khanat-opennel-code/code/nel/src/3d/camera.cpp
Laszlo Kis-Adam 0876456a22 Merged in dfighter1985/ryzomcore/dfighter-tools (pull request #93)
Further GUI Editor improvements
2014-10-13 20:17:57 +02:00

320 lines
9.2 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/camera.h"
#include "nel/3d/scene.h"
namespace NL3D
{
// ***************************************************************************
void CCamera::registerBasic()
{
CScene::registerModel(CameraId, TransformId, CCamera::creator);
}
// ***************************************************************************
CCamera::CCamera()
{
setFrustum(1.0f, 1.0f, 0.01f, 1.0f);
// IAnimatable.
IAnimatable::resize(AnimValueLast);
_FovAnimationEnabled= false;
_TargetAnimationEnabled= false;
_FovAnimationAspectRatio= 4.0f/3.0f;
// Default Anims.
_Fov.Value= (float)NLMISC::Pi/2;
_Target.Value= CVector::Null;
_Roll.Value= 0;
}
// ***************************************************************************
void CCamera::setFrustum(float left, float right, float bottom, float top, float znear, float zfar, bool perspective)
{
_Frustum.init( left, right,bottom, top, znear, zfar, perspective);
}
// ***************************************************************************
void CCamera::setFrustum(float width, float height, float znear, float zfar, bool perspective)
{
_Frustum.init(width, height, znear, zfar, perspective);
}
// ***************************************************************************
void CCamera::setPerspective(float fov, float aspectRatio, float znear, float zfar)
{
_Frustum.initPerspective(fov, aspectRatio, znear, zfar);
}
// ***************************************************************************
void CCamera::getFrustum(float &left, float &right, float &bottom, float &top, float &znear, float &zfar) const
{
left= _Frustum.Left;
right= _Frustum.Right;
bottom= _Frustum.Bottom;
top= _Frustum.Top;
znear= _Frustum.Near;
zfar= _Frustum.Far;
}
// ***************************************************************************
bool CCamera::isOrtho() const
{
return !_Frustum.Perspective;
}
// ***************************************************************************
bool CCamera::isPerspective() const
{
return _Frustum.Perspective;
}
// ***************************************************************************
// ***************************************************************************
// Anims.
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
IAnimatedValue* CCamera::getValue (uint valueId)
{
// what value ?
switch (valueId)
{
case FovValue: return &_Fov;
case TargetValue: return &_Target;
case RollValue: return &_Roll;
}
return CTransform::getValue(valueId);
}
// ***************************************************************************
const char *CCamera::getValueName (uint valueId) const
{
// what value ?
switch (valueId)
{
case FovValue: return getFovValueName();
case TargetValue: return getTargetValueName();
case RollValue: return getRollValueName();
}
return CTransform::getValueName(valueId);
}
// ***************************************************************************
CTrackDefaultFloat CCamera::DefaultFov( (float)NLMISC::Pi/2 );
CTrackDefaultFloat CCamera::DefaultRoll( 0 );
ITrack* CCamera::getDefaultTrack (uint valueId)
{
// what value ?
switch (valueId)
{
case PosValue: return &_DefaultPos;
case FovValue: return &DefaultFov;
case TargetValue: return &_DefaultTargetPos;
case RollValue: return &DefaultRoll;
}
return CTransform::getDefaultTrack(valueId);
}
// ***************************************************************************
void CCamera::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)
{
// For CCamera, channels are not detailled.
addValue(chanMixer, FovValue, OwnerBit, prefix, false);
addValue(chanMixer, TargetValue, OwnerBit, prefix, false);
addValue(chanMixer, RollValue, OwnerBit, prefix, false);
CTransform::registerToChannelMixer(chanMixer, prefix);
}
// ***************************************************************************
void CCamera::update()
{
// test animations
if(IAnimatable::isTouched(OwnerBit) || IAnimatable::isTouched(ITransformable::OwnerBit))
{
// FOV.
if( _FovAnimationEnabled && IAnimatable::isTouched(FovValue))
{
// keep the same near/far.
setPerspective(_Fov.Value, _FovAnimationAspectRatio, _Frustum.Near, _Frustum.Far);
IAnimatable::clearFlag(FovValue);
}
// Target / Roll.
// If target/Roll is animated, compute our own quaternion.
if( _TargetAnimationEnabled && (IAnimatable::isTouched(TargetValue) || IAnimatable::isTouched(RollValue) || IAnimatable::isTouched(PosValue)) )
{
lookAt (getPos (), _Target.Value, -_Roll.Value);
IAnimatable::clearFlag(TargetValue);
IAnimatable::clearFlag(RollValue);
}
}
CTransform::update();
// We are OK!
