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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "T3D/components/camera/cameracomponent.h"
- #include "T3D/components/camera/cameraComponent_ScriptBinding.h"
- #include "platform/platform.h"
- #include "console/consoleTypes.h"
- #include "core/util/safeDelete.h"
- #include "core/resourceManager.h"
- #include "core/stream/fileStream.h"
- #include "console/consoleTypes.h"
- #include "console/consoleObject.h"
- #include "ts/tsShapeInstance.h"
- #include "core/stream/bitStream.h"
- #include "gfx/gfxTransformSaver.h"
- #include "console/engineAPI.h"
- #include "lighting/lightQuery.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "T3D/gameFunctions.h"
- #include "math/mathUtils.h"
- #include "T3D/components/render/renderComponentInterface.h"
- IMPLEMENT_CALLBACK( CameraComponent, validateCameraFov, F32, (F32 fov), (fov),
- "@brief Called on the server when the client has requested a FOV change.\n\n"
- "When the client requests that its field of view should be changed (because "
- "they want to use a sniper scope, for example) this new FOV needs to be validated "
- "by the server. This method is called if it exists (it is optional) to validate "
- "the requested FOV, and modify it if necessary. This could be as simple as checking "
- "that the FOV falls within a correct range, to making sure that the FOV matches the "
- "capabilities of the current weapon.\n\n"
- "Following this method, ShapeBase ensures that the given FOV still falls within "
- "the datablock's mCameraMinFov and mCameraMaxFov. If that is good enough for your "
- "purposes, then you do not need to define the validateCameraFov() callback for "
- "your ShapeBase.\n\n"
- "@param fov The FOV that has been requested by the client.\n"
- "@return The FOV as validated by the server.\n\n"
- "@see ShapeBaseData\n\n");
- //////////////////////////////////////////////////////////////////////////
- // Constructor/Destructor
- //////////////////////////////////////////////////////////////////////////
- CameraComponent::CameraComponent() : Component()
- {
- mClientScreen = Point2F(1, 1);
- mCameraFov = mCameraDefaultFov = 80;
- mCameraMinFov = 5;
- mCameraMaxFov = 175;
- mTargetNodeIdx = -1;
- mPosOffset = Point3F(0, 0, 0);
- mRotOffset = EulerF(0, 0, 0);
- mTargetNode = "";
- mUseParentTransform = true;
- mFriendlyName = "Camera(Component)";
- }
- CameraComponent::~CameraComponent()
- {
- for(S32 i = 0;i < mFields.size();++i)
- {
- ComponentField &field = mFields[i];
- SAFE_DELETE_ARRAY(field.mFieldDescription);
- }
- SAFE_DELETE_ARRAY(mDescription);
- }
- IMPLEMENT_CO_NETOBJECT_V1(CameraComponent);
- bool CameraComponent::onAdd()
- {
- if(! Parent::onAdd())
- return false;
- return true;
- }
- void CameraComponent::onRemove()
- {
- Parent::onRemove();
- }
- void CameraComponent::initPersistFields()
- {
- Parent::initPersistFields();
- addProtectedField("FOV", TypeF32, Offset(mCameraFov, CameraComponent), &_setCameraFov, defaultProtectedGetFn, "");
- addField("MinFOV", TypeF32, Offset(mCameraMinFov, CameraComponent), "");
- addField("MaxFOV", TypeF32, Offset(mCameraMaxFov, CameraComponent), "");
- addField("ScreenAspect", TypePoint2I, Offset(mClientScreen, CameraComponent), "");
- addProtectedField("targetNode", TypeString, Offset(mTargetNode, CameraComponent), &_setNode, defaultProtectedGetFn, "");
- addProtectedField("positionOffset", TypePoint3F, Offset(mPosOffset, CameraComponent), &_setPosOffset, defaultProtectedGetFn, "");
- addProtectedField("rotationOffset", TypeRotationF, Offset(mRotOffset, CameraComponent), &_setRotOffset, defaultProtectedGetFn, "");
- addField("useParentTransform", TypeBool, Offset(mUseParentTransform, CameraComponent), "");
- }
- bool CameraComponent::_setNode(void *object, const char *index, const char *data)
