// // Copyright (c) 2008-2014 the Urho3D project. // // 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 "Precompiled.h" #include "Camera.h" #include "Graphics.h" #include "Log.h" #include "Renderer.h" #include "RenderPath.h" #include "ResourceCache.h" #include "Scene.h" #include "View.h" #include "Viewport.h" #include "XMLFile.h" #include "DebugNew.h" namespace Urho3D { Viewport::Viewport(Context* context) : Object(context), rect_(IntRect::ZERO), drawDebug_(true) { SetRenderPath((RenderPath*)0); } Viewport::Viewport(Context* context, Scene* scene, Camera* camera, RenderPath* renderPath) : Object(context), scene_(scene), camera_(camera), rect_(IntRect::ZERO), drawDebug_(true) { SetRenderPath(renderPath); } Viewport::Viewport(Context* context, Scene* scene, Camera* camera, const IntRect& rect, RenderPath* renderPath) : Object(context), scene_(scene), camera_(camera), rect_(rect), drawDebug_(true) { SetRenderPath(renderPath); } Viewport::~Viewport() { } void Viewport::SetScene(Scene* scene) { scene_ = scene; } void Viewport::SetCamera(Camera* camera) { camera_ = camera; } void Viewport::SetRect(const IntRect& rect) { rect_ = rect; } void Viewport::SetDrawDebug(bool enable) { drawDebug_ = enable; } void Viewport::SetRenderPath(RenderPath* renderPath) { if (renderPath) renderPath_ = renderPath; else { Renderer* renderer = GetSubsystem(); if (renderer) renderPath_ = renderer->GetDefaultRenderPath(); } } void Viewport::SetRenderPath(XMLFile* file) { SharedPtr newRenderPath(new RenderPath()); if (newRenderPath->Load(file)) renderPath_ = newRenderPath; } Scene* Viewport::GetScene() const { return scene_; } Camera* Viewport::GetCamera() const { return camera_; } View* Viewport::GetView() const { return view_; } RenderPath* Viewport::GetRenderPath() const { return renderPath_; } Ray Viewport::GetScreenRay(int x, int y) const { if (!camera_) return Ray(); float screenX; float screenY; if (rect_ == IntRect::ZERO) { Graphics* graphics = GetSubsystem(); screenX = (float)x / (float)graphics->GetWidth(); screenY = (float)y / (float)graphics->GetHeight(); } else { screenX = float(x - rect_.left_) / (float)rect_.Width(); screenY = float(y - rect_.top_) / (float)rect_.Height(); } return camera_->GetScreenRay(screenX, screenY); } IntVector2 Viewport::WorldToScreenPoint(const Vector3& worldPos) const { if (!camera_) return IntVector2::ZERO; Vector2 screenPoint = camera_->WorldToScreenPoint(worldPos); int x; int y; if (rect_ == IntRect::ZERO) { Graphics* graphics = GetSubsystem(); x = (int)(screenPoint.x_ * graphics->GetWidth()); y = (int)(screenPoint.y_ * graphics->GetHeight()); } else { x = (int)(rect_.left_ + screenPoint.x_ * rect_.Width()); y = (int)(rect_.top_ + screenPoint.y_ * rect_.Height()); } return IntVector2(x, y); } Vector3 Viewport::ScreenToWorldPoint(int x, int y, float depth) const { if (!camera_) return Vector3::ZERO; float screenX; float screenY; if (rect_ == IntRect::ZERO) { Graphics* graphics = GetSubsystem(); screenX = (float)x / (float)graphics->GetWidth(); screenY = (float)y / (float)graphics->GetHeight(); } else { screenX = float(x - rect_.left_) / (float)rect_.Width(); screenY = float(y - rect_.top_) / (float)rect_.Height(); } return camera_->ScreenToWorldPoint(Vector3(screenX, screenY, depth)); } void Viewport::AllocateView() { view_ = new View(context_); } }