1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #include "OgreStableHeaders.h" |
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30 | #include "OgreCamera.h" |
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31 | |
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32 | #include "OgreMath.h" |
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33 | #include "OgreMatrix3.h" |
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34 | #include "OgreSceneManager.h" |
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35 | #include "OgreSceneNode.h" |
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36 | #include "OgreAxisAlignedBox.h" |
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37 | #include "OgreSphere.h" |
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38 | #include "OgreLogManager.h" |
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39 | #include "OgreException.h" |
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40 | #include "OgreRoot.h" |
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41 | #include "OgreRenderSystem.h" |
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42 | |
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43 | namespace Ogre { |
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44 | |
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45 | String Camera::msMovableType = "Camera"; |
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46 | //----------------------------------------------------------------------- |
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47 | Camera::Camera( const String& name, SceneManager* sm) |
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48 | : mName( name ), |
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49 | mSceneMgr(sm), |
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50 | mOrientation(Quaternion::IDENTITY), |
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51 | mPosition(Vector3::ZERO), |
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52 | mSceneDetail(PM_SOLID), |
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53 | mAutoTrackTarget(0), |
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54 | mAutoTrackOffset(Vector3::ZERO), |
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55 | mSceneLodFactor(1.0f), |
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56 | mSceneLodFactorInv(1.0f), |
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57 | mWindowSet(false), |
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58 | mLastViewport(0), |
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59 | mAutoAspectRatio(false), |
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60 | mCullFrustum(0), |
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61 | mUseRenderingDistance(true) |
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62 | |
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63 | { |
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64 | |
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65 | // Reasonable defaults to camera params |
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66 | mFOVy = Radian(Math::PI/4.0); |
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67 | mNearDist = 100.0f; |
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68 | mFarDist = 100000.0f; |
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69 | mAspect = 1.33333333333333f; |
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70 | mProjType = PT_PERSPECTIVE; |
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71 | setFixedYawAxis(true); // Default to fixed yaw, like freelook since most people expect this |
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72 | |
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73 | invalidateFrustum(); |
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74 | invalidateView(); |
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75 | |
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76 | // Init matrices |
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77 | mViewMatrix = Matrix4::ZERO; |
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78 | mProjMatrixRS = Matrix4::ZERO; |
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79 | |
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80 | mParentNode = 0; |
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81 | |
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82 | // no reflection |
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83 | mReflect = false; |
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84 | |
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85 | mVisible = false; |
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86 | |
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87 | } |
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88 | |
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89 | //----------------------------------------------------------------------- |
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90 | Camera::~Camera() |
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91 | { |
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92 | // Do nothing |
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93 | } |
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94 | |
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95 | //----------------------------------------------------------------------- |
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96 | SceneManager* Camera::getSceneManager(void) const |
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97 | { |
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98 | return mSceneMgr; |
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99 | } |
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100 | //----------------------------------------------------------------------- |
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101 | const String& Camera::getName(void) const |
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102 | { |
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103 | return mName; |
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104 | } |
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105 | |
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106 | |
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107 | //----------------------------------------------------------------------- |
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108 | void Camera::setPolygonMode(PolygonMode sd) |
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109 | { |
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110 | mSceneDetail = sd; |
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111 | } |
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112 | |
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113 | //----------------------------------------------------------------------- |
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114 | PolygonMode Camera::getPolygonMode(void) const |
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115 | { |
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116 | return mSceneDetail; |
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117 | } |
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118 | |
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119 | //----------------------------------------------------------------------- |
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120 | void Camera::setPosition(Real x, Real y, Real z) |
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121 | { |
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122 | mPosition.x = x; |
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123 | mPosition.y = y; |
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124 | mPosition.z = z; |
