diff options
author | Brian <runningnak3d@gmail.com> | 2010-06-07 18:32:20 -0600 |
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committer | Brian <runningnak3d@gmail.com> | 2010-06-07 18:32:20 -0600 |
commit | 1fd70827128177aba3ac1334135fc12422819db0 (patch) | |
tree | 83355f4e124ef9d8e5ad47f9f904bfb001dcd3f9 /externals/g3dlite/G3D.lib/source/GCamera.cpp | |
parent | 726a76e93aa3f20f4e642a01027f977f368a979e (diff) |
* Reverted to the old G3D library, however collision still will not compile
* and is therefore commented out.
--HG--
branch : trunk
Diffstat (limited to 'externals/g3dlite/G3D.lib/source/GCamera.cpp')
-rw-r--r-- | externals/g3dlite/G3D.lib/source/GCamera.cpp | 399 |
1 files changed, 0 insertions, 399 deletions
diff --git a/externals/g3dlite/G3D.lib/source/GCamera.cpp b/externals/g3dlite/G3D.lib/source/GCamera.cpp deleted file mode 100644 index e70188377e6..00000000000 --- a/externals/g3dlite/G3D.lib/source/GCamera.cpp +++ /dev/null @@ -1,399 +0,0 @@ -/** - @file GCamera.cpp - - @author Morgan McGuire, matrix@graphics3d.com - @author Jeff Marsceill, 08jcm@williams.edu - - @created 2005-07-20 - @edited 2007-07-24 -*/ -#include "G3D/GCamera.h" -#include "G3D/platform.h" -#include "G3D/Rect2D.h" -#include "G3D/BinaryInput.h" -#include "G3D/BinaryOutput.h" -#include "G3D/Ray.h" -#include "G3D/Matrix4.h" - -namespace G3D { - -GCamera::GCamera() { - setNearPlaneZ(-0.1f); - setFarPlaneZ(-(float)inf()); - setFieldOfView((float)toRadians(55.0f), VERTICAL); -} - - -GCamera::~GCamera() { -} - -void GCamera::getCoordinateFrame(CoordinateFrame& c) const { - c = m_cframe; -} - -void GCamera::setCoordinateFrame(const CoordinateFrame& c) { - m_cframe = c; -} - -void GCamera::setFieldOfView(float angle, FOVDirection dir) { - debugAssert((angle < pi()) && (angle > 0)); - - m_fieldOfView = angle; - m_direction = dir; -} - -float GCamera::imagePlaneDepth() const{ - return -m_nearPlaneZ; -} - -float GCamera::viewportWidth(const Rect2D& viewport) const { - // Compute the side of a square at the near plane based on our field of view - float s = 2.0f * -m_nearPlaneZ * tan(m_fieldOfView * 0.5f); - - if (m_direction == VERTICAL) { - s *= viewport.width() / viewport.height(); - } - - return s; -} - -float GCamera::viewportHeight(const Rect2D& viewport) const { - // Compute the side of a square at the near plane based on our field of view - float s = 2.0f * -m_nearPlaneZ * tan(m_fieldOfView * 0.5f); - - if (m_direction == HORIZONTAL) { - s *= viewport.height() / viewport.width(); - } - - return s; -} - -Ray GCamera::worldRay(float x, float y, const Rect2D& viewport) const { - - int screenWidth = iFloor(viewport.width()); - int screenHeight = iFloor(viewport.height()); - - Ray out; - out.origin = m_cframe.translation; - - float cx = screenWidth / 2.0f; - float cy = screenHeight / 2.0f; - - out.direction = Vector3( (x - cx) * viewportWidth(viewport) / screenWidth, - -(y - cy) * viewportHeight(viewport) / screenHeight, - (m_nearPlaneZ) ); - - out.direction = m_cframe.vectorToWorldSpace(out.direction); - - // Normalize the direction (we didn't do it before) - out.direction = out.direction.direction(); - - return out; -} - -/** -This is the matrix that a RenderDevice (or OpenGL) uses as the projection matrix. -@sa RenderDevice::setProjectionAndCameraMatrix, RenderDevice::setProjectionMatrix, Matrix4::perspectiveProjection -*/ -void GCamera::getProjectUnitMatrix(const Rect2D& viewport, Matrix4& P) const{ - - float screenWidth = viewport.width(); - float screenHeight = viewport.height(); - - float r, l, t, b, n, f, x, y; - - if(m_direction == VERTICAL){ - y = -m_nearPlaneZ * tan(m_fieldOfView / 2); - x = y * (screenWidth / screenHeight); - } - else{ //m_direction == HORIZONTAL - x = -m_nearPlaneZ * tan(m_fieldOfView / 2); - y = x * (screenHeight / screenWidth); - } - - n = -m_nearPlaneZ; - f = -m_farPlaneZ; - r = x; - l = -x; - t = y; - b = -y; - - P = Matrix4::perspectiveProjection(l, r, b, t, n, f); -} - -Vector3 GCamera::projectUnit(const Vector3& point, const Rect2D& viewport) const { - Matrix4 M; - getProjectUnitMatrix(viewport, M); - - Vector4 cameraSpacePoint(coordinateFrame().pointToObjectSpace(point), 1.0f); - const Vector4& screenSpacePoint = M * cameraSpacePoint; - - return Vector3(screenSpacePoint.xyz() / screenSpacePoint.w); -} - -Vector3 GCamera::project(const Vector3& point, - const Rect2D& viewport) const { - - // Find the point in the homogeneous cube - const Vector3& cube = projectUnit(point, viewport); - - return convertFromUnitToNormal(cube, viewport); -} - -Vector3 GCamera::unprojectUnit(const Vector3& v, const Rect2D& viewport) const { - - const Vector3& projectedPoint = convertFromUnitToNormal(v, viewport); - - return unproject(projectedPoint, viewport); -} - - -Vector3 GCamera::unproject(const Vector3& v, const Rect2D& viewport) const { - - const float n = m_nearPlaneZ; - const float f = m_farPlaneZ; - - float z; - - if (-f >= inf()) { - // Infinite far plane - z = 1.0f / (((-1.0f / n) * v.z) + 1.0f / n); - } else { - z = 1.0f / ((((1.0f / f) - (1.0f / n)) * v.z) + 1.0f / n); - } - - const Ray& ray = worldRay(v.x, v.y, viewport); - - // Find out where the ray reaches the specified depth. - const Vector3& out = ray.origin + ray.direction * -z / (ray.direction.dot(m_cframe.lookVector())); - - return out; -} - -float GCamera::worldToScreenSpaceArea(float area, float z, const Rect2D& viewport) const { - if (z >= 0) { - return (float)inf(); - } - return area * (float)square(imagePlaneDepth() / z); -} - - -void GCamera::getClipPlanes( - const Rect2D& viewport, - Array<Plane>& clip) const { - - Frustum fr; - frustum(viewport, fr); - clip.resize(fr.faceArray.size(), DONT_SHRINK_UNDERLYING_ARRAY); - for (int f = 0; f < clip.size(); ++f) { - clip[f] = fr.faceArray[f].plane; - } -} - -GCamera::Frustum GCamera::frustum(const Rect2D& viewport) const { - Frustum f; - frustum(viewport, f); - return f; -} - -void GCamera::frustum(const Rect2D& viewport, Frustum& fr) const { - - // The volume is the convex hull of the vertices definining the view - // frustum and the light source point at infinity. - - const float x = viewportWidth(viewport) / 2; - const float y = viewportHeight(viewport) / 2; - const float z = m_nearPlaneZ; - const float w = z / -m_farPlaneZ; - float fovx; - - fovx = m_fieldOfView; - if (m_direction == VERTICAL) { - fovx *= x / y; - } - - // Near face (ccw from UR) - fr.vertexPos.append( - Vector4( x, y, z, 1), - Vector4(-x, y, z, 1), - Vector4(-x, -y, z, 1), - Vector4( x, -y, z, 1)); - - // Far face (ccw from UR, from origin) - fr.vertexPos.append( - Vector4( x, y, z, w), - Vector4(-x, y, z, w), - Vector4(-x, -y, z, w), - Vector4( x, -y, z, w)); - - Frustum::Face face; - - // Near plane (wind backwards so normal faces into frustum) - // Recall that nearPlane, farPlane are positive numbers, so - // we need to negate them to produce actual z values. - face.plane = Plane(Vector3(0,0,-1), Vector3(0,0,m_nearPlaneZ)); - face.vertexIndex[0] = 3; - face.vertexIndex[1] = 2; - face.vertexIndex[2] = 1; - face.vertexIndex[3] = 0; - fr.faceArray.append(face); - - // Right plane - face.plane = Plane(Vector3(-cosf(fovx/2), 0, -sinf(fovx/2)), Vector3::zero()); - face.vertexIndex[0] = 0; - face.vertexIndex[1] = 4; - face.vertexIndex[2] = 7; - face.vertexIndex[3] = 3; - fr.faceArray.append(face); - - // Left plane - face.plane = Plane(Vector3(-fr.faceArray.last().plane.normal().x, 0, fr.faceArray.last().plane.normal().z), Vector3::zero()); - face.vertexIndex[0] = 5; - face.vertexIndex[1] = 1; - face.vertexIndex[2] = 2; - face.vertexIndex[3] = 6; - fr.faceArray.append(face); - - // Top plane - face.plane = Plane(Vector3(0, -cosf(m_fieldOfView/2.0f), -sinf(m_fieldOfView/2.0f)), Vector3::zero()); - face.vertexIndex[0] = 1; - face.vertexIndex[1] = 5; - face.vertexIndex[2] = 