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Projector.cpp
Go to the documentation of this file.
1
/* Project nGenEx
2
Destroyer Studios LLC
3
Copyright © 1997-2004. All Rights Reserved.
4
5
SUBSYSTEM: nGenEx.lib
6
FILE: Projector.cpp
7
AUTHOR: John DiCamillo
8
9
10
OVERVIEW
11
========
12
3D Projection Camera class
13
*/
14
15
#include "
MemDebug.h
"
16
#include "
Projector.h
"
17
18
// +--------------------------------------------------------------------+
19
20
static
const
float
CLIP_PLANE_EPSILON = 0.0001f;
21
static
const
double
Z_NEAR = 1.0;
22
23
void
Print
(
const
char
* fmt, ...);
24
25
// +--------------------------------------------------------------------+
26
27
static
Camera
emergency_cam;
28
29
// +--------------------------------------------------------------------+
30
31
Projector::Projector
(
Window
* window,
Camera
* cam)
32
: camera(cam), infinite(0), depth_scale(1.0f), orthogonal(false), field_of_view(2)
33
{
34
if
(!
camera
)
35
camera
= &emergency_cam;
36
37
UseWindow
(window);
38
}
39
40
Projector::~Projector
()
41
{ }
42
43
// +--------------------------------------------------------------------+
44
45
void
46
Projector::UseCamera
(
Camera
* cam)
47
{
48
if
(cam)
49
camera
= cam;
50
else
51
camera
= &emergency_cam;
52
}
53
54
void
55
Projector::UseWindow
(
Window
* win)
56
{
57
Rect
r = win->
GetRect
();
58
width
= r.
w
;
59
height
= r.
h
;
60
61
xcenter
= (
width
/ 2.0);
62
ycenter
= (
height
/ 2.0);
63
64
xclip0
= 0.0f;
65
xclip1
= (float)
width
-0.5f;
66
yclip0
= 0.0f;
67
yclip1
= (float)
height
-0.5f;
68
69
SetFieldOfView
(
field_of_view
);
70
}
71
72
void
73
Projector::SetFieldOfView
(
double
fov)
74
{
75
field_of_view
= fov;
76
77
xscreenscale
=
width
/ fov;
78
yscreenscale
=
height
/ fov;
79
80
maxscale
= max(
xscreenscale
,
yscreenscale
);
81
82
xangle
= atan(2.0/fov *
maxscale
/
xscreenscale
);
83
yangle
= atan(2.0/fov *
maxscale
/
yscreenscale
);
84
}
85
86
double
87
Projector::GetFieldOfView
()
const
88
{
89
return
field_of_view
;
90
}
91
92
void
93
Projector::SetDepthScale
(
float
scale)
94
{
95
depth_scale
= scale;
96
}
97
98
double
99
Projector::GetDepthScale
()
const
100
{
101
return
depth_scale
;
102
}
103
104
int
105
Projector::SetInfinite
(
int
i)
106
{
107
int
old =
infinite
;
108
infinite
= i;
109
return
old;
110
}
111
112
// +--------------------------------------------------------------------+
113
114
void
115
Projector::StartFrame
()
116
{
117
SetUpFrustum
();
118
SetWorldSpace
();
119
}
120
121
// +--------------------------------------------------------------------+
122
// Transform a point from worldspace to viewspace.
123
// +--------------------------------------------------------------------+
124
125
void
126
Projector::Transform
(
Vec3
& vec)
const
127
{
128
Vec3
tvert = vec;
129
130
// Translate into a viewpoint-relative coordinate
131
if
(!
infinite
)
132
tvert -=
camera
->
Pos
();
133
134
// old method:
135
vec.
x
= (tvert *
camera
->
vrt
());
136
vec.
y
= (tvert *
camera
->
vup
());
137
vec.
z
= (tvert *
camera
->
vpn
());
138
139
// Rotate into the view orientation
140
// vec = tvert * camera->Orientation();
141
}
142
143
// +--------------------------------------------------------------------+
144
// Transform a point from worldspace to viewspace.