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125 | invalidateView(); |
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126 | } |
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127 | |
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128 | //----------------------------------------------------------------------- |
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129 | void Camera::setPosition(const Vector3& vec) |
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130 | { |
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131 | mPosition = vec; |
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132 | invalidateView(); |
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133 | } |
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134 | |
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135 | //----------------------------------------------------------------------- |
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136 | const Vector3& Camera::getPosition(void) const |
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137 | { |
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138 | return mPosition; |
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139 | } |
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140 | |
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141 | //----------------------------------------------------------------------- |
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142 | void Camera::move(const Vector3& vec) |
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143 | { |
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144 | mPosition = mPosition + vec; |
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145 | invalidateView(); |
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146 | } |
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147 | |
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148 | //----------------------------------------------------------------------- |
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149 | void Camera::moveRelative(const Vector3& vec) |
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150 | { |
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151 | // Transform the axes of the relative vector by camera's local axes |
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152 | Vector3 trans = mOrientation * vec; |
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153 | |
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154 | mPosition = mPosition + trans; |
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155 | invalidateView(); |
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156 | } |
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157 | |
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158 | //----------------------------------------------------------------------- |
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159 | void Camera::setDirection(Real x, Real y, Real z) |
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160 | { |
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161 | setDirection(Vector3(x,y,z)); |
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162 | } |
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163 | |
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164 | //----------------------------------------------------------------------- |
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165 | void Camera::setDirection(const Vector3& vec) |
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166 | { |
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167 | // Do nothing if given a zero vector |
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168 | // (Replaced assert since this could happen with auto tracking camera and |
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169 | // camera passes through the lookAt point) |
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170 | if (vec == Vector3::ZERO) return; |
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171 | |
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172 | // Remember, camera points down -Z of local axes! |
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173 | // Therefore reverse direction of direction vector before determining local Z |
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174 | Vector3 zAdjustVec = -vec; |
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175 | zAdjustVec.normalise(); |
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176 | |
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177 | |
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178 | if( mYawFixed ) |
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179 | { |
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180 | Vector3 xVec = mYawFixedAxis.crossProduct( zAdjustVec ); |
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181 | xVec.normalise(); |
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182 | |
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183 | Vector3 yVec = zAdjustVec.crossProduct( xVec ); |
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184 | yVec.normalise(); |
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185 | |
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186 | mOrientation.FromAxes( xVec, yVec, zAdjustVec ); |
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187 | } |
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188 | else |
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189 | { |
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190 | |
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191 | // Get axes from current quaternion |
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192 | Vector3 axes[3]; |
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193 | updateView(); |
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194 | mRealOrientation.ToAxes(axes); |
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195 | Quaternion rotQuat; |
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196 | if ( (axes[2]+zAdjustVec).squaredLength() < 0.00005f) |
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197 | { |
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198 | // Oops, a 180 degree turn (infinite possible rotation axes) |
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199 | // Default to yaw i.e. use current UP |
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200 | rotQuat.FromAngleAxis(Radian(Math::PI), axes[1]); |
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201 | } |
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202 | else |
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203 | { |
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204 | // Derive shortest arc to new direction |
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205 | rotQuat = axes[2].getRotationTo(zAdjustVec); |
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206 | |
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207 | } |
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208 | mOrientation = rotQuat * mOrientation; |
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209 | } |
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210 | |
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211 | // transform to parent space |
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212 | if (mParentNode) |
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213 | { |
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214 | mOrientation = |
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215 | mParentNode->_getDerivedOrientation().Inverse() * mOrientation; |
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216 | } |
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217 | |
