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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org
- Copyright (c) 2000-2011 Torus Knot Software Ltd
- 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 "OgreCamera.h"
- #include "OgreMath.h"
- #include "OgreMatrix3.h"
- #include "OgreAxisAlignedBox.h"
- #include "OgreSphere.h"
- #include "OgreException.h"
- #include "OgreRenderSystem.h"
- #if CM_PLATFORM == OGRE_PLATFORM_IPHONE
- #include "macUtils.h"
- #endif
- namespace Ogre {
- //-----------------------------------------------------------------------
- Camera::Camera( const String& name)
- : Frustum(name),
- mOrientation(Quaternion::IDENTITY),
- mPosition(Vector3::ZERO),
- mSceneDetail(PM_SOLID),
- mWindowSet(false),
- mLastViewport(0),
- mAutoAspectRatio(false),
- mCullFrustum(0)
- {
- // Reasonable defaults to camera params
- mFOVy = Radian(Math::PI/4.0f);
- mNearDist = 100.0f;
- mFarDist = 100000.0f;
- mAspect = 1.33333333333333f;
- mProjType = PT_PERSPECTIVE;
- setFixedYawAxis(true); // Default to fixed yaw, like freelook since most people expect this
- invalidateFrustum();
- invalidateView();
- // Init matrices
- mViewMatrix = Matrix4::ZERO;
- mProjMatrixRS = Matrix4::ZERO;
- }
- //-----------------------------------------------------------------------
- Camera::~Camera()
- {
- }
- //-----------------------------------------------------------------------
- void Camera::setPolygonMode(PolygonMode sd)
- {
- mSceneDetail = sd;
- }
- //-----------------------------------------------------------------------
- PolygonMode Camera::getPolygonMode(void) const
- {
- return mSceneDetail;
- }
- //-----------------------------------------------------------------------
- void Camera::setPosition(Real x, Real y, Real z)
- {
- mPosition.x = x;
- mPosition.y = y;
- mPosition.z = z;
- invalidateView();
- }
- //-----------------------------------------------------------------------
- void Camera::setPosition(const Vector3& vec)
- {
- mPosition = vec;
- invalidateView();
- }
- //-----------------------------------------------------------------------
- const Vector3& Camera::getPosition(void) const
- {
- return mPosition;
- }
- //-----------------------------------------------------------------------
- void Camera::move(const Vector3& vec)
- {
- mPosition = mPosition + vec;
- invalidateView();
- }
- //-----------------------------------------------------------------------
- void Camera::moveRelative(const Vector3& vec)
- {
- // Transform the axes of the relative vector by camera's local axes
- Vector3 trans = mOrientation * vec;
- mPosition = mPosition + trans;
- invalidateView();
- }
- //-----------------------------------------------------------------------
- void Camera::setDirection(Real x, Real y, Real z)
- {
- setDirection(Vector3(x,y,z));
- }
- //-----------------------------------------------------------------------
- void Camera::setDirection(const Vector3& vec)
- {
- // Do nothing if given a zero vector
- // (Replaced assert since this could happen with auto tracking camera and
- // camera passes through the lookAt point)
- if (vec == Vector3::ZERO) return;
- // Remember, camera points down -Z of local axes!
