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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #include "../Precompiled.h"
- #include "../Core/Context.h"
- #include "../Graphics/Camera.h"
- #include "../Graphics/DebugRenderer.h"
- #include "../Graphics/Drawable.h"
- #include "../Graphics/Graphics.h"
- #include "../Scene/Node.h"
- #include "../DebugNew.h"
- namespace Urho3D
- {
- extern const char* SCENE_CATEGORY;
- static const char* fillModeNames[] =
- {
- "Solid",
- "Wireframe",
- "Point",
- nullptr
- };
- static const Matrix4 flipMatrix(
- 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, -1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f
- );
- Camera::Camera(Context* context) :
- Component(context),
- viewDirty_(true),
- projectionDirty_(true),
- frustumDirty_(true),
- orthographic_(false),
- nearClip_(DEFAULT_NEARCLIP),
- farClip_(DEFAULT_FARCLIP),
- fov_(DEFAULT_CAMERA_FOV),
- orthoSize_(DEFAULT_ORTHOSIZE),
- aspectRatio_(1.0f),
- zoom_(1.0f),
- lodBias_(1.0f),
- viewMask_(DEFAULT_VIEWMASK),
- viewOverrideFlags_(VO_NONE),
- fillMode_(FILL_SOLID),
- projectionOffset_(Vector2::ZERO),
- reflectionPlane_(Plane::UP),
- clipPlane_(Plane::UP),
- autoAspectRatio_(true),
- flipVertical_(false),
- useReflection_(false),
- useClipping_(false),
- customProjection_(false)
- {
- reflectionMatrix_ = reflectionPlane_.ReflectionMatrix();
- }
- Camera::~Camera() = default;
- void Camera::RegisterObject(Context* context)
- {
- context->RegisterFactory<Camera>(SCENE_CATEGORY);
- URHO3D_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, true, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Near Clip", GetNearClip, SetNearClip, DEFAULT_NEARCLIP, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Far Clip", GetFarClip, SetFarClip, DEFAULT_FARCLIP, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("FOV", GetFov, SetFov, DEFAULT_CAMERA_FOV, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Aspect Ratio", GetAspectRatio, SetAspectRatioInternal, 1.0f, AM_DEFAULT);
- URHO3D_ENUM_ATTRIBUTE("Fill Mode", fillMode_, fillModeNames, FILL_SOLID, AM_DEFAULT);
- URHO3D_ATTRIBUTE("Auto Aspect Ratio", autoAspectRatio_, true, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Orthographic", IsOrthographic, SetOrthographic, false, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Orthographic Size", GetOrthoSize, SetOrthoSizeAttr, DEFAULT_ORTHOSIZE, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Zoom", GetZoom, SetZoom, 1.0f, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("LOD Bias", GetLodBias, SetLodBias, 1.0f, AM_DEFAULT);
- URHO3D_ATTRIBUTE("View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
- URHO3D_ATTRIBUTE("View Override Flags", viewOverrideFlags_.AsInteger(), VO_NONE, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Projection Offset", GetProjectionOffset, SetProjectionOffset, Vector2::ZERO, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Reflection Plane", GetReflectionPlaneAttr, SetReflectionPlaneAttr,
- Vector4(0.0f, 1.0f, 0.0f, 0.0f), AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Clip Plane", GetClipPlaneAttr, SetClipPlaneAttr, Vector4(0.0f, 1.0f, 0.0f, 0.0f),
- AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Use Reflection", GetUseReflection, SetUseReflection, false, AM_DEFAULT);
- URHO3D_ACCESSOR_ATTRIBUTE("Use Clipping", GetUseClipping, SetUseClipping, false, AM_DEFAULT);
- }
- void Camera::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
- {
- debug->AddFrustum(GetFrustum(), Color::WHITE, depthTest);
- }
- void Camera::SetNearClip(float nearClip)
- {
- nearClip_ = Max(nearClip, M_MIN_NEARCLIP);
- frustumDirty_ = true;
- projectionDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetFarClip(float farClip)
- {
- farClip_ = Max(farClip, M_MIN_NEARCLIP);
- frustumDirty_ = true;
- projectionDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetFov(float fov)
- {
- fov_ = Clamp(fov, 0.0f, M_MAX_FOV);
- frustumDirty_ = true;
- projectionDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetOrthoSize(float orthoSize)