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218 | // TODO If we have a fixed yaw axis, we mustn't break it by using the |
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219 | // shortest arc because this will sometimes cause a relative yaw |
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220 | // which will tip the camera |
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221 | |
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222 | invalidateView(); |
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223 | |
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224 | } |
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225 | |
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226 | //----------------------------------------------------------------------- |
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227 | Vector3 Camera::getDirection(void) const |
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228 | { |
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229 | // Direction points down -Z by default |
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230 | return mOrientation * -Vector3::UNIT_Z; |
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231 | } |
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232 | |
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233 | //----------------------------------------------------------------------- |
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234 | Vector3 Camera::getUp(void) const |
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235 | { |
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236 | return mOrientation * Vector3::UNIT_Y; |
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237 | } |
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238 | |
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239 | //----------------------------------------------------------------------- |
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240 | Vector3 Camera::getRight(void) const |
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241 | { |
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242 | return mOrientation * Vector3::UNIT_X; |
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243 | } |
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244 | |
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245 | //----------------------------------------------------------------------- |
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246 | void Camera::lookAt(const Vector3& targetPoint) |
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247 | { |
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248 | updateView(); |
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249 | this->setDirection(targetPoint - mRealPosition); |
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250 | } |
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251 | |
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252 | //----------------------------------------------------------------------- |
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253 | void Camera::lookAt( Real x, Real y, Real z ) |
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254 | { |
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255 | Vector3 vTemp( x, y, z ); |
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256 | this->lookAt(vTemp); |
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257 | } |
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258 | |
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259 | //----------------------------------------------------------------------- |
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260 | void Camera::roll(const Radian& angle) |
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261 | { |
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262 | // Rotate around local Z axis |
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263 | Vector3 zAxis = mOrientation * Vector3::UNIT_Z; |
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264 | rotate(zAxis, angle); |
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265 | |
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266 | invalidateView(); |
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267 | } |
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268 | |
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269 | //----------------------------------------------------------------------- |
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270 | void Camera::yaw(const Radian& angle) |
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271 | { |
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272 | Vector3 yAxis; |
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273 | |
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274 | if (mYawFixed) |
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275 | { |
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276 | // Rotate around fixed yaw axis |
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277 | yAxis = mYawFixedAxis; |
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278 | } |
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279 | else |
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280 | { |
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281 | // Rotate around local Y axis |
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282 | yAxis = mOrientation * Vector3::UNIT_Y; |
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283 | } |
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284 | |
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285 | rotate(yAxis, angle); |
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286 | |
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287 | invalidateView(); |
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288 | } |
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289 | |
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290 | //----------------------------------------------------------------------- |
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291 | void Camera::pitch(const Radian& angle) |
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292 | { |
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293 | // Rotate around local X axis |
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294 | Vector3 xAxis = mOrientation * Vector3::UNIT_X; |
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295 | rotate(xAxis, angle); |
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296 | |
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297 | invalidateView(); |
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298 | |
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299 | } |
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300 | |
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301 | //----------------------------------------------------------------------- |
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302 | void Camera::rotate(const Vector3& axis, const Radian& angle) |
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303 | { |
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304 | Quaternion q; |
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305 | q.FromAngleAxis(angle,axis); |
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306 | rotate(q); |
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307 | } |
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308 | |
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309 | //----------------------------------------------------------------------- |
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310 | void Camera::rotate(const Quaternion& q) |
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311 | { |
