mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-13 10:49:11 +00:00
85 lines
No EOL
2.8 KiB
C++
85 lines
No EOL
2.8 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
|
|
// 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 "stdpch.h"
|
|
#include "camera.h"
|
|
|
|
#include <nel/3d/stereo_display.h>
|
|
|
|
#include "global.h"
|
|
#include "misc.h"
|
|
|
|
using namespace NLMISC;
|
|
using namespace NL3D;
|
|
|
|
//---------------------------------------------------
|
|
// update the camera perspective setup
|
|
//---------------------------------------------------
|
|
void updateCameraPerspective()
|
|
{
|
|
float fov, aspectRatio;
|
|
computeCurrentFovAspectRatio(fov, aspectRatio);
|
|
|
|
// change the perspective of the scene
|
|
if(!MainCam.empty())
|
|
MainCam.setPerspective(fov, aspectRatio, CameraSetupZNear, ClientCfg.Vision);
|
|
// change the perspective of the root scene
|
|
if(SceneRoot)
|
|
{
|
|
UCamera cam= SceneRoot->getCam();
|
|
cam.setPerspective(fov, aspectRatio, SceneRootCameraZNear, SceneRootCameraZFar);
|
|
}
|
|
}
|
|
|
|
void buildCameraClippingPyramid(std::vector<CPlane> &planes)
|
|
{
|
|
if (StereoDisplay) StereoDisplay->getClippingFrustum(0, &MainCam);
|
|
|
|
// Compute pyramid in view basis.
|
|
CVector pfoc(0,0,0);
|
|
const CFrustum &frustum = MainCam.getFrustum();
|
|
InvMainSceneViewMatrix = MainCam.getMatrix();
|
|
MainSceneViewMatrix = InvMainSceneViewMatrix;
|
|
MainSceneViewMatrix.invert();
|
|
|
|
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, ClientCfg.CharacterFarClip, frustum.Bottom);
|
|
CVector ltFar(frustum.Left, ClientCfg.CharacterFarClip, frustum.Top );
|
|
CVector rtFar(frustum.Right, ClientCfg.CharacterFarClip, frustum.Top );
|
|
|
|
planes.resize (4);
|
|
// planes[0].make(lbFar, ltFar, rtFar);
|
|
planes[0].make(pfoc, lt, lb);
|
|
planes[1].make(pfoc, rt, lt);
|
|
planes[2].make(pfoc, rb, rt);
|
|
planes[3].make(pfoc, lb, rb);
|
|
|
|
// Compute pyramid in World basis.
|
|
// The vector transformation M of a plane p is computed as p*M-1.
|
|
// Here, ViewMatrix== CamMatrix-1. Hence the following formula.
|
|
uint i;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
planes[i] = planes[i]*MainSceneViewMatrix;
|
|
}
|
|
}
|
|
|
|
/* end of file */ |