- {
- orthoSize_ = orthoSize;
- aspectRatio_ = 1.0f;
- frustumDirty_ = true;
- projectionDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetOrthoSize(const Vector2& orthoSize)
- {
- autoAspectRatio_ = false;
- orthoSize_ = orthoSize.y_;
- aspectRatio_ = orthoSize.x_ / orthoSize.y_;
- frustumDirty_ = true;
- projectionDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetAspectRatio(float aspectRatio)
- {
- autoAspectRatio_ = false;
- SetAspectRatioInternal(aspectRatio);
- }
- void Camera::SetZoom(float zoom)
- {
- zoom_ = Max(zoom, M_EPSILON);
- frustumDirty_ = true;
- projectionDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetLodBias(float bias)
- {
- lodBias_ = Max(bias, M_EPSILON);
- MarkNetworkUpdate();
- }
- void Camera::SetViewMask(unsigned mask)
- {
- viewMask_ = mask;
- MarkNetworkUpdate();
- }
- void Camera::SetViewOverrideFlags(ViewOverrideFlags flags)
- {
- viewOverrideFlags_ = flags;
- MarkNetworkUpdate();
- }
- void Camera::SetFillMode(FillMode mode)
- {
- fillMode_ = mode;
- MarkNetworkUpdate();
- }
- void Camera::SetOrthographic(bool enable)
- {
- orthographic_ = enable;
- frustumDirty_ = true;
- projectionDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetAutoAspectRatio(bool enable)
- {
- autoAspectRatio_ = enable;
- MarkNetworkUpdate();
- }
- void Camera::SetProjectionOffset(const Vector2& offset)
- {
- projectionOffset_ = offset;
- projectionDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetUseReflection(bool enable)
- {
- useReflection_ = enable;
- viewDirty_ = true;
- frustumDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetReflectionPlane(const Plane& plane)
- {
- reflectionPlane_ = plane;
- reflectionMatrix_ = reflectionPlane_.ReflectionMatrix();
- viewDirty_ = true;
- frustumDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetUseClipping(bool enable)
- {
- useClipping_ = enable;
- projectionDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetClipPlane(const Plane& plane)
- {
- clipPlane_ = plane;
- MarkNetworkUpdate();
- }
- void Camera::SetFlipVertical(bool enable)
- {
- flipVertical_ = enable;
- MarkNetworkUpdate();
- }
- void Camera::SetProjection(const Matrix4& projection)
- {
- projection_ = projection;
- Matrix4 projInverse = projection_.Inverse();
- // Calculate the actual near & far clip from the custom matrix
- projNearClip_ = (projInverse * Vector3(0.0f, 0.0f, 0.0f)).z_;
- projFarClip_ = (projInverse * Vector3(0.0f, 0.0f, 1.0f)).z_;
- projectionDirty_ = false;
- autoAspectRatio_ = false;
- frustumDirty_ = true;
- customProjection_ = true;
- // Called due to autoAspectRatio changing state, the projection itself is not serialized
- MarkNetworkUpdate();
- }
- float Camera::GetNearClip() const
- {
- if (projectionDirty_)
- UpdateProjection();
- return projNearClip_;
- }
- float Camera::GetFarClip() const
- {
- if (projectionDirty_)
- UpdateProjection();
- return projFarClip_;
- }
- const Frustum& Camera::GetFrustum() const
- {
- // Use projection_ instead of GetProjection() so that Y-flip has no effect. Update first if necessary
- if (projectionDirty_)
- UpdateProjection();
- if (frustumDirty_)
- {
- if (customProjection_)
- frustum_.Define(projection_ * GetView());
- else
- {
- // If not using a custom projection, prefer calculating frustum from projection parameters instead of matrix
- // for better accuracy
- if (!orthographic_)
- frustum_.Define(fov_, aspectRatio_, zoom_, GetNearClip(), GetFarClip(), GetEffectiveWorldTransform());
- else
- frustum_.DefineOrtho(orthoSize_, aspectRatio_, zoom_, GetNearClip(), GetFarClip(), GetEffectiveWorldTransform());
- }
- frustumDirty_ = false;
- }
- return frustum_;
- }
- Frustum Camera::GetSplitFrustum(float nearClip, float farClip) const
- {
- if (projectionDirty_)
- UpdateProjection();
- nearClip = Max(nearClip, projNearClip_);
- farClip = Min(farClip, projFarClip_);
- if (farClip < nearClip)
- farClip = nearClip;
- Frustum ret;
- if (customProjection_)
- {
- // DefineSplit() needs to project the near & far distances, so can not use a combined view-projection matrix.