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312 | // Note the order of the mult, i.e. q comes after |
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313 | mOrientation = q * mOrientation; |
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314 | invalidateView(); |
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315 | |
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316 | } |
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317 | |
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318 | //----------------------------------------------------------------------- |
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319 | bool Camera::isViewOutOfDate(void) const |
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320 | { |
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321 | // Overridden from Frustum to use local orientation / position offsets |
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322 | // Attached to node? |
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323 | if (mParentNode != 0) |
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324 | { |
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325 | if (mRecalcView || |
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326 | mParentNode->_getDerivedOrientation() != mLastParentOrientation || |
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327 | mParentNode->_getDerivedPosition() != mLastParentPosition) |
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328 | { |
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329 | // Ok, we're out of date with SceneNode we're attached to |
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330 | mLastParentOrientation = mParentNode->_getDerivedOrientation(); |
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331 | mLastParentPosition = mParentNode->_getDerivedPosition(); |
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332 | mRealOrientation = mLastParentOrientation * mOrientation; |
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333 | mRealPosition = (mLastParentOrientation * mPosition) + mLastParentPosition; |
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334 | mRecalcView = true; |
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335 | mRecalcWindow = true; |
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336 | } |
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337 | } |
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338 | else |
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339 | { |
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340 | // Rely on own updates |
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341 | mRealOrientation = mOrientation; |
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342 | mRealPosition = mPosition; |
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343 | } |
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344 | |
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345 | // Deriving reflection from linked plane? |
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346 | if (mReflect && mLinkedReflectPlane && |
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347 | !(mLastLinkedReflectionPlane == mLinkedReflectPlane->_getDerivedPlane())) |
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348 | { |
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349 | mReflectPlane = mLinkedReflectPlane->_getDerivedPlane(); |
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350 | mReflectMatrix = Math::buildReflectionMatrix(mReflectPlane); |
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351 | mLastLinkedReflectionPlane = mLinkedReflectPlane->_getDerivedPlane(); |
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352 | mRecalcView = true; |
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353 | mRecalcWindow = true; |
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354 | } |
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355 | |
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356 | // Deriving reflected orientation / position |
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357 | if (mRecalcView) |
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358 | { |
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359 | if (mReflect) |
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360 | { |
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361 | // Calculate reflected orientation, use up-vector as fallback axis. |
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362 | Vector3 dir = mRealOrientation * Vector3::NEGATIVE_UNIT_Z; |
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363 | Vector3 rdir = dir.reflect(mReflectPlane.normal); |
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364 | Vector3 up = mRealOrientation * Vector3::UNIT_Y; |
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365 | mDerivedOrientation = dir.getRotationTo(rdir, up) * mRealOrientation; |
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366 | |
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367 | // Calculate reflected position. |
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368 | mDerivedPosition = mReflectMatrix.transformAffine(mRealPosition); |
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369 | } |
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370 | else |
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371 | { |
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372 | mDerivedOrientation = mRealOrientation; |
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373 | mDerivedPosition = mRealPosition; |
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374 | } |
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375 | } |
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376 | |
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377 | return mRecalcView; |
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378 | |
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379 | } |
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380 | |
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381 | // ------------------------------------------------------------------- |
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382 | void Camera::invalidateView() const |
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383 | { |
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384 | mRecalcWindow = true; |
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385 | Frustum::invalidateView(); |
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386 | } |
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387 | // ------------------------------------------------------------------- |
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388 | void Camera::invalidateFrustum(void) const |
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389 | { |
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390 | mRecalcWindow = true; |
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391 | Frustum::invalidateFrustum(); |
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392 | } |
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393 | //----------------------------------------------------------------------- |
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394 | void Camera::_renderScene(Viewport *vp, bool includeOverlays) |
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395 | { |
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396 | |
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397 | mSceneMgr->_renderScene(this, vp, includeOverlays); |
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398 | } |
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399 | |
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400 | |
