#include <SceneView.h>
◆ ComputeViewProjectionMatrix()
| FMatrix FSceneViewProjectionData::ComputeViewProjectionMatrix |
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const |
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inline |
◆ GetConstrainedViewRect()
| const FIntRect & FSceneViewProjectionData::GetConstrainedViewRect |
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const |
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inline |
◆ GetNearPlaneFromProjectionMatrix() [1/2]
| float FSceneViewProjectionData::GetNearPlaneFromProjectionMatrix |
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const |
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inline |
◆ GetNearPlaneFromProjectionMatrix() [2/2]
| static float FSceneViewProjectionData::GetNearPlaneFromProjectionMatrix |
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const FMatrix & |
ProjectionMatrix | ) |
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inlinestatic |
◆ GetViewRect()
| const FIntRect & FSceneViewProjectionData::GetViewRect |
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const |
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inline |
◆ IsPerspectiveProjection()
| bool FSceneViewProjectionData::IsPerspectiveProjection |
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const |
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inline |
◆ IsValidViewRectangle()
| bool FSceneViewProjectionData::IsValidViewRectangle |
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const |
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inline |
◆ SetConstrainedViewRectangle()
| void FSceneViewProjectionData::SetConstrainedViewRectangle |
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const FIntRect & |
InViewRect | ) |
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inline |
◆ SetViewRectangle()
| void FSceneViewProjectionData::SetViewRectangle |
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const FIntRect & |
InViewRect | ) |
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inline |
◆ UpdateOrthoPlanes() [1/4]
| bool FSceneViewProjectionData::UpdateOrthoPlanes |
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bool |
bUseCameraHeightAsViewTarget | ) |
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This function takes the existing projection matrix and moves the nearplane + view origin. Separating this step from the near plane calculation logic itself helps avoid applying the NearPlane correctiontwice /makes it easier to read.
◆ UpdateOrthoPlanes() [2/4]
| bool FSceneViewProjectionData::UpdateOrthoPlanes |
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float & |
NearPlane, |
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float & |
FarPlane, |
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float |
HalfOrthoWidth, |
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bool |
bUseCameraHeightAsViewTarget |
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) |
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inline |
◆ UpdateOrthoPlanes() [3/4]
◆ UpdateOrthoPlanes() [4/4]
Use the height of the camera as a sort of pseudo CameraToViewTarget to remove camera position as much as possible so we minimise the near clip plane distance. Depends on view direction being top down as when we get to a side view, the scale grows much larger and it becomes redundant.
◆ CameraToViewTarget
◆ ConstrainedViewRect
◆ ProjectionMatrix
UE projection matrix projects such that clip space Z=1 is the near plane, and Z=0 is the infinite far plane.
◆ ViewOrigin
◆ ViewRect
◆ ViewRotationMatrix
Rotation matrix transforming from world space to view space.
The documentation for this struct was generated from the following files: