godot/core/math/projection.cpp

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/*  projection.cpp                                                        */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "projection.h"

#include "core/math/aabb.h"
#include "core/math/math_funcs.h"
#include "core/math/plane.h"
#include "core/math/rect2.h"
#include "core/math/transform_3d.h"
#include "core/string/ustring.h"

real_t Projection::determinant() const {}

void Projection::set_identity() {}

void Projection::set_zero() {}

Plane Projection::xform4(const Plane &p_vec4) const {}

Vector4 Projection::xform(const Vector4 &p_vec4) const {}
Vector4 Projection::xform_inv(const Vector4 &p_vec4) const {}

void Projection::adjust_perspective_znear(real_t p_new_znear) {}

Projection Projection::create_depth_correction(bool p_flip_y) {}

Projection Projection::create_light_atlas_rect(const Rect2 &p_rect) {}

Projection Projection::create_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov) {}

Projection Projection::create_perspective_hmd(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist) {}

Projection Projection::create_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far) {}

Projection Projection::create_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) {}

Projection Projection::create_orthogonal_aspect(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {}

Projection Projection::create_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) {}

Projection Projection::create_frustum_aspect(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov) {}

Projection Projection::create_fit_aabb(const AABB &p_aabb) {}

Projection Projection::perspective_znear_adjusted(real_t p_new_znear) const {}

Plane Projection::get_projection_plane(Planes p_plane) const {}

Projection Projection::flipped_y() const {}

Projection Projection ::jitter_offseted(const Vector2 &p_offset) const {}

void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov) {}

void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist) {}

void Projection::set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far) {}

void Projection::set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) {}

void Projection::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {}

void Projection::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) {}

void Projection::set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov) {}

real_t Projection::get_z_far() const {}

real_t Projection::get_z_near() const {}

Vector2 Projection::get_viewport_half_extents() const {}

Vector2 Projection::get_far_plane_half_extents() const {}

bool Projection::get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const {}

Vector<Plane> Projection::get_projection_planes(const Transform3D &p_transform) const {}

Projection Projection::inverse() const {}

void Projection::invert() {}

void Projection::flip_y() {}

Projection::Projection() {}

Projection Projection::operator*(const Projection &p_matrix) const {}

void Projection::set_depth_correction(bool p_flip_y, bool p_reverse_z, bool p_remap_z) {}

void Projection::set_light_bias() {}

void Projection::set_light_atlas_rect(const Rect2 &p_rect) {}

operator String()

real_t Projection::get_aspect() const {}

int Projection::get_pixels_per_meter(int p_for_pixel_width) const {}

bool Projection::is_orthogonal() const {}

real_t Projection::get_fov() const {}

real_t Projection::get_lod_multiplier() const {}

void Projection::make_scale(const Vector3 &p_scale) {}

void Projection::scale_translate_to_fit(const AABB &p_aabb) {}

void Projection::add_jitter_offset(const Vector2 &p_offset) {}

operator Transform3D()

Projection::Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w) {}

Projection::Projection(const Transform3D &p_transform) {}

Projection::~Projection() {}