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401 | //----------------------------------------------------------------------- |
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402 | std::ostream& operator<<( std::ostream& o, const Camera& c ) |
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403 | { |
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404 | o << "Camera(Name='" << c.mName << "', pos=" << c.mPosition; |
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405 | Vector3 dir(c.mOrientation*Vector3(0,0,-1)); |
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406 | o << ", direction=" << dir << ",near=" << c.mNearDist; |
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407 | o << ", far=" << c.mFarDist << ", FOVy=" << c.mFOVy.valueDegrees(); |
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408 | o << ", aspect=" << c.mAspect << ", "; |
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409 | o << ", xoffset=" << c.mFrustumOffset.x << ", yoffset=" << c.mFrustumOffset.y; |
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410 | o << ", focalLength=" << c.mFocalLength << ", "; |
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411 | o << "NearFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_NEAR] << ", "; |
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412 | o << "FarFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_FAR] << ", "; |
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413 | o << "LeftFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_LEFT] << ", "; |
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414 | o << "RightFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_RIGHT] << ", "; |
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415 | o << "TopFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_TOP] << ", "; |
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416 | o << "BottomFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_BOTTOM]; |
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417 | o << ")"; |
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418 | |
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419 | return o; |
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420 | } |
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421 | |
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422 | //----------------------------------------------------------------------- |
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423 | void Camera::setFixedYawAxis(bool useFixed, const Vector3& fixedAxis) |
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424 | { |
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425 | mYawFixed = useFixed; |
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426 | mYawFixedAxis = fixedAxis; |
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427 | } |
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428 | |
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429 | //----------------------------------------------------------------------- |
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430 | void Camera::_notifyRenderedFaces(unsigned int numfaces) |
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431 | { |
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432 | mVisFacesLastRender = numfaces; |
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433 | } |
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434 | |
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435 | //----------------------------------------------------------------------- |
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436 | void Camera::_notifyRenderedBatches(unsigned int numbatches) |
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437 | { |
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438 | mVisBatchesLastRender = numbatches; |
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439 | } |
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440 | |
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441 | //----------------------------------------------------------------------- |
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442 | unsigned int Camera::_getNumRenderedFaces(void) const |
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443 | { |
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444 | return mVisFacesLastRender; |
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445 | } |
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446 | //----------------------------------------------------------------------- |
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447 | unsigned int Camera::_getNumRenderedBatches(void) const |
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448 | { |
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449 | return mVisBatchesLastRender; |
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450 | } |
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451 | //----------------------------------------------------------------------- |
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452 | const Quaternion& Camera::getOrientation(void) const |
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453 | { |
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454 | return mOrientation; |
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455 | } |
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456 | |
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457 | //----------------------------------------------------------------------- |
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458 | void Camera::setOrientation(const Quaternion& q) |
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459 | { |
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460 | mOrientation = q; |
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461 | invalidateView(); |
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462 | } |
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463 | //----------------------------------------------------------------------- |
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464 | const Quaternion& Camera::getDerivedOrientation(void) const |
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465 | { |
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466 | updateView(); |
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467 | return mDerivedOrientation; |
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468 | } |
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469 | //----------------------------------------------------------------------- |
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470 | const Vector3& Camera::getDerivedPosition(void) const |
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471 | { |
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472 | updateView(); |
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473 | return mDerivedPosition; |
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474 | } |
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475 | //----------------------------------------------------------------------- |
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476 | Vector3 Camera::getDerivedDirection(void) const |
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477 | { |
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478 | // Direction points down -Z |
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479 | updateView(); |
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480 | return mDerivedOrientation * Vector3::NEGATIVE_UNIT_Z; |
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481 | } |
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482 | //----------------------------------------------------------------------- |
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483 | Vector3 Camera::getDerivedUp(void) const |