- {
- CameraComponent *mcc = static_cast<CameraComponent*>(object);
-
- mcc->mTargetNode = StringTable->insert(data);
- mcc->setMaskBits(OffsetMask);
- return true;
- }
- bool CameraComponent::_setPosOffset(void *object, const char *index, const char *data)
- {
- CameraComponent *mcc = static_cast<CameraComponent*>(object);
-
- if (mcc)
- {
- Point3F pos;
- Con::setData(TypePoint3F, &pos, 0, 1, &data);
- mcc->mPosOffset = pos;
- mcc->setMaskBits(OffsetMask);
- return true;
- }
- return false;
- }
- bool CameraComponent::_setRotOffset(void *object, const char *index, const char *data)
- {
- CameraComponent *mcc = static_cast<CameraComponent*>(object);
- if (mcc)
- {
- RotationF rot;
- Con::setData(TypeRotationF, &rot, 0, 1, &data);
- mcc->mRotOffset = rot;
- mcc->setMaskBits(OffsetMask);
- return true;
- }
- return false;
- }
- bool CameraComponent::isValidCameraFov(F32 fov)
- {
- return((fov >= mCameraMinFov) && (fov <= mCameraMaxFov));
- }
- bool CameraComponent::_setCameraFov(void *object, const char *index, const char *data)
- {
- CameraComponent *cCI = static_cast<CameraComponent*>(object);
- cCI->setCameraFov(dAtof(data));
- return true;
- }
- void CameraComponent::setCameraFov(F32 fov)
- {
- mCameraFov = mClampF(fov, mCameraMinFov, mCameraMaxFov);
- if (isClientObject())
- GameSetCameraTargetFov(mCameraFov);
- if (isServerObject())
- setMaskBits(FOVMask);
- }
- void CameraComponent::onCameraScopeQuery(NetConnection *cr, CameraScopeQuery * query)
- {
- // update the camera query
- query->camera = this;
- if(GameConnection * con = dynamic_cast<GameConnection*>(cr))
- {
- // get the fov from the connection (in deg)
- F32 fov;
- if (con->getControlCameraFov(&fov))
- {
- query->fov = mDegToRad(fov/2);
- query->sinFov = mSin(query->fov);
- query->cosFov = mCos(query->fov);
- }
- else
- {
- query->fov = mDegToRad(mCameraFov/2);
- query->sinFov = mSin(query->fov);
- query->cosFov = mCos(query->fov);
- }
- }
- // use eye rather than camera transform (good enough and faster)
- MatrixF camTransform = mOwner->getTransform();
- camTransform.getColumn(3, &query->pos);
- camTransform.getColumn(1, &query->orientation);
- // Get the visible distance.
- if (mOwner->getSceneManager() != NULL)
- query->visibleDistance = mOwner->getSceneManager()->getVisibleDistance();
- }
- bool CameraComponent::getCameraTransform(F32* pos,MatrixF* mat)
- {
- // Returns camera to world space transform
- // Handles first person / third person camera position
- bool isServer = isServerObject();
- if (mTargetNodeIdx == -1)
- {
- if (mUseParentTransform)
- {
- MatrixF rMat = mOwner->getRenderTransform();
- rMat.mul(mRotOffset.asMatrixF());
-
- mat->set(rMat.toEuler(), rMat.getPosition() + mPosOffset);
- }
- else
- {
- mat->set(mRotOffset.asEulerF(), mPosOffset);
- }
- return true;
- }
- else
- {
- RenderComponentInterface *renderInterface = mOwner->getComponent<RenderComponentInterface>();
- if (!renderInterface)
- return false;
- if (mUseParentTransform)
- {
- MatrixF rMat = mOwner->getRenderTransform();
- Point3F position = rMat.getPosition();
- RotationF rot = mRotOffset;
- if (mTargetNodeIdx != -1)
- {
- Point3F nodPos;
- MatrixF nodeTrans = renderInterface->getNodeTransform(mTargetNodeIdx);
- nodeTrans.getColumn(3, &nodPos);
- // Scale the camera position before applying the transform
- const Point3F& scale = mOwner->getScale();
- nodPos.convolve(scale);
- mOwner->getRenderTransform().mulP(nodPos, &position);
- nodeTrans.mul(rMat);
- rot = nodeTrans;
- }
- position += mPosOffset;
- MatrixF rotMat = rot.asMatrixF();
- MatrixF rotOffsetMat = mRotOffset.asMatrixF();
- rotMat.mul(rotOffsetMat);
- rot = RotationF(rotMat);
- mat->set(rot.asEulerF(), position);
- }
- else
- {
- MatrixF rMat = mOwner->getRenderTransform();
