=, right:Projection=, ):bool

Returns true if the projections are equal.

Note: Due to floating-point precision errors, this may return false, even if the projections are virtually equal. An is_equal_approx method may be added in a future version of Godot.

Vector4 operator []<>( int index=, index:int=, ):Vector4

Returns the column of the Projection with the given index.

Indices are in the following order: x, y, z, w.

Vector4 w<>():Vector4

The projection matrix's W vector (column 3). Equivalent to array index 3.

Vector4 x<>():Vector4

The projection matrix's X vector (column 0). Equivalent to array index 0.

Vector4 y<>():Vector4

The projection matrix's Y vector (column 1). Equivalent to array index 1.

Vector4 z<>():Vector4

The projection matrix's Z vector (column 2). Equivalent to array index 2.

Projection create_depth_correction<>( bool flip_y=, flip_y:bool=, ):Projection

Creates a new Projection that projects positions from a depth range of -1 to 1 to one that ranges from 0 to 1, and flips the projected positions vertically, according to flip_y.

Projection create_fit_aabb<>( AABB aabb=, aabb:AABB=, ):Projection

Creates a new Projection that scales a given projection to fit around a given AABB in projection space.

Projection create_for_hmd<>( int eye=, eye:int=, float aspect=, aspect:float=, float intraocular_dist=, intraocular_dist:float=, float display_width=, display_width:float=, float display_to_lens=, display_to_lens:float=, float oversample=, oversample:float=, float z_near=, z_near:float=, float z_far=, z_far:float=, ):Projection

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.

eye creates the projection for the left eye when set to 1, or the right eye when set to 2.

Projection create_frustum<>( float left=, left:float=, float right=, right:float=, float bottom=, bottom:float=, float top=, top:float=, float z_near=, z_near:float=, float z_far=, z_far:float=, ):Projection

Creates a new Projection that projects positions in a frustum with the given clipping planes.

Projection create_frustum_aspect<>( float size=, size:float=, float aspect=, aspect:float=, Vector2 offset=, offset:Vector2=, float z_near=, z_near:float=, float z_far=, z_far:float=, bool flip_fov=false, flip_fov:bool=false, ):Projection

Creates a new Projection that projects positions in a frustum with the given size, X:Y aspect ratio, offset, and clipping planes.

flip_fov determines whether the projection's field of view is flipped over its diagonal.

Projection create_light_atlas_rect<>( Rect2 rect=, rect:Rect2=, ):Projection

Creates a new Projection that projects positions into the given Rect2.

Projection create_orthogonal<>( float left=, left:float=, float right=, right:float=, float bottom=, bottom:float=, float top=, top:float=, float z_near=, z_near:float=, float z_far=, z_far:float=, ):Projection

Creates a new Projection that projects positions using an orthogonal projection with the given clipping planes.

Projection create_orthogonal_aspect<>( float size=, size:float=, float aspect=, aspect:float=, float z_near=, z_near:float=, float z_far=, z_far:float=, bool flip_fov=false, flip_fov:bool=false, ):Projection

Creates a new Projection that projects positions using an orthogonal projection with the given size, X:Y aspect ratio, and clipping planes.

flip_fov determines whether the projection's field of view is flipped over its diagonal.

Projection create_perspective<>( float fovy=, fovy:float=, float aspect=, aspect:float=, float z_near=, z_near:float=, float z_far=, z_far:float=, bool flip_fov=false, flip_fov:bool=false, ):Projection

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.

flip_fov determines whether the projection's field of view is flipped over its diagonal.

Projection create_perspective_hmd<>( float fovy=, fovy:float=, float aspect=, aspect:float=, float z_near=, z_near:float=, float z_far=, z_far:float=, bool flip_fov=, flip_fov:bool=, int eye=, eye:int=, float intraocular_dist=, intraocular_dist:float=, float convergence_dist=, convergence_dist:float=, ):Projection

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.

eye creates the projection for the left eye when set to 1, or the right eye when set to 2.

flip_fov determines whether the projection's field of view is flipped over its diagonal.

float determinant<>():float

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.

Projection flipped_y<>():Projection

Returns a copy of this Projection with the signs of the values of the Y column flipped.

float get_aspect<>():float

Returns the X:Y aspect ratio of this Projection's viewport.

Vector2 get_far_plane_half_extents<>():Vector2

Returns the dimensions of the far clipping plane of the projection, divided by two.

float get_fov<>():float

Returns the horizontal field of view of the projection (in degrees).

float get_fovy<>( float fovx=, fovx:float=, float aspect=, aspect:float=, ):float

Returns the vertical field of view of the projection (in degrees) associated with the given horizontal field of view (in degrees) and aspect ratio.

float get_lod_multiplier<>():float

Returns the factor by which the visible level of detail is scaled by this Projection.

int get_pixels_per_meter<>( int=, int:=, ):int

Returns the number of pixels with the given pixel width displayed per meter, after this Projection is applied.

Plane get_projection_plane<>( int plane=, plane:int=, ):Plane

Returns the clipping plane of this Projection whose index is given by plane.

plane should be equal to one of PLANE_NEAR, PLANE_FAR, PLANE_LEFT, PLANE_TOP, PLANE_RIGHT, or PLANE_BOTTOM.

Vector2 get_viewport_half_extents<>():Vector2

Returns the dimensions of the viewport plane that this Projection projects positions onto, divided by two.

float get_z_far<>():float

Returns the distance for this Projection beyond which positions are clipped.

float get_z_near<>():float

Returns the distance for this Projection before which positions are clipped.

Projection inverse<>():Projection

Returns a Projection that performs the inverse of this Projection's projective transformation.

bool is_orthogonal<>():bool

Returns true if this Projection performs an orthogonal projection.

Projection jitter_offseted<>( Vector2 offset=, offset:Vector2=, ):Projection

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.

Projection perspective_znear_adjusted<>( float new_znear=, new_znear:float=, ):Projection

Returns a Projection with the near clipping distance adjusted to be new_znear.

Note: The original Projection must be a perspective projection.




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