- // Transform to world space afterward instead
- ret.DefineSplit(projection_, nearClip, farClip);
- ret.Transform(GetEffectiveWorldTransform());
- }
- else
- {
- if (!orthographic_)
- ret.Define(fov_, aspectRatio_, zoom_, nearClip, farClip, GetEffectiveWorldTransform());
- else
- ret.DefineOrtho(orthoSize_, aspectRatio_, zoom_, nearClip, farClip, GetEffectiveWorldTransform());
- }
- return ret;
- }
- Frustum Camera::GetViewSpaceFrustum() const
- {
- if (projectionDirty_)
- UpdateProjection();
- Frustum ret;
- if (customProjection_)
- ret.Define(projection_);
- else
- {
- if (!orthographic_)
- ret.Define(fov_, aspectRatio_, zoom_, GetNearClip(), GetFarClip());
- else
- ret.DefineOrtho(orthoSize_, aspectRatio_, zoom_, GetNearClip(), GetFarClip());
- }
- return ret;
- }
- Frustum Camera::GetViewSpaceSplitFrustum(float nearClip, float farClip) const
- {
- if (projectionDirty_)
- UpdateProjection();
- nearClip = Max(nearClip, projNearClip_);
- farClip = Min(farClip, projFarClip_);
- if (farClip < nearClip)
- farClip = nearClip;
- Frustum ret;
- if (customProjection_)
- ret.DefineSplit(projection_, nearClip, farClip);
- else
- {
- if (!orthographic_)
- ret.Define(fov_, aspectRatio_, zoom_, nearClip, farClip);
- else
- ret.DefineOrtho(orthoSize_, aspectRatio_, zoom_, nearClip, farClip);
- }
- return ret;
- }
- Ray Camera::GetScreenRay(float x, float y) const
- {
- Ray ret;
- // If projection is invalid, just return a ray pointing forward
- if (!IsProjectionValid())
- {
- ret.origin_ = node_ ? node_->GetWorldPosition() : Vector3::ZERO;
- ret.direction_ = node_ ? node_->GetWorldDirection() : Vector3::FORWARD;
- return ret;
- }
- Matrix4 viewProjInverse = (GetProjection() * GetView()).Inverse();
- // The parameters range from 0.0 to 1.0. Expand to normalized device coordinates (-1.0 to 1.0) & flip Y axis
- x = 2.0f * x - 1.0f;
- y = 1.0f - 2.0f * y;
- Vector3 near(x, y, 0.0f);
- Vector3 far(x, y, 1.0f);
- ret.origin_ = viewProjInverse * near;
- ret.direction_ = ((viewProjInverse * far) - ret.origin_).Normalized();
- return ret;
- }
- Vector2 Camera::WorldToScreenPoint(const Vector3& worldPos) const
- {
- Vector3 eyeSpacePos = GetView() * worldPos;
- Vector2 ret;
- if (eyeSpacePos.z_ > 0.0f)
- {
- Vector3 screenSpacePos = GetProjection() * eyeSpacePos;
- ret.x_ = screenSpacePos.x_;
- ret.y_ = screenSpacePos.y_;
- }
- else
- {
- ret.x_ = (-eyeSpacePos.x_ > 0.0f) ? -1.0f : 1.0f;
- ret.y_ = (-eyeSpacePos.y_ > 0.0f) ? -1.0f : 1.0f;
- }
- ret.x_ = (ret.x_ / 2.0f) + 0.5f;
- ret.y_ = 1.0f - ((ret.y_ / 2.0f) + 0.5f);
- return ret;
- }
- Vector3 Camera::ScreenToWorldPoint(const Vector3& screenPos) const
- {
- Ray ray = GetScreenRay(screenPos.x_, screenPos.y_);
- Vector3 viewSpaceDir = (GetView() * Vector4(ray.direction_, 0.0f));
- float rayDistance = (Max(screenPos.z_ - GetNearClip(), 0.0f) / viewSpaceDir.z_);
- return ray.origin_ + ray.direction_ * rayDistance;
- }
- Matrix4 Camera::GetProjection() const
- {
- if (projectionDirty_)
- UpdateProjection();