IAnimatable::clearFlag(OwnerBit);
}
// ***************************************************************************
void CCamera::build (const CCameraInfo &cameraInfo)
{
// Target ?
enableTargetAnimation(cameraInfo.TargetMode);
enableFovAnimation(cameraInfo.UseFov);
if (cameraInfo.TargetMode)
{
// Set the rot model
setTransformMode (ITransformable::RotQuat);
setTargetPos (cameraInfo.TargetPos);
_DefaultTargetPos.setDefaultValue (cameraInfo.TargetPos);
setRoll (cameraInfo.Roll);
}
if (cameraInfo.UseFov)
{
setFov (cameraInfo.Fov);
}
setPos (cameraInfo.Pos);
_DefaultPos.setDefaultValue (cameraInfo.Pos);
}
// ***************************************************************************
CCameraInfo::CCameraInfo ()
{
Roll = 0;
Fov = 0;
TargetMode = false;
UseFov = false;
}
// ***************************************************************************
void CCameraInfo::serial (NLMISC::IStream &s)
{
s.serialVersion (0);
s.serial (Pos);
s.serial (TargetPos);
s.serial (Roll);
s.serial (Fov);
s.serial (TargetMode);
s.serial (UseFov);
}
// ***************************************************************************
void CCamera::buildCameraPyramid(std::vector<CPlane> &pyramid, bool useWorldMatrix)
{
pyramid.resize(6);
// Compute pyramid in view basis.
CVector pfoc(0,0,0);
CVector lb(_Frustum.Left, _Frustum.Near, _Frustum.Bottom );
CVector lt(_Frustum.Left, _Frustum.Near, _Frustum.Top );
CVector rb(_Frustum.Right, _Frustum.Near, _Frustum.Bottom );
CVector rt(_Frustum.Right, _Frustum.Near, _Frustum.Top );
CVector lbFar(_Frustum.Left, _Frustum.Far, _Frustum.Bottom);
CVector ltFar(_Frustum.Left, _Frustum.Far, _Frustum.Top );
CVector rbFar(_Frustum.Right, _Frustum.Far, _Frustum.Bottom);
CVector rtFar(_Frustum.Right, _Frustum.Far, _Frustum.Top );
// near
pyramid[0].make(lt, lb, rt);
// far
pyramid[1].make(lbFar, ltFar, rtFar);
if(_Frustum.Perspective)
{
// left
pyramid[2].make(pfoc, lt, lb);
// top
pyramid[3].make(pfoc, rt, lt);
// right
pyramid[4].make(pfoc, rb, rt);
// bottom
pyramid[5].make(pfoc, lb, rb);
}
else
{
// left
pyramid[2].make(lt, ltFar, lbFar);
// top
pyramid[3].make(lt, rtFar, ltFar);
// right
pyramid[4].make(rt, rbFar, rtFar);
// bottom
pyramid[5].make(lb, lbFar, rbFar);
}
// get invCamMatrix
CMatrix invCamMatrix;
if(useWorldMatrix)
invCamMatrix= getWorldMatrix();
else
invCamMatrix= getMatrix();
invCamMatrix.invert();
// Compute pyramid in World basis.
// The vector transformation M of a plane p is computed as p*M-1.
for (uint i = 0; i < 6; i++)
{
pyramid[i]= pyramid[i]*invCamMatrix;
}
}
// ***************************************************************************
void CCamera::buildCameraPyramidCorners(std::vector<NLMISC::CVector> &pyramidCorners, bool useWorldMatrix)
{
pyramidCorners.resize(8);
pyramidCorners[0].set(_Frustum.Left, _Frustum.Near, _Frustum.Bottom );
pyramidCorners[1].set(_Frustum.Left, _Frustum.Near, _Frustum.Top );
pyramidCorners[2].set(_Frustum.Right, _Frustum.Near, _Frustum.Bottom );
pyramidCorners[3].set(_Frustum.Right, _Frustum.Near, _Frustum.Top );
float f = _Frustum.Perspective ? (_Frustum.Far / _Frustum.Near) : 1.f;
pyramidCorners[4].set(f * _Frustum.Left, _Frustum.Far, f * _Frustum.Bottom);
pyramidCorners[5].set(f * _Frustum.Left, _Frustum.Far, f * _Frustum.Top );
pyramidCorners[6].set(f * _Frustum.Right, _Frustum.Far, f * _Frustum.Bottom);
pyramidCorners[7].set(f * _Frustum.Right, _Frustum.Far, f * _Frustum.Top );
const CMatrix &camMatrix = useWorldMatrix ? getWorldMatrix() : getMatrix();
for(uint k = 0; k < 8; ++k)
{
pyramidCorners[k] = camMatrix * pyramidCorners[k];
}
}
}