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Math utilities for nDisplay projection and frustum calculations.
| Name | FDisplayClusterProjectionMath |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Math/DisplayClusterProjectionMath.h |
| Include Path | #include "Math/DisplayClusterProjectionMath.h" |
Syntax
struct FDisplayClusterProjectionMath
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static T DegreesToNearPlaneExtent
(
const T AngleDeg, |
Converts a frustum angle in degrees to a signed extent on the near plane. | Math/DisplayClusterProjectionMath.h | |
static void GetNonZeroFrustumRange
(
double& InOutValue0, |
Ensures the frustum range [InOutValue0, InOutValue1] is at least 1 degree wide at the given near distance. | Math/DisplayClusterProjectionMath.h | |
static FVector GetStereoEyeOffset
(
const FRotator& InViewRotation, |
Calculates the ViewOffset for the eye from the view location. | Math/DisplayClusterProjectionMath.h | |
static UE::Math::TMatrix< T > MakeAsymmetricProjectionMatrix
(
const UE::Math::TVector4< T >& InFrustumExtents, |
Builds a perspective projection matrix from asymmetric near-plane extents (off-axis frustum). | Math/DisplayClusterProjectionMath.h | |
static UE::Math::TMatrix< T > MakeAsymmetricProjectionMatrix
(
const T InLeft, |
Builds a perspective projection matrix from asymmetric near-plane extents (off-axis frustum). | Math/DisplayClusterProjectionMath.h | |
static bool MatricesNearlyEqual
(
const UE::Math::TMatrix< T >& A, |
Returns true if matrices A and B are nearly equal within the given Tolerance. | Math/DisplayClusterProjectionMath.h | |
static T NearPlaneExtentToDegrees
(
const T NearPlaneExtent, |
Converts a signed extent on the near plane to a frustum angle in degrees. | Math/DisplayClusterProjectionMath.h |