- return flipVertical_ ? flipMatrix * projection_ : projection_;
- }
- Matrix4 Camera::GetGPUProjection() const
- {
- if (Graphics::GetGAPI() != GAPI_OPENGL)
- {
- return GetProjection(); // Already matches API-specific format
- }
- else
- {
- // See formulation for depth range conversion at http://www.ogre3d.org/forums/viewtopic.php?f=4&t=13357
- Matrix4 ret = GetProjection();
- ret.m20_ = 2.0f * ret.m20_ - ret.m30_;
- ret.m21_ = 2.0f * ret.m21_ - ret.m31_;
- ret.m22_ = 2.0f * ret.m22_ - ret.m32_;
- ret.m23_ = 2.0f * ret.m23_ - ret.m33_;
- return ret;
- }
- }
- void Camera::GetFrustumSize(Vector3& near, Vector3& far) const
- {
- Frustum viewSpaceFrustum = GetViewSpaceFrustum();
- near = viewSpaceFrustum.vertices_[0];
- far = viewSpaceFrustum.vertices_[4];
- /// \todo Necessary? Explain this
- if (flipVertical_)
- {
- near.y_ = -near.y_;
- far.y_ = -far.y_;
- }
- }
- float Camera::GetHalfViewSize() const
- {
- if (!orthographic_)
- return tanf(fov_ * M_DEGTORAD * 0.5f) / zoom_;
- else
- return orthoSize_ * 0.5f / zoom_;
- }
- float Camera::GetDistance(const Vector3& worldPos) const
- {
- if (!orthographic_)
- {
- const Vector3& cameraPos = node_ ? node_->GetWorldPosition() : Vector3::ZERO;
- return (worldPos - cameraPos).Length();
- }
- else
- return Abs((GetView() * worldPos).z_);
- }
- float Camera::GetDistanceSquared(const Vector3& worldPos) const
- {
- if (!orthographic_)
- {
- const Vector3& cameraPos = node_ ? node_->GetWorldPosition() : Vector3::ZERO;
- return (worldPos - cameraPos).LengthSquared();
- }
- else
- {
- float distance = (GetView() * worldPos).z_;
- return distance * distance;
- }
- }
- float Camera::GetLodDistance(float distance, float scale, float bias) const
- {
- float d = Max(lodBias_ * bias * scale * zoom_, M_EPSILON);
- if (!orthographic_)
- return distance / d;
- else
- return orthoSize_ / d;
- }
- Quaternion Camera::GetFaceCameraRotation(const Vector3& position, const Quaternion& rotation, FaceCameraMode mode, float minAngle)
- {
- if (!node_)
- return rotation;
- switch (mode)
- {
- case FC_ROTATE_XYZ:
- return node_->GetWorldRotation();
- case FC_ROTATE_Y:
- {
- Vector3 euler = rotation.EulerAngles();
- euler.y_ = node_->GetWorldRotation().EulerAngles().y_;
- return Quaternion(euler.x_, euler.y_, euler.z_);
- }
- case FC_LOOKAT_XYZ:
- {
- Quaternion lookAt;
- lookAt.FromLookRotation(position - node_->GetWorldPosition());
- return lookAt;
- }
- case FC_LOOKAT_Y:
- case FC_LOOKAT_MIXED:
- {
- // Mixed mode needs true look-at vector
- const Vector3 lookAtVec(position - node_->GetWorldPosition());
- // While Y-only lookat happens on an XZ plane to make sure there are no unwanted transitions or singularities
- const Vector3 lookAtVecXZ(lookAtVec.x_, 0.0f, lookAtVec.z_);
- Quaternion lookAt;
- lookAt.FromLookRotation(lookAtVecXZ);
- Vector3 euler = rotation.EulerAngles();
- if (mode == FC_LOOKAT_MIXED)
- {
- const float angle = lookAtVec.Angle(rotation * Vector3::UP);
- if (angle > 180 - minAngle)
- euler.x_ += minAngle - (180 - angle);
