1
0
forked from 0ad/0ad
0ad/source/graphics/Camera.cpp

273 lines
8.1 KiB
C++
Raw Normal View History

//***********************************************************
//
// Name: Camera.Cpp
// Last Update: 24/2/02
// Author: Poya Manouchehri
//
// Description: CCamera holds a view and a projection matrix.
// It also has a frustum which can be used to
// cull objects for rendering.
//
//***********************************************************
#include "precompiled.h"
#include "Camera.h"
#include "Renderer.h"
#include "HFTracer.h"
#include "Game.h"
CCamera::CCamera ()
{
// set viewport to something anything should handle, but should be initialised
// to window size before use
m_ViewPort.m_X = 0;
m_ViewPort.m_Y = 0;
m_ViewPort.m_Width = 800;
m_ViewPort.m_Height = 600;
}
CCamera::~CCamera ()
{
}
void CCamera::SetProjection (float nearp, float farp, float fov)
{
m_NearPlane = nearp;
m_FarPlane = farp;
m_FOV = fov;
float Aspect = (float)m_ViewPort.m_Width/(float)m_ViewPort.m_Height;
float w = tanf (m_FOV*0.5f*Aspect);
float h = tanf (m_FOV*0.5f);
m_ProjMat.SetZero ();
m_ProjMat._11 = 1/w;
m_ProjMat._22 = 1/h;
m_ProjMat._33 = (m_FarPlane+m_NearPlane)/(m_FarPlane-m_NearPlane);
m_ProjMat._34 = -2*m_FarPlane*m_NearPlane/(m_FarPlane-m_NearPlane);
m_ProjMat._43 = 1.0f;
}
void CCamera::SetProjectionTile (int tiles, int tile_x, int tile_y)
{
float Aspect = (float)m_ViewPort.m_Width/(float)m_ViewPort.m_Height;
float w = tanf (m_FOV*0.5f*Aspect) / tiles;
float h = tanf (m_FOV*0.5f) / tiles;
m_ProjMat._11 = 1/w;
m_ProjMat._22 = 1/h;
m_ProjMat._13 = -(1-tiles + 2*tile_x);
m_ProjMat._23 = -(1-tiles + 2*tile_y);
}
//Updates the frustum planes. Should be called
//everytime the view or projection matrices are
//altered.
void CCamera::UpdateFrustum ()
{
CMatrix3D MatFinal;
CMatrix3D MatView;
m_Orientation.GetInverse(MatView);
MatFinal = m_ProjMat * MatView;
//get the RIGHT plane
m_ViewFrustum.SetNumPlanes (6);
m_ViewFrustum.m_aPlanes[0].m_Norm.X = MatFinal._41-MatFinal._11;
m_ViewFrustum.m_aPlanes[0].m_Norm.Y = MatFinal._42-MatFinal._12;
m_ViewFrustum.m_aPlanes[0].m_Norm.Z = MatFinal._43-MatFinal._13;
m_ViewFrustum.m_aPlanes[0].m_Dist = MatFinal._44-MatFinal._14;
//get the LEFT plane
m_ViewFrustum.m_aPlanes[1].m_Norm.X = MatFinal._41+MatFinal._11;
m_ViewFrustum.m_aPlanes[1].m_Norm.Y = MatFinal._42+MatFinal._12;
m_ViewFrustum.m_aPlanes[1].m_Norm.Z = MatFinal._43+MatFinal._13;
m_ViewFrustum.m_aPlanes[1].m_Dist = MatFinal._44+MatFinal._14;
//get the BOTTOM plane
m_ViewFrustum.m_aPlanes[2].m_Norm.X = MatFinal._41+MatFinal._21;
m_ViewFrustum.m_aPlanes[2].m_Norm.Y = MatFinal._42+MatFinal._22;
m_ViewFrustum.m_aPlanes[2].m_Norm.Z = MatFinal._43+MatFinal._23;
m_ViewFrustum.m_aPlanes[2].m_Dist = MatFinal._44+MatFinal._24;
//get the TOP plane
m_ViewFrustum.m_aPlanes[3].m_Norm.X = MatFinal._41-MatFinal._21;
m_ViewFrustum.m_aPlanes[3].m_Norm.Y = MatFinal._42-MatFinal._22;
m_ViewFrustum.m_aPlanes[3].m_Norm.Z = MatFinal._43-MatFinal._23;
m_ViewFrustum.m_aPlanes[3].m_Dist = MatFinal._44-MatFinal._24;
//get the FAR plane
m_ViewFrustum.m_aPlanes[4].m_Norm.X = MatFinal._41-MatFinal._31;
m_ViewFrustum.m_aPlanes[4].m_Norm.Y = MatFinal._42-MatFinal._32;
m_ViewFrustum.m_aPlanes[4].m_Norm.Z = MatFinal._43-MatFinal._33;
m_ViewFrustum.m_aPlanes[4].m_Dist = MatFinal._44-MatFinal._34;
//get the NEAR plane
m_ViewFrustum.m_aPlanes[5].m_Norm.X = MatFinal._41+MatFinal._31;
m_ViewFrustum.m_aPlanes[5].m_Norm.Y = MatFinal._42+MatFinal._32;
m_ViewFrustum.m_aPlanes[5].m_Norm.Z = MatFinal._43+MatFinal._33;
m_ViewFrustum.m_aPlanes[5].m_Dist = MatFinal._44+MatFinal._34;
}
void CCamera::SetViewPort (SViewPort *viewport)
{
m_ViewPort.m_X = viewport->m_X;
m_ViewPort.m_Y = viewport->m_Y;
m_ViewPort.m_Width = viewport->m_Width;
m_ViewPort.m_Height = viewport->m_Height;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// GetCameraPlanePoints: return four points in camera space at given distance from camera
void CCamera::GetCameraPlanePoints(float dist,CVector3D pts[4]) const
{
float aspect=float(m_ViewPort.m_Width)/float(m_ViewPort.m_Height);