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484 | { |
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485 | updateView(); |
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486 | return mDerivedOrientation * Vector3::UNIT_Y; |
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487 | } |
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488 | //----------------------------------------------------------------------- |
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489 | Vector3 Camera::getDerivedRight(void) const |
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490 | { |
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491 | updateView(); |
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492 | return mDerivedOrientation * Vector3::UNIT_X; |
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493 | } |
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494 | //----------------------------------------------------------------------- |
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495 | const Quaternion& Camera::getRealOrientation(void) const |
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496 | { |
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497 | updateView(); |
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498 | return mRealOrientation; |
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499 | } |
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500 | //----------------------------------------------------------------------- |
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501 | const Vector3& Camera::getRealPosition(void) const |
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502 | { |
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503 | updateView(); |
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504 | return mRealPosition; |
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505 | } |
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506 | //----------------------------------------------------------------------- |
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507 | Vector3 Camera::getRealDirection(void) const |
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508 | { |
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509 | // Direction points down -Z |
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510 | updateView(); |
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511 | return mRealOrientation * Vector3::NEGATIVE_UNIT_Z; |
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512 | } |
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513 | //----------------------------------------------------------------------- |
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514 | Vector3 Camera::getRealUp(void) const |
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515 | { |
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516 | updateView(); |
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517 | return mRealOrientation * Vector3::UNIT_Y; |
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518 | } |
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519 | //----------------------------------------------------------------------- |
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520 | Vector3 Camera::getRealRight(void) const |
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521 | { |
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522 | updateView(); |
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523 | return mRealOrientation * Vector3::UNIT_X; |
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524 | } |
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525 | //----------------------------------------------------------------------- |
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526 | const String& Camera::getMovableType(void) const |
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527 | { |
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528 | return msMovableType; |
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529 | } |
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530 | //----------------------------------------------------------------------- |
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531 | void Camera::setAutoTracking(bool enabled, SceneNode* target, |
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532 | const Vector3& offset) |
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533 | { |
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534 | if (enabled) |
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535 | { |
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536 | assert (target != 0 && "target cannot be a null pointer if tracking is enabled"); |
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537 | mAutoTrackTarget = target; |
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538 | mAutoTrackOffset = offset; |
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539 | } |
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540 | else |
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541 | { |
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542 | mAutoTrackTarget = 0; |
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543 | } |
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544 | } |
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545 | //----------------------------------------------------------------------- |
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546 | void Camera::_autoTrack(void) |
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547 | { |
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548 | // NB assumes that all scene nodes have been updated |
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549 | if (mAutoTrackTarget) |
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550 | { |
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551 | lookAt(mAutoTrackTarget->_getDerivedPosition() + mAutoTrackOffset); |
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552 | } |
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553 | } |
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554 | //----------------------------------------------------------------------- |
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555 | void Camera::setLodBias(Real factor) |
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556 | { |
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557 | assert(factor > 0.0f && "Bias factor must be > 0!"); |
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558 | mSceneLodFactor = factor; |
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559 | mSceneLodFactorInv = 1.0f / factor; |
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560 | } |
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561 | //----------------------------------------------------------------------- |
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562 | Real Camera::getLodBias(void) const |
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563 | { |
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564 | return mSceneLodFactor; |
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565 | } |
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566 | //----------------------------------------------------------------------- |
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567 | Real Camera::_getLodBiasInverse(void) const |
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568 | { |
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569 | return mSceneLodFactorInv; |
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570 | } |
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571 | //----------------------------------------------------------------------- |
