mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-22 17:08:43 +00:00
320 lines
9.5 KiB
C++
320 lines
9.5 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];
|
|
}
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|