float x=dist*float(tan(GetFOV()*aspect*0.5));
float y=dist*float(tan(GetFOV()*0.5));
pts[0].X=-x;
pts[0].Y=-y;
pts[0].Z=dist;
pts[1].X=x;
pts[1].Y=-y;
pts[1].Z=dist;
pts[2].X=x;
pts[2].Y=y;
pts[2].Z=dist;
pts[3].X=-x;
pts[3].Y=y;
pts[3].Z=dist;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// GetFrustumPoints: calculate and return the position of the 8 points of the frustum in world space
void CCamera::GetFrustumPoints(CVector3D pts[8]) const
{
// get camera space points for near and far planes
CVector3D cpts[8];
GetCameraPlanePoints(m_NearPlane,pts);
GetCameraPlanePoints(m_FarPlane,pts+4);
// transform to world space
for (int i=0;i<8;i++) {
m_Orientation.Transform(cpts[i],pts[i]);
}
}
void CCamera::BuildCameraRay( int px, int py, CVector3D& origin, CVector3D& dir )
{
CVector3D cPts[4];
GetCameraPlanePoints( m_FarPlane, cPts );
// transform to world space
CVector3D wPts[4];
for( int i = 0; i < 4; i++)
wPts[i] = m_Orientation.Transform( cPts[i] );
// get world space position of mouse point
float dx = (float)px/(float)g_Renderer.GetWidth();
float dz=1-(float)py/(float)g_Renderer.GetHeight();
CVector3D vdx = wPts[1] - wPts[0];
CVector3D vdz = wPts[3] - wPts[0];
CVector3D pt = wPts[0] + ( vdx * dx ) + ( vdz * dz );
// copy origin
origin = m_Orientation.GetTranslation();
// build direction
dir = pt - origin;
dir.Normalize();
}
void CCamera::GetScreenCoordinates( const CVector3D& world, float& x, float& y )
{
CMatrix3D transform;
m_Orientation.GetInverse( transform );
transform.Concatenate( m_ProjMat );
CVector3D screenspace = transform.Transform( world );
x = screenspace.X / screenspace.Z;
y = screenspace.Y / screenspace.Z;
x = ( x + 1 ) * 0.5f * g_Renderer.GetWidth();
y = ( 1 - y ) * 0.5f * g_Renderer.GetHeight();
}
CVector3D CCamera::GetWorldCoordinates( int px, int py )
{
CHFTracer tracer( g_Game->GetWorld()->GetTerrain() ); int x, z;
CVector3D origin, dir, delta, currentTarget;
BuildCameraRay( px, py, origin, dir );
if( tracer.RayIntersect( origin, dir, x, z, currentTarget ) )
return( currentTarget );
// Off the edge of the world?
// Work out where it /would/ hit, if the map were extended out to infinity with average height.
return( origin + dir * ( ( 50.0f - origin.Y ) / dir.Y ) );
}
CVector3D CCamera::GetWorldCoordinates(int px, int py, float h)
{
CPlane plane;
plane.Set(CVector3D(0.f, 1.f, 0.f), CVector3D(0.f, h, 0.f)); // upwards normal, passes through h
CVector3D origin, dir, delta, currentTarget;
BuildCameraRay(px, py, origin, dir);
if (plane.FindRayIntersection(origin, dir, &currentTarget))
return currentTarget;
// No intersection with the infinite plane - nothing sensible can be returned,
// so just choose an arbitrary point on the plane
return CVector3D(0.f, h, 0.f);
}
CVector3D CCamera::GetFocus()
{
// Basically the same as GetWorldCoordinates
CHFTracer tracer( g_Game->GetWorld()->GetTerrain() ); int x, z;
CVector3D origin, dir, delta, currentTarget;
origin = m_Orientation.GetTranslation();
dir = m_Orientation.GetIn();
if( tracer.RayIntersect( origin, dir, x, z, currentTarget ) )
return( currentTarget );
// Off the edge of the world?
// Work out where it /would/ hit, if the map were extended out to infinity with average height.
return( origin + dir * ( ( 50.0f - origin.Y ) / dir.Y ) );
}
void CCamera::LookAt( const CVector3D& camera, const CVector3D& target, const CVector3D& up )
{
CVector3D delta = target - camera;
LookAlong( camera, delta, up );
}
void CCamera::LookAlong( CVector3D camera, CVector3D orientation, CVector3D up )
{
orientation.Normalize();
up.Normalize();
CVector3D s = orientation.Cross( up );
m_Orientation._11 = -s.X; m_Orientation._12 = up.X; m_Orientation._13 = orientation.X; m_Orientation._14 = camera.X;
m_Orientation._21 = -s.Y; m_Orientation._22 = up.Y; m_Orientation._23 = orientation.Y; m_Orientation._24 = camera.Y;
m_Orientation._31 = -s.Z; m_Orientation._32 = up.Z; m_Orientation._33 = orientation.Z; m_Orientation._34 = camera.Z;
m_Orientation._41 = 0.0f; m_Orientation._42 = 0.0f; m_Orientation._43 = 0.0f; m_Orientation._44 = 1.0f;
}