- // Therefore reverse direction of direction vector before determining local Z
- Vector3 zAdjustVec = -vec;
- zAdjustVec.normalise();
- Quaternion targetWorldOrientation;
- if( mYawFixed )
- {
- Vector3 xVec = mYawFixedAxis.crossProduct( zAdjustVec );
- xVec.normalise();
- Vector3 yVec = zAdjustVec.crossProduct( xVec );
- yVec.normalise();
- targetWorldOrientation.FromAxes( xVec, yVec, zAdjustVec );
- }
- else
- {
- // Get axes from current quaternion
- Vector3 axes[3];
- updateView();
- mRealOrientation.ToAxes(axes);
- Quaternion rotQuat;
- if ( (axes[2]+zAdjustVec).squaredLength() < 0.00005f)
- {
- // Oops, a 180 degree turn (infinite possible rotation axes)
- // Default to yaw i.e. use current UP
- rotQuat.FromAngleAxis(Radian(Math::PI), axes[1]);
- }
- else
- {
- // Derive shortest arc to new direction
- rotQuat = axes[2].getRotationTo(zAdjustVec);
- }
- targetWorldOrientation = rotQuat * mRealOrientation;
- }
- // transform to parent space
- // TODO PORT - Can't get orientation from parent until we hook it up properly as a Component
- // if (mParentNode)
- // {
- // mOrientation =
- // mParentNode->_getDerivedOrientation().Inverse() * targetWorldOrientation;
- // }
- //else
- {
- mOrientation = targetWorldOrientation;
- }
- // TODO If we have a fixed yaw axis, we mustn't break it by using the
- // shortest arc because this will sometimes cause a relative yaw
- // which will tip the camera
- invalidateView();
- }
- //-----------------------------------------------------------------------
- Vector3 Camera::getDirection(void) const
- {
- // Direction points down -Z by default
- return mOrientation * -Vector3::UNIT_Z;
- }
- //-----------------------------------------------------------------------
- Vector3 Camera::getUp(void) const
- {
- return mOrientation * Vector3::UNIT_Y;
- }
- //-----------------------------------------------------------------------
- Vector3 Camera::getRight(void) const
- {
- return mOrientation * Vector3::UNIT_X;
- }
- //-----------------------------------------------------------------------
- void Camera::lookAt(const Vector3& targetPoint)
- {
- updateView();
- this->setDirection(targetPoint - mRealPosition);
- }
- //-----------------------------------------------------------------------
- void Camera::lookAt( Real x, Real y, Real z )
- {
- Vector3 vTemp( x, y, z );
- this->lookAt(vTemp);
- }
- //-----------------------------------------------------------------------
- void Camera::roll(const Radian& angle)
- {
- // Rotate around local Z axis
- Vector3 zAxis = mOrientation * Vector3::UNIT_Z;
- rotate(zAxis, angle);
- invalidateView();
- }
- //-----------------------------------------------------------------------
- void Camera::yaw(const Radian& angle)
- {
- Vector3 yAxis;
- if (mYawFixed)
- {
- // Rotate around fixed yaw axis
- yAxis = mYawFixedAxis;
- }
- else
- {
- // Rotate around local Y axis
- yAxis = mOrientation * Vector3::UNIT_Y;
- }
- rotate(yAxis, angle);
- invalidateView();
- }
- //-----------------------------------------------------------------------
- void Camera::pitch(const Radian& angle)
- {
- // Rotate around local X axis
- Vector3 xAxis = mOrientation * Vector3::UNIT_X;
- rotate(xAxis, angle);
- invalidateView();
- }
- //-----------------------------------------------------------------------
- void Camera::rotate(const Vector3& axis, const Radian& angle)
- {
- Quaternion q;
- q.FromAngleAxis(angle,axis);
- rotate(q);
- }
- //-----------------------------------------------------------------------
- void Camera::rotate(const Quaternion& q)
- {
- // Note the order of the mult, i.e. q comes after
- // Normalise the quat to avoid cumulative problems with precision
- Quaternion qnorm = q;
- qnorm.normalise();
- mOrientation = qnorm * mOrientation;
- invalidateView();
- }
- //-----------------------------------------------------------------------
- bool Camera::isViewOutOfDate(void) const
- {
- // Overridden from Frustum to use local orientation / position offsets
- // Attached to node?
