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+/**
+ @file GCamera.cpp
+
+ @author Morgan McGuire, http://graphics.cs.williams.edu
+ @author Jeff Marsceill, 08jcm@williams.edu
+
+ @created 2005-07-20
+ @edited 2009-11-24
+*/
+#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"
+#include "G3D/Any.h"
+#include "G3D/stringutils.h"
+
+namespace G3D {
+
+GCamera::GCamera(const Any& any) {
+ any.verifyName("GCamera");
+ any.verifyType(Any::TABLE);
+ *this = GCamera();
+
+ const Any::AnyTable& table = any.table();
+ Any::AnyTable::Iterator it = table.begin();
+ while (it.hasMore()) {
+ const std::string& k = toUpper(it->key);
+ if (k == "FOVDIRECTION") {
+ const std::string& v = toUpper(it->value);
+ if (v == "HORIZONTAL") {
+ m_direction = HORIZONTAL;
+ } else if (v == "VERTICAL") {
+ m_direction = VERTICAL;
+ } else {
+ any.verify(false, "fovDirection must be \"HORIZONTAL\" or \"VERTICAL\"");
+ }
+ } else if (k == "COORDINATEFRAME") {
+ m_cframe = it->value;
+ } else if (k == "FOVDEGREES") {
+ m_fieldOfView = toRadians(it->value.number());
+ } else if (k == "NEARPLANEZ") {
+ m_nearPlaneZ = it->value;
+ } else if (k == "FARPLANEZ") {
+ m_farPlaneZ = it->value;
+ } else {
+ any.verify(false, std::string("Illegal key in table: ") + it->key);
+ }
+ ++it;
+ }
+}
+
+
+GCamera::operator Any() const {
+ Any any(Any::TABLE, "GCamera");
+
+ any.set("fovDirection", std::string((m_direction == HORIZONTAL) ? "HORIZONTAL" : "VERTICAL"));
+ any.set("fovDegrees", toDegrees(m_fieldOfView));
+ any.set("nearPlaneZ", nearPlaneZ());
+ any.set("farPlaneZ", farPlaneZ());
+ any.set("coordinateFrame", coordinateFrame());
+
+ return any;
+}
+
+
+GCamera::GCamera() {
+ setNearPlaneZ(-0.2f);
+ setFarPlaneZ(-100.0f);
+ setFieldOfView((float)toRadians(90.0f), HORIZONTAL);
+}
+
+
+GCamera::GCamera(const Matrix4& proj, const CFrame& frame) {
+ float left, right, bottom, top, nearval, farval;
+ proj.getPerspectiveProjectionParameters(left, right, bottom, top, nearval, farval);
+ setNearPlaneZ(-nearval);
+ setFarPlaneZ(-farval);
+ float x = right;
+
+ // Assume horizontal field of view
+ setFieldOfView(atan2(x, -m_nearPlaneZ) * 2.0f, HORIZONTAL);
+ setCoordinateFrame(frame);
+}
+
+
+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);
+
+ debugAssert(m_fieldOfView < toRadians(180));
+ 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());
+
+ Vector3 origin = m_cframe.translation;
+
+ float cx = screenWidth / 2.0f;
+ float cy = screenHeight / 2.0f;
+
+ float vw = viewportWidth(viewport);
+ float vh = viewportHeight(viewport);
+
+ Vector3 direction = Vector3( (x - cx) * vw / screenWidth,
+ -(y - cy) * vh / screenHeight,
+ m_nearPlaneZ);
+
+ direction = m_cframe.vectorToWorldSpace(direction);
+
+ // Normalize the direction (we didn't do it before)
+ direction = direction.direction();
+
+ return Ray::fromOriginAndDirection(origin, direction);
+}
+
+
+void GCamera::getProjectPixelMatrix(const Rect2D& viewport, Matrix4& P) const {
+ getProjectUnitMatrix(viewport, P);
+ float screenWidth = viewport.width();
+ float screenHeight = viewport.height();
+
+ float sx = screenWidth / 2.0;
+ float sy = screenHeight / 2.0;
+
+ P = Matrix4(sx, 0, 0, sx + viewport.x0(),
+ 0, -sy, 0, sy + viewport.y0(),
+ 0, 0, 1, 0,
+ 0, 0, 0, 1) * P;
+}
+
+
+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 >= finf()) {
+ // 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 {
+ (void)viewport;
+ if (z >= 0) {
+ return finf();
+ }
+ 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 zn = m_nearPlaneZ;
+ const float zf = m_farPlaneZ;
+ float xx, zz, yy;
+
+ float halfFOV = m_fieldOfView * 0.5f;
+
+ // This computes the normal, which is based on the complement of the
+ // halfFOV angle, so the equations are "backwards"
+ if (m_direction == VERTICAL) {
+ yy = -cosf(halfFOV);
+ xx = yy * viewport.height() / viewport.width();
+ zz = -sinf(halfFOV);
+ } else {
+ xx = -cosf(halfFOV);
+ yy = xx * viewport.width() / viewport.height();
+ zz = -sinf(halfFOV);
+ }
+
+ // Near face (ccw from UR)
+ fr.vertexPos.append(
+ Vector4( x, y, zn, 1),
+ Vector4(-x, y, zn, 1),
+ Vector4(-x, -y, zn, 1),
+ Vector4( x, -y, zn, 1));
+
+ // Far face (ccw from UR, from origin)
+ if (m_farPlaneZ == -finf()) {
+ fr.vertexPos.append(Vector4( x, y, zn, 0),
+ Vector4(-x, y, zn, 0),
+ Vector4(-x, -y, zn, 0),
+ Vector4( x, -y, zn, 0));
+ } else {
+ // Finite
+ const float s = zf / zn;
+ fr.vertexPos.append(Vector4( x * s, y * s, zf, 1),
+ Vector4(-x * s, y * s, zf, 1),
+ Vector4(-x * s, -y * s, zf, 1),
+ Vector4( x * s, -y * s, zf, 1));
+ }
+
+ 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(xx, 0, zz), 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, yy, zz), 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 < finf()) {
+ 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/2, h/2, z);
+ outUL = Vector3(-w/2, h/2, z);
+ outLL = Vector3(-w/2, -h/2, z);
+ outLR = Vector3( w/2, -h/2, 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