- else if (angle < minAngle)
- euler.x_ -= minAngle - angle;
- }
- euler.y_ = lookAt.EulerAngles().y_;
- return Quaternion(euler.x_, euler.y_, euler.z_);
- }
- default:
- return rotation;
- }
- }
- Matrix3x4 Camera::GetEffectiveWorldTransform() const
- {
- Matrix3x4 worldTransform = node_ ? Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), 1.0f) : Matrix3x4::IDENTITY;
- return useReflection_ ? reflectionMatrix_ * worldTransform : worldTransform;
- }
- bool Camera::IsProjectionValid() const
- {
- return GetFarClip() > GetNearClip();
- }
- const Matrix3x4& Camera::GetView() const
- {
- if (viewDirty_)
- {
- // Note: view matrix is unaffected by node or parent scale
- view_ = GetEffectiveWorldTransform().Inverse();
- viewDirty_ = false;
- }
- return view_;
- }
- void Camera::SetAspectRatioInternal(float aspectRatio)
- {
- if (aspectRatio != aspectRatio_)
- {
- aspectRatio_ = aspectRatio;
- frustumDirty_ = true;
- projectionDirty_ = true;
- }
- MarkNetworkUpdate();
- }
- void Camera::SetOrthoSizeAttr(float orthoSize)
- {
- orthoSize_ = orthoSize;
- frustumDirty_ = true;
- projectionDirty_ = true;
- MarkNetworkUpdate();
- }
- void Camera::SetReflectionPlaneAttr(const Vector4& value)
- {
- SetReflectionPlane(Plane(value));
- }
- void Camera::SetClipPlaneAttr(const Vector4& value)
- {
- SetClipPlane(Plane(value));
- }
- Vector4 Camera::GetReflectionPlaneAttr() const
- {
- return reflectionPlane_.ToVector4();
- }
- Vector4 Camera::GetClipPlaneAttr() const
- {
- return clipPlane_.ToVector4();
- }
- void Camera::OnNodeSet(Node* node)
- {
- if (node)
- node->AddListener(this);
- }
- void Camera::OnMarkedDirty(Node* node)
- {
- frustumDirty_ = true;
- viewDirty_ = true;
- }
- void Camera::UpdateProjection() const
- {
- // Start from a zero matrix in case it was custom previously
- projection_ = Matrix4::ZERO;
- if (!orthographic_)
- {
- float h = (1.0f / tanf(fov_ * M_DEGTORAD * 0.5f)) * zoom_;
- float w = h / aspectRatio_;
- float q = farClip_ / (farClip_ - nearClip_);
- float r = -q * nearClip_;
- projection_.m00_ = w;
- projection_.m02_ = projectionOffset_.x_ * 2.0f;
- projection_.m11_ = h;
- projection_.m12_ = projectionOffset_.y_ * 2.0f;
- projection_.m22_ = q;
- projection_.m23_ = r;
- projection_.m32_ = 1.0f;
- projNearClip_ = nearClip_;
- projFarClip_ = farClip_;
- }
- else
- {
- float h = (1.0f / (orthoSize_ * 0.5f)) * zoom_;
- float w = h / aspectRatio_;
- float q = 1.0f / farClip_;
- float r = 0.0f;
- projection_.m00_ = w;
- projection_.m03_ = projectionOffset_.x_ * 2.0f;
- projection_.m11_ = h;
- projection_.m13_ = projectionOffset_.y_ * 2.0f;
- projection_.m22_ = q;
- projection_.m23_ = r;
- projection_.m33_ = 1.0f;
- // Near clip does not affect depth accuracy in ortho projection, so let it stay 0 to avoid problems with shader depth parameters
- projNearClip_ = 0.0f;
- projFarClip_ = farClip_;
- }
- projectionDirty_ = false;
- customProjection_ = false;
- }
- }
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