- // TODO PORT - Can't get orientation/position from parent until we hook it up properly as a Component
- //if (mParentNode != 0)
- //{
- // if (mRecalcView ||
- // mParentNode->_getDerivedOrientation() != mLastParentOrientation ||
- // mParentNode->_getDerivedPosition() != mLastParentPosition)
- // {
- // // Ok, we're out of date with SceneNode we're attached to
- // mLastParentOrientation = mParentNode->_getDerivedOrientation();
- // mLastParentPosition = mParentNode->_getDerivedPosition();
- // mRealOrientation = mLastParentOrientation * mOrientation;
- // mRealPosition = (mLastParentOrientation * mPosition) + mLastParentPosition;
- // mRecalcView = true;
- // mRecalcWindow = true;
- // }
- //}
- //else
- {
- // Rely on own updates
- mRealOrientation = mOrientation;
- mRealPosition = mPosition;
- }
- // Deriving reflected orientation / position
- if (mRecalcView)
- {
- mDerivedOrientation = mRealOrientation;
- mDerivedPosition = mRealPosition;
- }
- return mRecalcView;
- }
- // -------------------------------------------------------------------
- void Camera::invalidateView() const
- {
- mRecalcWindow = true;
- Frustum::invalidateView();
- }
- // -------------------------------------------------------------------
- void Camera::invalidateFrustum(void) const
- {
- mRecalcWindow = true;
- Frustum::invalidateFrustum();
- }
- //-----------------------------------------------------------------------
- void Camera::_renderScene(Viewport *vp, bool includeOverlays)
- {
- // TODO PORT - I'm not going to be rendering the scene like this (yet), but I think I will do it eventually
- //mSceneMgr->_renderScene(this, vp, includeOverlays);
- }
- //-----------------------------------------------------------------------
- void Camera::setFixedYawAxis(bool useFixed, const Vector3& fixedAxis)
- {
- mYawFixed = useFixed;
- mYawFixedAxis = fixedAxis;
- }
- //-----------------------------------------------------------------------
- const Quaternion& Camera::getOrientation(void) const
- {
- return mOrientation;
- }
- //-----------------------------------------------------------------------
- void Camera::setOrientation(const Quaternion& q)
- {
- mOrientation = q;
- mOrientation.normalise();
- invalidateView();
- }
- //-----------------------------------------------------------------------
- const Quaternion& Camera::getDerivedOrientation(void) const
- {
- updateView();
- return mDerivedOrientation;
- }
- //-----------------------------------------------------------------------
- const Vector3& Camera::getDerivedPosition(void) const
- {
- updateView();
- return mDerivedPosition;
- }
- //-----------------------------------------------------------------------
- Vector3 Camera::getDerivedDirection(void) const
- {
- // Direction points down -Z
- updateView();
- return mDerivedOrientation * Vector3::NEGATIVE_UNIT_Z;
- }
- //-----------------------------------------------------------------------
- Vector3 Camera::getDerivedUp(void) const
- {
- updateView();
- return mDerivedOrientation * Vector3::UNIT_Y;
- }
- //-----------------------------------------------------------------------
- Vector3 Camera::getDerivedRight(void) const
- {
- updateView();
- return mDerivedOrientation * Vector3::UNIT_X;
- }
- //-----------------------------------------------------------------------
- const Quaternion& Camera::getRealOrientation(void) const
- {
- updateView();
- return mRealOrientation;
- }
- //-----------------------------------------------------------------------
- const Vector3& Camera::getRealPosition(void) const
- {
- updateView();
- return mRealPosition;
- }
- //-----------------------------------------------------------------------
- Vector3 Camera::getRealDirection(void) const
- {
- // Direction points down -Z
- updateView();
- return mRealOrientation * Vector3::NEGATIVE_UNIT_Z;
- }
- //-----------------------------------------------------------------------
- Vector3 Camera::getRealUp(void) const
- {
- updateView();
- return mRealOrientation * Vector3::UNIT_Y;
- }
- //-----------------------------------------------------------------------
- Vector3 Camera::getRealRight(void) const
- {
- updateView();
- return mRealOrientation * Vector3::UNIT_X;
- }
