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scummvm-cursorfix/engines/hpl1/engine/scene/Camera3D.cpp
2026-02-02 04:50:13 +01:00

414 lines
10 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/scene/Camera3D.h"
#include "hpl1/engine/graphics/LowLevelGraphics.h"
#include "hpl1/engine/math/Math.h"
#include "hpl1/engine/scene/Entity3D.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cCamera3D::cCamera3D() {
mvPosition = cVector3f(0);
mfFOV = cMath::ToRad(70.0f);
mfAspect = 4.0f / 3.0f;
mfFarClipPlane = 1000.0f;
mfNearClipPlane = 0.05f;
mfPitch = 0;
mfYaw = 0;
mfRoll = 0;
mRotateMode = eCameraRotateMode_EulerAngles;
mMoveMode = eCameraMoveMode_Fly;
m_mtxView = cMatrixf::Identity;
m_mtxProjection = cMatrixf::Identity;
m_mtxMove = cMatrixf::Identity;
mbViewUpdated = true;
mbProjectionUpdated = true;
mbMoveUpdated = true;
mbInfFarPlane = true;
mvPitchLimits = cVector2f(kPif / 2.0f, -kPif / 2.0f);
mvYawLimits = cVector2f(0, 0);
}
//-----------------------------------------------------------------------
cCamera3D::~cCamera3D() {
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cCamera3D::SetPosition(const cVector3f &avPos) {
mvPosition = avPos;
mbViewUpdated = true;
mNode.SetPosition(mvPosition);
}
//-----------------------------------------------------------------------
void cCamera3D::SetPitch(float afAngle) {
mfPitch = afAngle;
if (mvPitchLimits.x != 0 || mvPitchLimits.y != 0) {
if (mfPitch > mvPitchLimits.x)
mfPitch = mvPitchLimits.x;
if (mfPitch < mvPitchLimits.y)
mfPitch = mvPitchLimits.y;
}
mbViewUpdated = true;
mbMoveUpdated = true;
}
void cCamera3D::SetYaw(float afAngle) {
mfYaw = afAngle;
if (mvYawLimits.x != 0 || mvYawLimits.y != 0) {
if (mfYaw > mvYawLimits.x)
mfYaw = mvYawLimits.x;
if (mfYaw < mvYawLimits.y)
mfYaw = mvYawLimits.y;
}
mbViewUpdated = true;
mbMoveUpdated = true;
}
void cCamera3D::SetRoll(float afAngle) {
mfRoll = afAngle;
mbViewUpdated = true;
mbMoveUpdated = true;
}
//-----------------------------------------------------------------------
void cCamera3D::AddPitch(float afAngle) {
mfPitch += afAngle;
if (mvPitchLimits.x != 0 || mvPitchLimits.y != 0) {
if (mfPitch > mvPitchLimits.x)
mfPitch = mvPitchLimits.x;
if (mfPitch < mvPitchLimits.y)
mfPitch = mvPitchLimits.y;
}
mbViewUpdated = true;
mbMoveUpdated = true;
}
void cCamera3D::AddYaw(float afAngle) {
mfYaw += afAngle;
if (mvYawLimits.x != 0 || mvYawLimits.y != 0) {
if (mfYaw > mvYawLimits.x)
mfYaw = mvYawLimits.x;
if (mfYaw < mvYawLimits.y)
mfYaw = mvYawLimits.y;
}
mbViewUpdated = true;
mbMoveUpdated = true;
}
void cCamera3D::AddRoll(float afAngle) {
mfRoll += afAngle;
mbViewUpdated = true;
mbMoveUpdated = true;
}
//-----------------------------------------------------------------------
void cCamera3D::MoveForward(float afDist) {
UpdateMoveMatrix();
mvPosition += m_mtxMove.GetForward() * -afDist;
mbViewUpdated = true;
mNode.SetPosition(mvPosition);
}
//-----------------------------------------------------------------------
void cCamera3D::MoveRight(float afDist) {
UpdateMoveMatrix();
mvPosition += m_mtxMove.GetRight() * afDist;
mbViewUpdated = true;
mNode.SetPosition(mvPosition);
}
//-----------------------------------------------------------------------
void cCamera3D::MoveUp(float afDist) {
UpdateMoveMatrix();
mvPosition += m_mtxMove.GetUp() * afDist;
mbViewUpdated = true;
mNode.SetPosition(mvPosition);
}
//-----------------------------------------------------------------------
void cCamera3D::SetRotateMode(eCameraRotateMode aMode) {
mRotateMode = aMode;
mbViewUpdated = true;
mbMoveUpdated = true;
}
//-----------------------------------------------------------------------
void cCamera3D::SetMoveMode(eCameraMoveMode aMode) {
mMoveMode = aMode;
mbMoveUpdated = true;
}
//-----------------------------------------------------------------------
void cCamera3D::ResetRotation() {
mbViewUpdated = false;
mbMoveUpdated = false;
m_mtxMove = cMatrixf::Identity;
m_mtxView = cMatrixf::Identity;
mfRoll = 0;
mfYaw = 0;
mfPitch = 0;
}
//-----------------------------------------------------------------------
cFrustum *cCamera3D::GetFrustum() {
// If the far plane is infinite, still have to use a number on far plane
// to calculate the near plane in the frustm.