4; - face.vertexIndex[3] = 0; - fr.faceArray.append(face); - - // Bottom plane - face.plane = Plane(Vector3(0, -fr.faceArray.last().plane.normal().y, fr.faceArray.last().plane.normal().z), Vector3::zero()); - face.vertexIndex[0] = 2; - face.vertexIndex[1] = 3; - face.vertexIndex[2] = 7; - face.vertexIndex[3] = 6; - fr.faceArray.append(face); - - // Far plane - if (-m_farPlaneZ < inf()) { - face.plane = Plane(Vector3(0, 0, 1), Vector3(0, 0, m_farPlaneZ)); - face.vertexIndex[0] = 4; - face.vertexIndex[1] = 5; - face.vertexIndex[2] = 6; - face.vertexIndex[3] = 7; - fr.faceArray.append(face); - } - - // Transform vertices to world space - for (int v = 0; v < fr.vertexPos.size(); ++v) { - fr.vertexPos[v] = m_cframe.toWorldSpace(fr.vertexPos[v]); - } - - // Transform planes to world space - for (int p = 0; p < fr.faceArray.size(); ++p) { - // Since there is no scale factor, we don't have to - // worry about the inverse transpose of the normal. - Vector3 normal; - float d; - - fr.faceArray[p].plane.getEquation(normal, d); - - Vector3 newNormal = m_cframe.rotation * normal; - - if (isFinite(d)) { - d = (newNormal * -d + m_cframe.translation).dot(newNormal); - fr.faceArray[p].plane = Plane(newNormal, newNormal * d); - } else { - // When d is infinite, we can't multiply 0's by it without - // generating NaNs. - fr.faceArray[p].plane = Plane::fromEquation(newNormal.x, newNormal.y, newNormal.z, d); - } - } -} - -void GCamera::getNearViewportCorners( - const Rect2D& viewport, - Vector3& outUR, - Vector3& outUL, - Vector3& outLL, - Vector3& outLR) const { - - // Must be kept in sync with getFrustum() - const float w = viewportWidth(viewport) / 2.0f; - const float h = viewportHeight(viewport) / 2.0f; - const float z = nearPlaneZ(); - - // Compute the points - outUR = Vector3( w, h, z); - outUL = Vector3(-w, h, z); - outLL = Vector3(-w, -h, z); - outLR = Vector3( w, -h, z); - - // Take to world space - outUR = m_cframe.pointToWorldSpace(outUR); - outUL = m_cframe.pointToWorldSpace(outUL); - outLR = m_cframe.pointToWorldSpace(outLR); - outLL = m_cframe.pointToWorldSpace(outLL); -} - -void GCamera::getFarViewportCorners( - const Rect2D& viewport, - Vector3& outUR, - Vector3& outUL, - Vector3& outLL, - Vector3& outLR) const { - - // Must be kept in sync with getFrustum() - const float w = viewportWidth(viewport) * m_farPlaneZ / m_nearPlaneZ; - const float h = viewportHeight(viewport) * m_farPlaneZ / m_nearPlaneZ; - const float z = m_farPlaneZ; - - // Compute the points - outUR = Vector3( w, h, z); - outUL = Vector3(-w, h, z); - outLL = Vector3(-w, -h, z); - outLR = Vector3( w, -h, z); - - // Take to world space - outUR = m_cframe.pointToWorldSpace(outUR); - outUL = m_cframe.pointToWorldSpace(outUL); - outLR = m_cframe.pointToWorldSpace(outLR); - outLL = m_cframe.pointToWorldSpace(outLL); -} - - - -void GCamera::setPosition(const Vector3& t) { - m_cframe.translation = t; -} - - -void GCamera::lookAt(const Vector3& position, const Vector3& up) { - m_cframe.lookAt(position, up); -} - - -void GCamera::serialize(BinaryOutput& bo) const { - bo.writeFloat32(m_fieldOfView); - bo.writeFloat32(imagePlaneDepth()); - debugAssert(nearPlaneZ() < 0.0f); - bo.writeFloat32(nearPlaneZ()); - debugAssert(farPlaneZ() < 0.0f); - bo.writeFloat32(farPlaneZ()); - m_cframe.serialize(bo); - bo.writeInt8(m_direction); -} - - -void GCamera::deserialize(BinaryInput& bi) { - m_fieldOfView = bi.readFloat32(); - m_nearPlaneZ = bi.readFloat32(); - debugAssert(m_nearPlaneZ < 0.0f); - m_farPlaneZ = bi.readFloat32(); - debugAssert(m_farPlaneZ < 0.0f); - m_cframe.deserialize(bi); - m_direction = (FOVDirection)bi.readInt8(); -} - - -Vector3 GCamera::convertFromUnitToNormal(const Vector3& in, const Rect2D& viewport) const{ - return (in + Vector3(1,1,1)) * 0.5 * Vector3(viewport.width(), -viewport.height(), 1) + - Vector3(viewport.x0(), viewport.y1(), 0); -} -} // namespace |