145
// +--------------------------------------------------------------------+
146
147
void
148
Projector::Transform
(
Point
& point)
const
149
{
150
Point
tvert = point;
151
152
// Translate into a viewpoint-relative coordinate
153
if
(!
infinite
)
154
tvert -=
camera
->
Pos
();
155
156
// old method:
157
point.
x
= (tvert *
camera
->
vrt
());
158
point.
y
= (tvert *
camera
->
vup
());
159
point.
z
= (tvert *
camera
->
vpn
());
160
161
// Rotate into the view orientation
162
// point = tvert * camera->Orientation();
163
}
164
165
// +--------------------------------------------------------------------+
166
// APPARENT RADIUS OF PROJECTED OBJECT
167
// Project a viewspace point into screen coordinates.
168
// Use projected Z to determine apparent radius of object.
169
// +--------------------------------------------------------------------+
170
171
float
172
Projector::ProjectRadius
(
const
Vec3
& v,
float
radius)
const
173
{
174
return
(
float
) fabs((radius *
maxscale
) / v.
z
);
175
}
176
177
// +--------------------------------------------------------------------+
178
// IN PLACE PROJECTION OF POINT
179
// Project a viewspace point into screen coordinates.
180
// Note that the y axis goes up in worldspace and viewspace, but
181
// goes down in screenspace.
182
// +--------------------------------------------------------------------+
183
184
void
185
Projector::Project
(
Vec3
& v,
bool
clamp
)
const
186
{
187
double
zrecip;
188
189
if
(
orthogonal
) {
190
double
scale =
field_of_view
/2;
191
v.
x
= (float) (
xcenter
+ scale * v.
x
);
192
v.
y
= (float) (
height
- (
ycenter
+ scale * v.
y
));
193
v.
z
= (float) (0.0f);
194
}
195
196
else
{
197
//zrecip = 2 * (1.0e5 / (1.0e5-1)) / v.z;
198
//zrecip = 2 * 0.97 / v.z; -- what the heck was this version used for?
199
200
zrecip = 2 / v.
z
;
201
v.
x
= (float) (
xcenter
+
maxscale
* v.
x
* zrecip);
202
v.
y
= (float) (
height
- (
ycenter
+
maxscale
* v.
y
* zrecip));
203
v.
z
= (float) (1 - zrecip);
204
}
205
206
// clamp the point to the viewport:
207
if
(clamp) {
208
if
(v.
x
<
xclip0
) v.
x
=
xclip0
;
209
if
(v.
x
>
xclip1
) v.
x
=
xclip1
;
210
if
(v.
y
<
yclip0
) v.
y
=
yclip0
;
211
if
(v.
y
>
yclip1
) v.
y
=
yclip1
;
212
}
213
}
214
215
// +--------------------------------------------------------------------+
216
// IN PLACE PROJECTION OF POINT
217
// Project a viewspace point into screen coordinates.
218
// Note that the y axis goes up in worldspace and viewspace, but
219
// goes down in screenspace.
220
// +--------------------------------------------------------------------+
221
222
void
223
Projector::Project
(
Point
& v,
bool
clamp
)
const
224
{
225
double
zrecip;
226
227
if
(
orthogonal
) {
228
double
scale =
field_of_view
/2;
229
v.
x
= (
xcenter
+ scale * v.
x
);
230
v.
y
= (
height
- (
ycenter
+ scale * v.
y
));
231
v.
z
= 0;
232
}
233
234
else
{
235
zrecip = 1 / v.
z
;
236
v.
x
= (
xcenter
+ 2 *
maxscale
* v.
x
* zrecip);
237
v.
y
= (
height
- (
ycenter
+ 2 *
maxscale
* v.
y
* zrecip));
238
v.
z
= (1 - zrecip);
239
}
240
241
// clamp the point to the viewport:
242
if
(clamp) {
243
if
(v.
x
<
xclip0
) v.
x
=
xclip0
;
244
if
(v.
x
>
xclip1
) v.
x
=
xclip1
;
245
if
(v.
y
<
yclip0
) v.
y
=
yclip0
;
246
if
(v.
y
>
yclip1
) v.
y
=
yclip1
;
247
}
248
}
249
250
// +--------------------------------------------------------------------+
251
// IN PLACE UN-PROJECTION OF POINT
252
// Convert a point in screen coordinates back to viewspace.
253
// Note that the y axis goes up in worldspace and viewspace, but
254
// goes down in screenspace.