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572 | Ray Camera::getCameraToViewportRay(Real screenX, Real screenY) const |
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573 | { |
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574 | Matrix4 inverseVP = (getProjectionMatrix() * getViewMatrix(true)).inverse(); |
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575 | |
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576 | Real nx = (2.0f * screenX) - 1.0f; |
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577 | Real ny = 1.0f - (2.0f * screenY); |
---|
578 | Vector3 nearPoint(nx, ny, -1.f); |
---|
579 | // Use midPoint rather than far point to avoid issues with infinite projection |
---|
580 | Vector3 midPoint (nx, ny, 0.0f); |
---|
581 | |
---|
582 | // Get ray origin and ray target on near plane in world space |
---|
583 | Vector3 rayOrigin, rayTarget; |
---|
584 | |
---|
585 | rayOrigin = inverseVP * nearPoint; |
---|
586 | rayTarget = inverseVP * midPoint; |
---|
587 | |
---|
588 | Vector3 rayDirection = rayTarget - rayOrigin; |
---|
589 | rayDirection.normalise(); |
---|
590 | |
---|
591 | return Ray(rayOrigin, rayDirection); |
---|
592 | } |
---|
593 | |
---|
594 | // ------------------------------------------------------------------- |
---|
595 | void Camera::setWindow (Real Left, Real Top, Real Right, Real Bottom) |
---|
596 | { |
---|
597 | mWLeft = Left; |
---|
598 | mWTop = Top; |
---|
599 | mWRight = Right; |
---|
600 | mWBottom = Bottom; |
---|
601 | |
---|
602 | mWindowSet = true; |
---|
603 | mRecalcWindow = true; |
---|
604 | } |
---|
605 | // ------------------------------------------------------------------- |
---|
606 | void Camera::resetWindow () |
---|
607 | { |
---|
608 | mWindowSet = false; |
---|
609 | } |
---|
610 | // ------------------------------------------------------------------- |
---|
611 | void Camera::setWindowImpl() const |
---|
612 | { |
---|
613 | if (!mWindowSet || !mRecalcWindow) |
---|
614 | return; |
---|
615 | |
---|
616 | // Calculate general projection parameters |
---|
617 | Real vpLeft, vpRight, vpBottom, vpTop; |
---|
618 | calcProjectionParameters(vpLeft, vpRight, vpBottom, vpTop); |
---|
619 | |
---|
620 | Real vpWidth = vpRight - vpLeft; |
---|
621 | Real vpHeight = vpTop - vpBottom; |
---|
622 | |
---|
623 | Real wvpLeft = vpLeft + mWLeft * vpWidth; |
---|
624 | Real wvpRight = vpLeft + mWRight * vpWidth; |
---|
625 | Real wvpTop = vpTop - mWTop * vpHeight; |
---|
626 | Real wvpBottom = vpTop - mWBottom * vpHeight; |
---|
627 | |
---|
628 | Vector3 vp_ul (wvpLeft, wvpTop, -mNearDist); |
---|
629 | Vector3 vp_ur (wvpRight, wvpTop, -mNearDist); |
---|
630 | Vector3 vp_bl (wvpLeft, wvpBottom, -mNearDist); |
---|
631 | Vector3 vp_br (wvpRight, wvpBottom, -mNearDist); |
---|
632 | |
---|
633 | Matrix4 inv = mViewMatrix.inverseAffine(); |
---|
634 | |
---|
635 | Vector3 vw_ul = inv.transformAffine(vp_ul); |
---|
636 | Vector3 vw_ur = inv.transformAffine(vp_ur); |
---|
637 | Vector3 vw_bl = inv.transformAffine(vp_bl); |
---|
638 | Vector3 vw_br = inv.transformAffine(vp_br); |
---|
639 | |
---|
640 | if (mProjType == PT_PERSPECTIVE) |
---|
641 | { |
---|
642 | Vector3 position = getPosition(); |
---|
643 | mWindowClipPlanes.push_back(Plane(position, vw_bl, vw_ul)); |
---|
644 | mWindowClipPlanes.push_back(Plane(position, vw_ul, vw_ur)); |
---|
645 | mWindowClipPlanes.push_back(Plane(position, vw_ur, vw_br)); |
---|
646 | mWindowClipPlanes.push_back(Plane(position, vw_br, vw_bl)); |
---|
647 | } |
---|
648 | else |
---|
649 | { |
---|
650 | Vector3 x_axis(inv[0][0], inv[0][1], inv[0][2]); |
---|
651 | Vector3 y_axis(inv[1][0], inv[1][1], inv[1][2]); |
---|
652 | x_axis.normalise(); |
---|
653 | y_axis.normalise(); |
---|
654 | mWindowClipPlanes.push_back(Plane( x_axis, vw_bl)); |
---|
655 | mWindowClipPlanes.push_back(Plane(-x_axis, vw_ur)); |
---|
656 | mWindowClipPlanes.push_back(Plane( y_axis, vw_bl)); |
---|
657 | mWindowClipPlanes.push_back(Plane(-y_axis, vw_ur)); |
---|
658 | } |
---|
659 | |
---|
660 | mRecalcWindow = false; |
---|
661 | |
---|
662 | } |
---|
663 | // ------------------------------------------------------------------- |
---|
664 | const std::vector<Plane>& Camera::getWindowPlanes(void) const |
---|
665 | { |
---|
666 | updateView(); |
---|
667 | setWindowImpl(); |
---|
668 | return mWindowClipPlanes; |
---|
669 | } |
---|
670 | // ------------------------------------------------------------------- |
---|
671 | Real Camera::getBoundingRadius(void) const |
---|
672 | { |
---|
673 | // return a little bigger than the near distance |
---|
674 | // just to keep things just outside |
---|
675 | return mNearDist * 1.5; |
---|
676 | |
---|
677 | } |
---|
678 | //----------------------------------------------------------------------- |
---|
679 | const Vector3& Camera::getPositionForViewUpdate(void) const |
---|
680 | { |
---|
681 | // Note no update, because we're calling this from the update! |
---|
682 | return mRealPosition; |
---|
683 | } |
---|
684 | //----------------------------------------------------------------------- |
---|
685 | const Quaternion& Camera::getOrientationForViewUpdate(void) const |
---|
686 | { |
---|
687 | return mRealOrientation; |
---|
688 | } |
---|
689 | //----------------------------------------------------------------------- |
---|
690 | bool Camera::getAutoAspectRatio(void) const |
---|
691 | { |
---|
692 | return mAutoAspectRatio; |
---|
693 | } |
---|
694 | //----------------------------------------------------------------------- |
---|
695 | void Camera::setAutoAspectRatio(bool autoratio) |
---|
696 | { |
---|
697 | mAutoAspectRatio = autoratio; |
---|
698 | } |
---|
699 | //----------------------------------------------------------------------- |
---|
700 | bool Camera::isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy) const |
---|
701 | { |
---|
702 | if (mCullFrustum) |
---|
703 | { |
---|
704 | return mCullFrustum->isVisible(bound, culledBy); |
---|
705 | } |
---|
706 | else |
---|
707 | { |
---|
708 | return Frustum::isVisible(bound, culledBy); |
---|
709 | } |
---|
710 | } |
---|
711 | //----------------------------------------------------------------------- |
---|
712 | bool Camera::isVisible(const Sphere& bound, FrustumPlane* culledBy) const |
---|
713 | { |
---|
714 | if (mCullFrustum) |
---|
715 | { |
---|
716 | return mCullFrustum->isVisible(bound, culledBy); |
---|
717 | } |
---|
718 | else |
---|
719 | { |
---|
720 | return Frustum::isVisible(bound, culledBy); |
---|
721 | } |
---|
722 | } |
---|
723 | //----------------------------------------------------------------------- |
---|
724 | bool Camera::isVisible(const Vector3& vert, FrustumPlane* culledBy) const |
---|
725 | { |
---|
726 | if (mCullFrustum) |
---|
727 | { |
---|
728 | return mCullFrustum->isVisible(vert, culledBy); |
---|
729 | } |
---|
730 | else |
---|
731 | { |
---|
732 | return Frustum::isVisible(vert, culledBy); |
---|
733 | } |
---|
734 | } |
---|
735 | //----------------------------------------------------------------------- |
---|
736 | const Vector3* Camera::getWorldSpaceCorners(void) const |
---|
737 | { |
---|
738 | if (mCullFrustum) |
---|
739 | { |
---|
740 | return mCullFrustum->getWorldSpaceCorners(); |
---|
741 | } |
---|
742 | else |
---|
743 | { |
---|
744 | return Frustum::getWorldSpaceCorners(); |
---|
745 | } |
---|
746 | } |
---|
747 | //----------------------------------------------------------------------- |
---|
748 | const Plane& Camera::getFrustumPlane( unsigned short plane ) const |
---|
749 | { |
---|
750 | if (mCullFrustum) |
---|
751 | { |
---|
752 | return mCullFrustum->getFrustumPlane(plane); |
---|
753 | } |
---|
754 | else |
---|
755 | { |
---|
756 | return Frustum::getFrustumPlane(plane); |
---|
757 | } |
---|
758 | } |
---|
759 | //----------------------------------------------------------------------- |