- //-----------------------------------------------------------------------
- Ray Camera::getCameraToViewportRay(Real screenX, Real screenY) const
- {
- Ray ret;
- getCameraToViewportRay(screenX, screenY, &ret);
- return ret;
- }
- //---------------------------------------------------------------------
- void Camera::getCameraToViewportRay(Real screenX, Real screenY, Ray* outRay) const
- {
- Matrix4 inverseVP = (getProjectionMatrix() * getViewMatrix(true)).inverse();
- #if OGRE_NO_VIEWPORT_ORIENTATIONMODE == 0
- // We need to convert screen point to our oriented viewport (temp solution)
- Real tX = screenX; Real a = getOrientationMode() * Math::HALF_PI;
- screenX = Math::Cos(a) * (tX-0.5f) + Math::Sin(a) * (screenY-0.5f) + 0.5f;
- screenY = Math::Sin(a) * (tX-0.5f) + Math::Cos(a) * (screenY-0.5f) + 0.5f;
- if ((int)getOrientationMode()&1) screenY = 1.f - screenY;
- #endif
- Real nx = (2.0f * screenX) - 1.0f;
- Real ny = 1.0f - (2.0f * screenY);
- Vector3 nearPoint(nx, ny, -1.f);
- // Use midPoint rather than far point to avoid issues with infinite projection
- Vector3 midPoint (nx, ny, 0.0f);
- // Get ray origin and ray target on near plane in world space
- Vector3 rayOrigin, rayTarget;
-
- rayOrigin = inverseVP * nearPoint;
- rayTarget = inverseVP * midPoint;
- Vector3 rayDirection = rayTarget - rayOrigin;
- rayDirection.normalise();
- outRay->setOrigin(rayOrigin);
- outRay->setDirection(rayDirection);
- }
- // -------------------------------------------------------------------
- void Camera::setWindow (Real Left, Real Top, Real Right, Real Bottom)
- {
- mWLeft = Left;
- mWTop = Top;
- mWRight = Right;
- mWBottom = Bottom;
- mWindowSet = true;
- mRecalcWindow = true;
- }
- // -------------------------------------------------------------------
- void Camera::resetWindow ()
- {
- mWindowSet = false;
- }
- // -------------------------------------------------------------------
- void Camera::setWindowImpl() const
- {
- if (!mWindowSet || !mRecalcWindow)
- return;
- // Calculate general projection parameters
- Real vpLeft, vpRight, vpBottom, vpTop;
- calcProjectionParameters(vpLeft, vpRight, vpBottom, vpTop);
- Real vpWidth = vpRight - vpLeft;
- Real vpHeight = vpTop - vpBottom;
- Real wvpLeft = vpLeft + mWLeft * vpWidth;
- Real wvpRight = vpLeft + mWRight * vpWidth;
- Real wvpTop = vpTop - mWTop * vpHeight;
- Real wvpBottom = vpTop - mWBottom * vpHeight;
- Vector3 vp_ul (wvpLeft, wvpTop, -mNearDist);
- Vector3 vp_ur (wvpRight, wvpTop, -mNearDist);
- Vector3 vp_bl (wvpLeft, wvpBottom, -mNearDist);
- Vector3 vp_br (wvpRight, wvpBottom, -mNearDist);
- Matrix4 inv = mViewMatrix.inverseAffine();
- Vector3 vw_ul = inv.transformAffine(vp_ul);
- Vector3 vw_ur = inv.transformAffine(vp_ur);
- Vector3 vw_bl = inv.transformAffine(vp_bl);
- Vector3 vw_br = inv.transformAffine(vp_br);
- mWindowClipPlanes.clear();
- if (mProjType == PT_PERSPECTIVE)
- {
- Vector3 position = getPositionForViewUpdate();
- mWindowClipPlanes.push_back(Plane(position, vw_bl, vw_ul));
- mWindowClipPlanes.push_back(Plane(position, vw_ul, vw_ur));
- mWindowClipPlanes.push_back(Plane(position, vw_ur, vw_br));
- mWindowClipPlanes.push_back(Plane(position, vw_br, vw_bl));
- }
- else
- {
- Vector3 x_axis(inv[0][0], inv[0][1], inv[0][2]);
- Vector3 y_axis(inv[1][0], inv[1][1], inv[1][2]);
- x_axis.normalise();
- y_axis.normalise();
- mWindowClipPlanes.push_back(Plane( x_axis, vw_bl));
- mWindowClipPlanes.push_back(Plane(-x_axis, vw_ur));
- mWindowClipPlanes.push_back(Plane( y_axis, vw_bl));
- mWindowClipPlanes.push_back(Plane(-y_axis, vw_ur));
- }
- mRecalcWindow = false;
- }
- // -------------------------------------------------------------------
- const vector<Plane>::type& Camera::getWindowPlanes(void) const
- {
- updateView();
- setWindowImpl();
- return mWindowClipPlanes;
- }
- // -------------------------------------------------------------------
- Real Camera::getBoundingRadius(void) const
- {
- // return a little bigger than the near distance
- // just to keep things just outside
- return mNearDist * 1.5f;
- }
- //-----------------------------------------------------------------------
- const Vector3& Camera::getPositionForViewUpdate(void) const
- {
- // Note no update, because we're calling this from the update!