255
// +--------------------------------------------------------------------+
256
257
void
258
Projector::Unproject
(
Point
& v)
const
259
{
260
double
zrecip = 1 / v.
z
;
261
262
/***
263
* forward projection:
264
v.x = (xcenter + maxscale * v.x * zrecip);
265
v.y = (height - (ycenter + maxscale * v.y * zrecip));
266
v.z = (1 - zrecip);
267
***/
268
269
v.
x
= ( v.
x
-
xcenter
) / (
maxscale
* zrecip);
270
v.
y
= (
height
- v.
y
-
ycenter
) / (
maxscale
* zrecip);
271
}
272
273
// +--------------------------------------------------------------------+
274
// IN PLACE PROJECTION OF RECTANGLE (FOR SPRITES)
275
// Project a viewspace point into screen coordinates.
276
// Note that the y axis goes up in worldspace and viewspace, but
277
// goes down in screenspace.
278
// +--------------------------------------------------------------------+
279
280
void
281
Projector::ProjectRect
(
Point
& v,
double
& w,
double
& h)
const
282
{
283
double
zrecip;
284
285
if
(
orthogonal
) {
286
double
scale =
field_of_view
/2;
287
v.
x
= (
xcenter
+ scale * v.
x
);
288
v.
y
= (
height
- (
ycenter
+ scale * v.
y
));
289
v.
z
= 0;
290
}
291
292
else
{
293
zrecip = 1 / v.
z
;
294
v.
x
= (
xcenter
+ 2 *
maxscale
* v.
x
* zrecip);
295
v.
y
= (
height
- (
ycenter
+ 2 *
maxscale
* v.
y
* zrecip));
296
v.
z
= (1 - Z_NEAR*zrecip);
297
298
w *=
maxscale
* zrecip;
299
h *=
maxscale
* zrecip;
300
}
301
}
302
303
// +--------------------------------------------------------------------+
304
// Set up a clip plane with the specified normal.
305
// +--------------------------------------------------------------------+
306
307
void
308
Projector::SetWorldspaceClipPlane
(
Vec3
& normal,
Plane
& plane)
309
{
310
// Rotate the plane normal into worldspace
311
ViewToWorld
(normal, plane.
normal
);
312
plane.
distance
= (float) (
camera
->
Pos
() * plane.
normal
+ CLIP_PLANE_EPSILON);
313
}
314
315
// +--------------------------------------------------------------------+
316
// Set up the planes of the frustum, in worldspace coordinates.
317
// +--------------------------------------------------------------------+
318
319
void
320
Projector::SetUpFrustum
()
321
{
322
double
angle, s, c;
323
Vec3
normal;
324
325
angle =
XAngle
();
326
s = sin(angle);
327
c = cos(angle);
328
329
// Left clip plane
330
normal.
x
= (float) s;
331
normal.
y
= (float) 0;
332
normal.
z
= (float) c;
333
view_planes
[0].
normal
= normal;
334
view_planes
[0].
distance
= CLIP_PLANE_EPSILON;
335
SetWorldspaceClipPlane
(normal,
world_planes
[0]);
336
337
// Right clip plane
338
normal.
x
= (float) -s;
339
view_planes
[1].
normal
= normal;
340
view_planes
[1].
distance
= CLIP_PLANE_EPSILON;
341
SetWorldspaceClipPlane
(normal,
world_planes
[1]);
342
343
angle =
YAngle
();
344
s = sin(angle);
345
c = cos(angle);
346
347
// Bottom clip plane
348
normal.
x
= (float) 0;
349
normal.
y
= (float) s;
350
normal.
z
= (float) c;
351
view_planes
[2].
normal
= normal;
352
view_planes
[2].
distance
= CLIP_PLANE_EPSILON;
353
SetWorldspaceClipPlane
(normal,
world_planes
[2]);
354
355
// Top clip plane
356
normal.
y
= (float) -s;
357
view_planes
[3].
normal
= normal;
358
view_planes
[3].
