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