- return mRealPosition;
- }
- //-----------------------------------------------------------------------
- const Quaternion& Camera::getOrientationForViewUpdate(void) const
- {
- return mRealOrientation;
- }
- //-----------------------------------------------------------------------
- bool Camera::getAutoAspectRatio(void) const
- {
- return mAutoAspectRatio;
- }
- //-----------------------------------------------------------------------
- void Camera::setAutoAspectRatio(bool autoratio)
- {
- mAutoAspectRatio = autoratio;
- }
- //-----------------------------------------------------------------------
- bool Camera::isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy) const
- {
- if (mCullFrustum)
- {
- return mCullFrustum->isVisible(bound, culledBy);
- }
- else
- {
- return Frustum::isVisible(bound, culledBy);
- }
- }
- //-----------------------------------------------------------------------
- bool Camera::isVisible(const Sphere& bound, FrustumPlane* culledBy) const
- {
- if (mCullFrustum)
- {
- return mCullFrustum->isVisible(bound, culledBy);
- }
- else
- {
- return Frustum::isVisible(bound, culledBy);
- }
- }
- //-----------------------------------------------------------------------
- bool Camera::isVisible(const Vector3& vert, FrustumPlane* culledBy) const
- {
- if (mCullFrustum)
- {
- return mCullFrustum->isVisible(vert, culledBy);
- }
- else
- {
- return Frustum::isVisible(vert, culledBy);
- }
- }
- //-----------------------------------------------------------------------
- const Vector3* Camera::getWorldSpaceCorners(void) const
- {
- if (mCullFrustum)
- {
- return mCullFrustum->getWorldSpaceCorners();
- }
- else
- {
- return Frustum::getWorldSpaceCorners();
- }
- }
- //-----------------------------------------------------------------------
- const Plane& Camera::getFrustumPlane( unsigned short plane ) const
- {
- if (mCullFrustum)
- {
- return mCullFrustum->getFrustumPlane(plane);
- }
- else
- {
- return Frustum::getFrustumPlane(plane);
- }
- }
- //-----------------------------------------------------------------------
- bool Camera::projectSphere(const Sphere& sphere,
- Real* left, Real* top, Real* right, Real* bottom) const
- {
- if (mCullFrustum)
- {
- return mCullFrustum->projectSphere(sphere, left, top, right, bottom);
- }
- else
- {
- return Frustum::projectSphere(sphere, left, top, right, bottom);
- }
- }
- //-----------------------------------------------------------------------
- Real Camera::getNearClipDistance(void) const
- {
- if (mCullFrustum)
- {
- return mCullFrustum->getNearClipDistance();
- }
- else
- {
- return Frustum::getNearClipDistance();
- }
- }
- //-----------------------------------------------------------------------
- Real Camera::getFarClipDistance(void) const
- {
- if (mCullFrustum)
- {
- return mCullFrustum->getFarClipDistance();
- }
- else
- {
- return Frustum::getFarClipDistance();
- }
- }
- //-----------------------------------------------------------------------
- const Matrix4& Camera::getViewMatrix(void) const
- {
- if (mCullFrustum)
- {
- return mCullFrustum->getViewMatrix();
- }
- else
- {
- return Frustum::getViewMatrix();
- }
- }
- //-----------------------------------------------------------------------
- const Matrix4& Camera::getViewMatrix(bool ownFrustumOnly) const
- {
- if (ownFrustumOnly)
- {
- return Frustum::getViewMatrix();
- }
- else
- {
- return getViewMatrix();
- }
- }
- //-----------------------------------------------------------------------
- //_______________________________________________________
- //| |
- //| getRayForwardIntersect |
- //| ----------------------------- |
- //| get the intersections of frustum rays with a plane |
- //| of interest. The plane is assumed to have constant |
- //| z. If this is not the case, rays |
- //| should be rotated beforehand to work in a |
- //| coordinate system in which this is true. |
- //|_____________________________________________________|
- //
- vector<Vector4>::type Camera::getRayForwardIntersect(const Vector3& anchor, const Vector3 *dir, Real planeOffset) const
- {
- vector<Vector4>::type res;
- if(!dir)
- return res;
- int infpt[4] = {0, 0, 0, 0}; // 0=finite, 1=infinite, 2=straddles infinity
