khanat-opennel-code/code/nel/src/3d/frustum.cpp

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2010-05-06 00:08:41 +00:00
// 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/frustum.h"
#include "nel/misc/matrix.h"
#include <cmath>
using namespace NLMISC;
namespace NL3D
{
void CFrustum::init(float left, float right, float bottom, float top, float znear, float zfar, bool perspective)
{
Left= left;
Right= right;
Bottom= bottom;
Top= top;
Near= znear;
Far= zfar;
Perspective= perspective;
}
void CFrustum::init(float width, float height, float znear, float zfar, bool perspective)
{
init(-width/2, width/2, -height/2, height/2, znear, zfar, perspective);
}
void CFrustum::initPerspective(float fov, float aspectRatio, float znear, float zfar)
{
float w,h;
w= 2*znear*(float)tan(fov/2);
h= aspectRatio != 0.f ? w/aspectRatio : 0.f;
init(w,h,znear,zfar,true);
}
void CFrustum::getValues(float &left, float &right, float &bottom, float &top, float &znear, float &zfar) const
{
left= Left;
right= Right;
bottom= Bottom;
top= Top;
znear= Near;
zfar= Far;
}
// ***************************************************************************
CVector CFrustum::project(const CVector &vec) const
{
CVector ret;
float decalX, decalY;
float w, h;
float OOw, OOh;
// Fast transform to openGL like axis.
CVector pt;
pt.x= vec.x;
pt.y= vec.z;
pt.z= -vec.y;
decalX= (Right+Left);
decalY= (Top+Bottom);
w= Right-Left;
h= Top-Bottom;
OOw= 1.0f/w;
OOh= 1.0f/h;
// project to -1..+1.
if(Perspective)
{
ret.x= (2*Near*pt.x + decalX*pt.z)*OOw;
ret.x/= -pt.z;
ret.y= (2*Near*pt.y + decalY*pt.z)*OOh;
ret.y/= -pt.z;
}
else
{
ret.x= (2*pt.x-decalX)*OOw;
ret.y= (2*pt.y-decalY)*OOh;
}
// Map it to 0..1.
ret.x= 0.5f*(ret.x+1);
ret.y= 0.5f*(ret.y+1);
ret.z= 0;
return ret;
}
// ***************************************************************************
CVector CFrustum::projectZ(const CVector &vec) const
{
CVector ret;
float decalX, decalY;
float w, h;
float OOw = 1.0f, OOh = 1.0f;
2010-05-06 00:08:41 +00:00
// Fast transform to openGL like axis.
CVector pt;
pt.x= vec.x;
pt.y= vec.z;
pt.z= -vec.y;
decalX= (Right+Left);
decalY= (Top+Bottom);
w= Right-Left;
h= Top-Bottom;
if (w) OOw /= w;
if (h) OOh /= h;
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// project to -1..+1.
if(Perspective)
{
ret.x= (2*Near*pt.x + decalX*pt.z)*OOw;
ret.x/= -pt.z;
ret.y= (2*Near*pt.y + decalY*pt.z)*OOh;
ret.y/= -pt.z;
}
else
{
ret.x= (2*pt.x-decalX)*OOw;
ret.y= (2*pt.y-decalY)*OOh;
}
// Map it to 0..1.
ret.x= 0.5f*(ret.x+1);
ret.y= 0.5f*(ret.y+1);
ret.z= pt.z;
return ret;
}
// ***************************************************************************
CVector CFrustum::unProject(const CVector &vec) const
{
CVector ret;
float decalX, decalY;
float w, h;
decalX= (Right+Left);
decalY= (Top+Bottom);
w= Right-Left;
h= Top-Bottom;
// vec is a vector in a left hand axis.
CVector pt;
pt.x= vec.x;
pt.y= vec.y;
pt.z= vec.z;
// Map it to -1..1
pt.x= 2*(pt.x-0.5f);
pt.y= 2*(pt.y-0.5f);
// Map Z to Near..Far.
// Z IN is 1/Z, and is in 0..1.
// inverse to 1..0.
pt.z= 1-pt.z;
// Map ret.z to 1/Far..1/Near.
pt.z= 1/Far+(1/Near-1/Far)*pt.z;
// Inverse, so ret.z E Near..Far.
pt.z= 1/pt.z;
// Actually, pt.z==w, homogenous coordinate.
// unproject
if(Perspective)
{
// w of homogenous coordinate.
float Wh;
float Zin;
Wh= pt.z;
Zin= -pt.z;
// unproject. (Projection is: x'= x/w. y'= y/w).
pt.x= pt.x*Wh;
pt.y= pt.y*Wh;
ret.x= (pt.x*w-decalX*Zin)/(2*Near);
ret.y= (pt.y*h-decalY*Zin)/(2*Near);
ret.z= Zin;
}
else
{
// NOT DONE YET.
nlstop;
/*ret.x= (pt.x*w+decalX)/2;
ret.y= (pt.y*h+decalY)/2;
*/
}
// Fast transform from openGL like axis.
pt =ret;
ret.x= pt.x;
ret.y= -pt.z;
ret.z= pt.y;
return ret;
}
// ***************************************************************************
CVector CFrustum::unProjectZ(const CVector &vec) const
{
CVector ret;
float decalX, decalY;
float w, h;
decalX= (Right+Left);
decalY= (Top+Bottom);
w= Right-Left;
h= Top-Bottom;
// vec is a vector in a left hand axis.
CVector pt;
pt.x= vec.x;
pt.y= vec.y;
pt.z= vec.z;
// Map it to -1..1
pt.x= 2*(pt.x-0.5f);
pt.y= 2*(pt.y-0.5f);
// unproject
if(Perspective)
{
// w of homogenous coordinate.
float Wh;
float Zin;
Wh= pt.z;
Zin= -pt.z;
// unproject. (Projection is: x'= x/w. y'= y/w).
pt.x= pt.x*Wh;
pt.y= pt.y*Wh;
ret.x= (pt.x*w-decalX*Zin)/(2*Near);
ret.y= (pt.y*h-decalY*Zin)/(2*Near);
ret.z= Zin;
}
else
{
// NOT DONE YET.
//nlstop;
/*ret.x= (pt.x*w+decalX)/2;
ret.y= (pt.y*h+decalY)/2;
*/
// Yoyo: crash avoid for lem
ret= vec;
}
// Fast transform from openGL like axis.
pt =ret;
ret.x= pt.x;
ret.y= -pt.z;
ret.z= pt.y;
return ret;
}
// ***************************************************************************
float CFrustum::getAspectRatio() const
{
float w= Right-Left;
float h= Top-Bottom;
if(h!=0)
return w/h;
else
return 1.f;
}
} // NL3D