- Point3F position = rMat.getPosition();
- RotationF rot = mRotOffset;
- if (mTargetNodeIdx != -1)
- {
- Point3F nodPos;
- MatrixF nodeTrans = renderInterface->getNodeTransform(mTargetNodeIdx);
- nodeTrans.getColumn(3, &nodPos);
- // Scale the camera position before applying the transform
- const Point3F& scale = mOwner->getScale();
- nodPos.convolve(scale);
- position = nodPos;
- }
- position += mPosOffset;
- mat->set(rot.asEulerF(), position);
- }
- return true;
- }
- }
- void CameraComponent::getCameraParameters(F32 *min, F32* max, Point3F* off, MatrixF* rot)
- {
- *min = 0.2f;
- *max = 0.f;
- off->set(0, 0, 0);
- rot->identity();
- }
- U32 CameraComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
- {
- U32 retmask = Parent::packUpdate(con, mask, stream);
- if (stream->writeFlag(mask & FOVMask))
- {
- stream->write(mCameraFov);
- }
- if (stream->writeFlag(mask & OffsetMask))
- {
- RenderComponentInterface* renderInterface = getOwner()->getComponent<RenderComponentInterface>();
- if (renderInterface && renderInterface->getShape())
- {
- S32 nodeIndex = renderInterface->getShape()->findNode(mTargetNode);
- mTargetNodeIdx = nodeIndex;
- }
- stream->writeInt(mTargetNodeIdx, 32);
- //send offsets here
- stream->writeCompressedPoint(mPosOffset);
- stream->writeCompressedPoint(mRotOffset.asEulerF());
- stream->writeFlag(mUseParentTransform);
- }
- return retmask;
- }
- void CameraComponent::unpackUpdate(NetConnection *con, BitStream *stream)
- {
- Parent::unpackUpdate(con, stream);
- if (stream->readFlag())
- {
- F32 fov;
- stream->read(&fov);
- setCameraFov(fov);
- }
- if(stream->readFlag())
- {
- mTargetNodeIdx = stream->readInt(32);
- stream->readCompressedPoint(&mPosOffset);
- EulerF rot;
- stream->readCompressedPoint(&rot);
- mRotOffset = RotationF(rot);
- mUseParentTransform = stream->readFlag();
- }
- }
- void CameraComponent::setForwardVector(VectorF newForward, VectorF upVector)
- {
- MatrixF mat;
- F32 pos = 0;
- getCameraTransform(&pos, &mat);
- mPosOffset = mat.getPosition();
- VectorF up(0.0f, 0.0f, 1.0f);
- VectorF axisX;
- VectorF axisY = newForward;
- VectorF axisZ;
- if (upVector != VectorF::Zero)
- up = upVector;
- // Validate and normalize input:
- F32 lenSq;
- lenSq = axisY.lenSquared();
- if (lenSq < 0.000001f)
- {
- axisY.set(0.0f, 1.0f, 0.0f);
- Con::errorf("Entity::setForwardVector() - degenerate forward vector");
- }
- else
- {
- axisY /= mSqrt(lenSq);
- }
- lenSq = up.lenSquared();
- if (lenSq < 0.000001f)
- {
- up.set(0.0f, 0.0f, 1.0f);
- Con::errorf("SceneObject::setForwardVector() - degenerate up vector - too small");
- }
- else
- {
- up /= mSqrt(lenSq);
- }
- if (fabsf(mDot(up, axisY)) > 0.9999f)
- {
- Con::errorf("SceneObject::setForwardVector() - degenerate up vector - same as forward");
- // i haven't really tested this, but i think it generates something which should be not parallel to the previous vector:
- F32 tmp = up.x;
- up.x = -up.y;
- up.y = up.z;
- up.z = tmp;
- }
- // construct the remaining axes:
- mCross(axisY, up, &axisX);
- mCross(axisX, axisY, &axisZ);
- mat.setColumn(0, axisX);
- mat.setColumn(1, axisY);
- mat.setColumn(2, axisZ);
- mRotOffset = RotationF(mat.toEuler());
- mRotOffset.y = 0;
- setMaskBits(OffsetMask);
- }
- void CameraComponent::setPosition(Point3F newPos)
- {
- mPosOffset = newPos;
- setMaskBits(OffsetMask);
- }
- void CameraComponent::setRotation(RotationF newRot)
- {
- mRotOffset = newRot;
- setMaskBits(OffsetMask);
- }
- Frustum CameraComponent::getFrustum()
- {
- Frustum visFrustum;
- F32 left, right, top, bottom;
- F32 aspectRatio = mClientScreen.x / mClientScreen.y;
- visFrustum.set(false, mDegToRad(mCameraFov), aspectRatio, 0.1f, 1000, mOwner->getTransform());
- return visFrustum;
- }
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