- Vector3 vec[4];
- // find how much the anchor point must be displaced in the plane's
- // constant variable
- Real delta = planeOffset - anchor.z;
- // now set the intersection point and note whether it is a
- // point at infinity or straddles infinity
- unsigned int i;
- for (i=0; i<4; i++)
- {
- Real test = dir[i].z * delta;
- if (test == 0.0) {
- vec[i] = dir[i];
- infpt[i] = 1;
- }
- else {
- Real lambda = delta / dir[i].z;
- vec[i] = anchor + (lambda * dir[i]);
- if(test < 0.0)
- infpt[i] = 2;
- }
- }
- for (i=0; i<4; i++)
- {
- // store the finite intersection points
- if (infpt[i] == 0)
- res.push_back(Vector4(vec[i].x, vec[i].y, vec[i].z, 1.0));
- else
- {
- // handle the infinite points of intersection;
- // cases split up into the possible frustum planes
- // pieces which may contain a finite intersection point
- int nextind = (i+1) % 4;
- int prevind = (i+3) % 4;
- if ((infpt[prevind] == 0) || (infpt[nextind] == 0))
- {
- if (infpt[i] == 1)
- res.push_back(Vector4(vec[i].x, vec[i].y, vec[i].z, 0.0));
- else
- {
- // handle the intersection points that straddle infinity (back-project)
- if(infpt[prevind] == 0)
- {
- Vector3 temp = vec[prevind] - vec[i];
- res.push_back(Vector4(temp.x, temp.y, temp.z, 0.0));
- }
- if(infpt[nextind] == 0)
- {
- Vector3 temp = vec[nextind] - vec[i];
- res.push_back(Vector4(temp.x, temp.y, temp.z, 0.0));
- }
- }
- } // end if we need to add an intersection point to the list
- } // end if infinite point needs to be considered
- } // end loop over frustun corners
- // we end up with either 0, 3, 4, or 5 intersection points
- return res;
- }
- //_______________________________________________________
- //| |
- //| forwardIntersect |
- //| ----------------------------- |
- //| Forward intersect the camera's frustum rays with |
- //| a specified plane of interest. |
- //| Note that if the frustum rays shoot out and would |
- //| back project onto the plane, this means the forward |
- //| intersection of the frustum would occur at the |
- //| line at infinity. |
- //|_____________________________________________________|
- //
- void Camera::forwardIntersect(const Plane& worldPlane, vector<Vector4>::type* intersect3d) const
- {
- if(!intersect3d)
- return;
- Vector3 trCorner = getWorldSpaceCorners()[0];
- Vector3 tlCorner = getWorldSpaceCorners()[1];
- Vector3 blCorner = getWorldSpaceCorners()[2];
- Vector3 brCorner = getWorldSpaceCorners()[3];
- // need some sort of rotation that will bring the plane normal to the z axis
- Plane pval = worldPlane;
- if(pval.normal.z < 0.0)
- {
- pval.normal *= -1.0;
- pval.d *= -1.0;
- }
- Quaternion invPlaneRot = pval.normal.getRotationTo(Vector3::UNIT_Z);
- // get rotated light
- Vector3 lPos = invPlaneRot * getDerivedPosition();
- Vector3 vec[4];
- vec[0] = invPlaneRot * trCorner - lPos;
- vec[1] = invPlaneRot * tlCorner - lPos;
- vec[2] = invPlaneRot * blCorner - lPos;
- vec[3] = invPlaneRot * brCorner - lPos;
- // compute intersection points on plane
- vector<Vector4>::type iPnt = getRayForwardIntersect(lPos, vec, -pval.d);
- // return wanted data
- if(intersect3d)
- {
- Quaternion planeRot = invPlaneRot.Inverse();
- (*intersect3d).clear();
- for(unsigned int i=0; i<iPnt.size(); i++)
- {
- Vector3 intersection = planeRot * Vector3(iPnt[i].x, iPnt[i].y, iPnt[i].z);
- (*intersect3d).push_back(Vector4(intersection.x, intersection.y, intersection.z, iPnt[i].w));
- }
- }
- }
- //-----------------------------------------------------------------------
- void Camera::synchroniseBaseSettingsWith(const Camera* cam)
- {
- this->setPosition(cam->getPosition());
- this->setProjectionType(cam->getProjectionType());
- this->setOrientation(cam->getOrientation());
- this->setAspectRatio(cam->getAspectRatio());
- this->setNearClipDistance(cam->getNearClipDistance());
- this->setFarClipDistance(cam->getFarClipDistance());
- this->setFOVy(cam->getFOVy());
- this->setFocalLength(cam->getFocalLength());
- // Don't do these, they're not base settings and can cause referencing issues
- //this->setLodCamera(cam->getLodCamera());
- //this->setCullingFrustum(cam->getCullingFrustum());
- }
- } // namespace Ogre
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