---|
760 | bool Camera::projectSphere(const Sphere& sphere, |
---|
761 | Real* left, Real* top, Real* right, Real* bottom) const |
---|
762 | { |
---|
763 | if (mCullFrustum) |
---|
764 | { |
---|
765 | return mCullFrustum->projectSphere(sphere, left, top, right, bottom); |
---|
766 | } |
---|
767 | else |
---|
768 | { |
---|
769 | return Frustum::projectSphere(sphere, left, top, right, bottom); |
---|
770 | } |
---|
771 | } |
---|
772 | //----------------------------------------------------------------------- |
---|
773 | Real Camera::getNearClipDistance(void) const |
---|
774 | { |
---|
775 | if (mCullFrustum) |
---|
776 | { |
---|
777 | return mCullFrustum->getNearClipDistance(); |
---|
778 | } |
---|
779 | else |
---|
780 | { |
---|
781 | return Frustum::getNearClipDistance(); |
---|
782 | } |
---|
783 | } |
---|
784 | //----------------------------------------------------------------------- |
---|
785 | Real Camera::getFarClipDistance(void) const |
---|
786 | { |
---|
787 | if (mCullFrustum) |
---|
788 | { |
---|
789 | return mCullFrustum->getFarClipDistance(); |
---|
790 | } |
---|
791 | else |
---|
792 | { |
---|
793 | return Frustum::getFarClipDistance(); |
---|
794 | } |
---|
795 | } |
---|
796 | //----------------------------------------------------------------------- |
---|
797 | const Matrix4& Camera::getViewMatrix(void) const |
---|
798 | { |
---|
799 | if (mCullFrustum) |
---|
800 | { |
---|
801 | return mCullFrustum->getViewMatrix(); |
---|
802 | } |
---|
803 | else |
---|
804 | { |
---|
805 | return Frustum::getViewMatrix(); |
---|
806 | } |
---|
807 | } |
---|
808 | //----------------------------------------------------------------------- |
---|
809 | const Matrix4& Camera::getViewMatrix(bool ownFrustumOnly) const |
---|
810 | { |
---|
811 | if (ownFrustumOnly) |
---|
812 | { |
---|
813 | return Frustum::getViewMatrix(); |
---|
814 | } |
---|
815 | else |
---|
816 | { |
---|
817 | return getViewMatrix(); |
---|
818 | } |
---|
819 | } |
---|
820 | //----------------------------------------------------------------------- |
---|
821 | //_______________________________________________________ |
---|
822 | //| | |
---|
823 | //| getRayForwardIntersect | |
---|
824 | //| ----------------------------- | |
---|
825 | //| get the intersections of frustum rays with a plane | |
---|
826 | //| of interest. The plane is assumed to have constant | |
---|
827 | //| z. If this is not the case, rays | |
---|
828 | //| should be rotated beforehand to work in a | |
---|
829 | //| coordinate system in which this is true. | |
---|
830 | //|_____________________________________________________| |
---|
831 | // |
---|
832 | std::vector<Vector4> Camera::getRayForwardIntersect(const Vector3& anchor, const Vector3 *dir, Real planeOffset) const |
---|
833 | { |
---|
834 | std::vector<Vector4> res; |
---|
835 | |
---|
836 | if(!dir) |
---|
837 | return res; |
---|
838 | |
---|
839 | int infpt[4] = {0, 0, 0, 0}; // 0=finite, 1=infinite, 2=straddles infinity |
---|
840 | Vector3 vec[4]; |
---|
841 | |
---|
842 | // find how much the anchor point must be displaced in the plane's |
---|
843 | // constant variable |
---|
844 | Real delta = planeOffset - anchor.z; |
---|
845 | |
---|
846 | // now set the intersection point and note whether it is a |
---|
847 | // point at infinity or straddles infinity |
---|
848 | unsigned int i; |
---|
849 | for (i=0; i<4; i++) |
---|
850 | { |
---|
851 | Real test = dir[i].z * delta; |
---|
852 | if (test == 0.0) { |
---|
853 | vec[i] = dir[i]; |
---|
854 | infpt[i] = 1; |
---|
855 | } |
---|
856 | else { |
---|
857 | Real lambda = delta / dir[i].z; |
---|
858 | vec[i] = anchor + (lambda * dir[i]); |
---|
859 | if(test < 0.0) |
---|
860 | infpt[i] = 2; |
---|
861 | } |
---|
862 | } |
---|
863 | |
---|
864 | for (i=0; i<4; i++) |
---|
865 | { |
---|
866 | // store the finite intersection points |
---|
867 | if (infpt[i] == 0) |
---|
868 | res.push_back(Vector4(vec[i].x, vec[i].y, vec[i].z, 1.0)); |
---|
869 | else |
---|
870 | { |
---|
871 | // handle the infinite points of intersection; |
---|
872 | // cases split up into the possible frustum planes |
---|
873 | // pieces which may contain a finite intersection point |
---|
874 | int nextind = (i+1) % 4; |
---|
875 | int prevind = (i+3) % 4; |
---|
876 | if ((infpt[prevind] == 0) || (infpt[nextind] == 0)) |
---|
877 | { |
---|
878 | if (infpt[i] == 1) |
---|
879 | res.push_back(Vector4(vec[i].x, vec[i].y, vec[i].z, 0.0)); |
---|
880 | else |
---|
881 | { |
---|
882 | // handle the intersection points that straddle infinity (back-project) |
---|
883 | if(infpt[prevind] == 0) |
---|
884 | { |
---|
885 | Vector3 temp = vec[prevind] - vec[i]; |
---|
886 | res.push_back(Vector4(temp.x, temp.y, temp.z, 0.0)); |
---|
887 | } |
---|
888 | if(infpt[nextind] == 0) |
---|
889 | { |
---|
890 | Vector3 temp = vec[nextind] - vec[i]; |
---|
891 | res.push_back(Vector4(temp.x, temp.y, temp.z, 0.0)); |
---|
892 | } |
---|
893 | } |
---|
894 | } // end if we need to add an intersection point to the list |
---|
895 | } // end if infinite point needs to be considered |
---|
896 | } // end loop over frustun corners |
---|
897 | |
---|
898 | // we end up with either 0, 3, 4, or 5 intersection points |
---|
899 | |
---|
900 | return res; |
---|
901 | } |
---|
902 | |
---|
903 | //_______________________________________________________ |
---|
904 | //| | |
---|
905 | //| forwardIntersect | |
---|
906 | //| ----------------------------- | |
---|
907 | //| Forward intersect the camera's frustum rays with | |
---|
908 | //| a specified plane of interest. | |
---|
909 | //| Note that if the frustum rays shoot out and would | |
---|
910 | //| back project onto the plane, this means the forward | |
---|
911 | //| intersection of the frustum would occur at the | |
---|
912 | //| line at infinity. | |
---|
913 | //|_____________________________________________________| |
---|
914 | // |
---|
915 | void Camera::forwardIntersect(const Plane& worldPlane, std::vector<Vector4>* intersect3d) const |
---|
916 | { |
---|
917 | if(!intersect3d) |
---|
918 | return; |
---|
919 | |
---|
920 | Vector3 trCorner = getWorldSpaceCorners()[0]; |
---|
921 | Vector3 tlCorner = getWorldSpaceCorners()[1]; |
---|
922 | Vector3 blCorner = getWorldSpaceCorners()[2]; |
---|
923 | Vector3 brCorner = getWorldSpaceCorners()[3]; |
---|
924 | |
---|
925 | // need some sort of rotation that will bring the plane normal to the z axis |
---|
926 | Plane pval = worldPlane; |
---|
927 | if(pval.normal.z < 0.0) |
---|
928 | { |
---|
929 | pval.normal *= -1.0; |
---|
930 | pval.d *= -1.0; |
---|
931 | } |
---|
932 | Quaternion invPlaneRot = pval.normal.getRotationTo(Vector3::UNIT_Z); |
---|
933 | |
---|
934 | // get rotated light |
---|
935 | Vector3 lPos = invPlaneRot * getDerivedPosition(); |
---|
936 | Vector3 vec[4]; |
---|
937 | vec[0] = invPlaneRot * trCorner - lPos; |
---|
938 | vec[1] = invPlaneRot * tlCorner - lPos; |
---|
939 | vec[2] = invPlaneRot * blCorner - lPos; |
---|
940 | vec[3] = invPlaneRot * brCorner - lPos; |
---|
941 | |
---|
942 | // compute intersection points on plane |
---|
943 | std::vector<Vector4> iPnt = getRayForwardIntersect(lPos, vec, -pval.d); |
---|
944 | |
---|
945 | |
---|
946 | // return wanted data |
---|
947 | if(intersect3d) |
---|
948 | { |
---|
949 | Quaternion planeRot = invPlaneRot.Inverse(); |
---|
950 | (*intersect3d).clear(); |
---|
951 | for(unsigned int i=0; i<iPnt.size(); i++) |
---|
952 | { |
---|
953 | Vector3 intersection = planeRot * Vector3(iPnt[i].x, iPnt[i].y, iPnt[i].z); |
---|
954 | (*intersect3d).push_back(Vector4(intersection.x, intersection.y, intersection.z, iPnt[i].w)); |
---|
955 | } |
---|
956 | } |
---|
957 | } |
---|
958 | //----------------------------------------------------------------------- |
---|
959 | |
---|
960 | |
---|
961 | } // namespace Ogre |
---|