Navigation
API > API/Plugins > API/Plugins/GameplayCameras
A utility class for mathematical functions related to a camera pose.
| Name | FCameraPoseMath |
| Type | class |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Math/CameraPoseMath.h |
| Include Path | #include "Math/CameraPoseMath.h" |
Syntax
class FCameraPoseMath
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FMatrix BuildProjectionMatrix
(
const FCameraPose& CameraPose, |
Builds the projection matrix of the given camera pose. | Math/CameraPoseMath.h | |
static FMatrix BuildViewProjectionMatrix
(
const FCameraPose& CameraPose, |
Builds the view-projection matrix of the given camera pose. | Math/CameraPoseMath.h | |
static double GetEffectiveAspectRatio
(
const FCameraPose& CameraPose, |
Gets the aspect ratio of the viewport associated with the given player controller. | Math/CameraPoseMath.h | |
static FCameraFieldsOfView GetEffectiveFieldsOfView
(
const FCameraPose& CameraPose |
Gets both horizontal and vertical effective fields of view, using the sensor aspect ratio. | Math/CameraPoseMath.h | |
static FCameraFieldsOfView GetEffectiveFieldsOfView
(
const FCameraPose& CameraPose, |
Gets both horizontal and vertical effective fields of view, using the given player controller's viewport aspect ratio. | Math/CameraPoseMath.h | |
static FCameraFieldsOfView GetEffectiveFieldsOfView
(
const FCameraPose& CameraPose, |
Gets both horizontal and vertical effective fields of view, using the given aspect ratio. | Math/CameraPoseMath.h | |
static FMatrix InverseProjectionMatrix
(
const FMatrix& ProjectionMatrix |
Math/CameraPoseMath.h | ||
static TOptional< FVector2d > ProjectCameraToScreen
(
const FCameraPose& CameraPose, |
Projects the given camera-local point onto screen-space. | Math/CameraPoseMath.h | |
static TOptional< FVector2d > ProjectToScreen
(
const FMatrix& ViewProjectionMatrix, |
Projects the given point onto screen-space. | Math/CameraPoseMath.h | |
static TOptional< FVector2d > ProjectWorldToScreen
(
const FCameraPose& CameraPose, |
Projects the given world point onto screen-space. | Math/CameraPoseMath.h | |
static FRay3d UnprojectFromScreen
(
const FMatrix& InverseViewProjectionMatrix, |
Unprojects the given screen-space point into a ray. | Math/CameraPoseMath.h | |
static FVector3d UnprojectFromScreen
(
const FMatrix& InverseViewProjectionMatrix, |
Unprojects the given screen-space point into a point given an expected distance. | Math/CameraPoseMath.h | |
static FRay3d UnprojectScreenToCamera
(
const FCameraPose& CameraPose, |
Unproject a screen-space point into a camera-local ray. | Math/CameraPoseMath.h | |
static FVector3d UnprojectScreenToCamera
(
const FCameraPose& CameraPose, |
Unproject a screen-space point into a camera-local point given an expected distance. | Math/CameraPoseMath.h | |
static FRay3d UnprojectScreenToWorld
(
const FCameraPose& CameraPose, |
Unproject a screen-space point into a world-space ray. | Math/CameraPoseMath.h | |
static FVector3d UnprojectScreenToWorld
(
const FCameraPose& CameraPose, |
Unproject a screen-space point into a world-space point given an expected distance. | Math/CameraPoseMath.h |