distance
= CLIP_PLANE_EPSILON;
359
SetWorldspaceClipPlane
(normal,
world_planes
[3]);
360
}
361
362
// +--------------------------------------------------------------------+
363
// Clip the point against the frustum and return 1 if partially inside
364
// Return 2 if completely inside
365
// +--------------------------------------------------------------------+
366
367
int
368
Projector::IsVisible
(
const
Vec3
& v,
float
radius)
const
369
{
370
int
visible = 1;
371
int
complete = 1;
372
373
Plane
* plane = (
Plane
*)
frustum_planes
;
374
if
(
infinite
) {
375
complete = 0;
376
377
for
(
int
i = 0; visible && (i <
NUM_FRUSTUM_PLANES
); i++) {
378
visible = ((v * plane->
normal
) >= CLIP_PLANE_EPSILON);
379
plane++;
380
}
381
}
382
else
{
383
for
(
int
i = 0; visible && (i <
NUM_FRUSTUM_PLANES
); i++) {
384
float
dot = v * plane->
normal
;
385
visible = ((dot + radius) >= plane->
distance
);
386
complete = complete && ((dot - radius) >= plane->
distance
);
387
plane++;
388
}
389
}
390
391
return
visible + complete;
392
}
393
394
// +--------------------------------------------------------------------+
395
// Clip the bouding point against the frustum and return non zero
396
// if at least partially inside. This version is not terribly
397
// efficient as it checks all eight box corners rather than just
398
// the minimum two.
399
// +--------------------------------------------------------------------+
400
401
int
402
Projector::IsBoxVisible
(
const
Point
* p)
const
403
{
404
int
i, j, outside = 0;
405
406
// if all eight corners are outside of the same
407
// frustrum plane, then the box is not visible
408
Plane
* plane = (
Plane
*)
frustum_planes
;
409
410
if
(
infinite
) {
411
for
(i = 0; !outside && (i <
NUM_FRUSTUM_PLANES
); i++) {
412
for
(j = 0; j < 8; j++)
413
outside += (p[j] * plane->
normal
) < CLIP_PLANE_EPSILON;
414
415
if
(outside < 8)
416
outside = 0;
417
418
plane++;
419
}
420
}
421
else
{
422
for
(i = 0; !outside && (i <
NUM_FRUSTUM_PLANES
); i++) {
423
for
(j = 0; j < 8; j++)
424
outside += (p[j] * plane->
normal
) < plane->
distance
;
425
426
if
(outside < 8)
427
outside = 0;
428
429
plane++;
430
}
431
}
432
433
// if not outside, then the box is visible
434
return
!outside;
435
}
436
437
// +--------------------------------------------------------------------+
438
439
float
440
Projector::ApparentRadius
(
const
Vec3
& v,
float
radius)
const
441
{
442
Vec3
vloc = v;
443
444
Transform
(vloc);
// transform in place
445
return
ProjectRadius
(vloc, radius);
446
}
447
448
449
// +--------------------------------------------------------------------+
450
// Rotate a vector from viewspace to worldspace.
451
// +--------------------------------------------------------------------+
452
453
void
454
Projector::ViewToWorld
(
Point
& pin,
Point
& pout)
455
{
456
// Rotate into the world orientation
457
pout.
x
= pin.
x
*
camera
->
vrt
().
x
+ pin.
y
*
camera
->
vup
().
x
+ pin.
z
*
camera
->
vpn
().
x
;
458
pout.
y
= pin.
x
*
camera
->
vrt
().
y
+ pin.
y
*
camera
->
vup
().
y
+ pin.
z
*
camera
->
vpn
().
y
;
459
pout.
z
= pin.
x
*
camera
->
vrt
().
z
+ pin.
y
*
camera
->
vup
().
z
+ pin.
z
*
camera
->
vpn
().
z
;
460
}
461
462
void
463
Projector::ViewToWorld
(
Vec3
& vin,
Vec3
& vout)
464
{
465
// Rotate into the world orientation
466
vout.
x
= (float) (vin.
x
*
camera
->
vrt
().
x
+ vin.
y
*
camera
->
vup
().
x
+ vin.
z
*
camera
->
vpn
().
x
);
467
vout.
y
= (float) (vin.
x
*
camera
->
vrt
().
y
+ vin.
y
*
camera
->
vup
().
y
+ vin.
z
*
camera
->
vpn
().
y
);
468
vout.
z
= (float) (vin.
x
*
camera
->
vrt
().
z
+ vin.
y
*
camera
->
vup
().
z
+ vin.
z
*
camera
->
vpn
().
z
);
469
}
470
nGenEx
Projector.cpp
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1.8.1