#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() { … }