bool bWasInf = false;
if (mbInfFarPlane) {
SetInifintiveFarPlane(false);
bWasInf = true;
}
mFrustum.SetViewProjMatrix(GetProjectionMatrix(),
GetViewMatrix(),
GetFarClipPlane(), GetNearClipPlane(),
GetFOV(), GetAspect(), GetPosition(), mbInfFarPlane);
if (bWasInf) {
SetInifintiveFarPlane(true);
}
return &mFrustum;
}
//-----------------------------------------------------------------------
const cMatrixf &cCamera3D::GetViewMatrix() {
if (mbViewUpdated) {
if (mRotateMode == eCameraRotateMode_EulerAngles) {
m_mtxView = cMatrixf::Identity;
m_mtxView = cMath::MatrixMul(cMath::MatrixTranslate(mvPosition * -1), m_mtxView);
m_mtxView = cMath::MatrixMul(cMath::MatrixRotateY(-mfYaw), m_mtxView);
m_mtxView = cMath::MatrixMul(cMath::MatrixRotateX(-mfPitch), m_mtxView);
m_mtxView = cMath::MatrixMul(cMath::MatrixRotateZ(-mfRoll), m_mtxView);
}
mbViewUpdated = false;
}
return m_mtxView;
}
//-----------------------------------------------------------------------
const cMatrixf &cCamera3D::GetProjectionMatrix() {
if (mbProjectionUpdated) {
float fFar = mfFarClipPlane;
float fNear = mfNearClipPlane;
float fTop = tan(mfFOV * 0.5f) * fNear;
float fBottom = -fTop;
float fRight = mfAspect * fTop;
float fLeft = mfAspect * fBottom;
float A = (2.0f * fNear) / (fRight - fLeft);
float B = (2.0f * fNear) / (fTop - fBottom);
float D = -1.0f;
float C, Z;
if (mbInfFarPlane) {
C = -2.0f * fNear;
Z = -1.0f;
} else {
C = -(2.0f * fFar * fNear) / (fFar - fNear);
Z = -(fFar + fNear) / (fFar - fNear);
}
float X = 0; //(fRight + fLeft)/(fRight - fLeft);
float Y = 0; //(fTop + fBottom)/(fTop - fBottom);
m_mtxProjection = cMatrixf(
A, 0, X, 0,
0, B, Y, 0,
0, 0, Z, C,
0, 0, D, 0);
mbProjectionUpdated = false;
}
return m_mtxProjection;
}
//-----------------------------------------------------------------------
const cMatrixf &cCamera3D::GetMoveMatrix() {
UpdateMoveMatrix();
return m_mtxMove;
}
//-----------------------------------------------------------------------
cVector3f cCamera3D::GetEyePosition() {
return mvPosition;
}
//-----------------------------------------------------------------------
void cCamera3D::SetModelViewMatrix(iLowLevelGraphics *apLowLevel) {
}
//-----------------------------------------------------------------------
void cCamera3D::SetProjectionMatrix(iLowLevelGraphics *apLowLevel) {
}
//-----------------------------------------------------------------------
cVector3f cCamera3D::UnProject(const cVector2f &avScreenPos, iLowLevelGraphics *apLowLevel) {
// This code uses math::unproejct which is not working currently
/*cVector3f vPos(avScreenPos.x,avScreenPos.y,-0.1f);
bool bWasInf=false;
if(mbInfFarPlane){
SetInifintiveFarPlane(false);bWasInf=true;
}
cMatrixf mtxViewProj = cMath::MatrixMul(GetProjectionMatrix(), GetViewMatrix());
if(bWasInf){
SetInifintiveFarPlane(true);
}
cVector2f vScreenSize = apLowLevel->GetVirtualSize();
return cMath::Vector3UnProject(vPos, cRect2f(0,0,vScreenSize.x, vScreenSize.y), mtxViewProj);*/
cVector2f vScreenSize = apLowLevel->GetVirtualSize();
cVector2f vNormScreen((avScreenPos.x / vScreenSize.x) - 0.5f,
0.5f - (avScreenPos.y / vScreenSize.y));
float afNormalizedSlope = tan(mfFOV * 0.5f);
cVector2f avViewportToWorld;
avViewportToWorld.y = afNormalizedSlope * mfNearClipPlane * 2.0f;
avViewportToWorld.x = avViewportToWorld.y * mfAspect;
cVector3f vDir(vNormScreen.x * avViewportToWorld.x,
vNormScreen.y * avViewportToWorld.y,
-mfNearClipPlane);
cMatrixf mtxRot = cMath::MatrixInverse(GetViewMatrix().GetRotation());
vDir = cMath::MatrixMul(mtxRot, vDir);
vDir.Normalise();
return vDir;
}
//-----------------------------------------------------------------------
void cCamera3D::AttachEntity(iEntity3D *apEntity) {
mNode.AddEntity(apEntity);
}
void cCamera3D::RemoveEntity(iEntity3D *apEntity) {
mNode.RemoveEntity(apEntity);
}
void cCamera3D::ClearAttachedEntities() {
mNode.ClearEntities();
}
//-----------------------------------------------------------------------
cVector3f cCamera3D::GetForward() {
return GetViewMatrix().GetForward() * -1.0f;
}
cVector3f cCamera3D::GetRight() {
return GetViewMatrix().GetRight();
}
cVector3f cCamera3D::GetUp() {
return GetViewMatrix().GetUp();
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PRIVATE METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cCamera3D::UpdateMoveMatrix() {
if (mbMoveUpdated) {
if (mRotateMode == eCameraRotateMode_EulerAngles) {
m_mtxMove = cMath::MatrixRotateY(-mfYaw);
if (mMoveMode == eCameraMoveMode_Fly) {
m_mtxMove = cMath::MatrixMul(cMath::MatrixRotateX(-mfPitch), m_mtxMove);
}
}
mbMoveUpdated = false;
}
}
//-----------------------------------------------------------------------
} // namespace hpl