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author | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
commit | 0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch) | |
tree | 276c4d099e178eb67fbd14f61d77b05e3808e9e3 /core/math/camera_matrix.cpp | |
parent | 0e49da1687bc8192ed210947da52c9e5c5f301bb (diff) | |
download | redot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz |
GODOT IS OPEN SOURCE
Diffstat (limited to 'core/math/camera_matrix.cpp')
-rw-r--r-- | core/math/camera_matrix.cpp | 596 |
1 files changed, 596 insertions, 0 deletions
diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp new file mode 100644 index 0000000000..52d77b6ebc --- /dev/null +++ b/core/math/camera_matrix.cpp @@ -0,0 +1,596 @@ +/*************************************************************************/ +/* camera_matrix.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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 "camera_matrix.h" +#include "math_funcs.h" +#include "print_string.h" + +void CameraMatrix::set_identity() { + + for (int i=0;i<4;i++) { + + for (int j=0;j<4;j++) { + + matrix[i][j]=(i==j)?1:0; + } + } +} + + +void CameraMatrix::set_zero() { + + for (int i=0;i<4;i++) { + + for (int j=0;j<4;j++) { + + matrix[i][j]=0; + } + } +} + + +Plane CameraMatrix::xform4(const Plane& p_vec4) { + + Plane ret; + + ret.normal.x = matrix[0][0] * p_vec4.normal.x + matrix[1][0] * p_vec4.normal.y + matrix[2][0] * p_vec4.normal.z + matrix[3][0] * p_vec4.d; + ret.normal.y = matrix[0][1] * p_vec4.normal.x + matrix[1][1] * p_vec4.normal.y + matrix[2][1] * p_vec4.normal.z + matrix[3][1] * p_vec4.d; + ret.normal.z = matrix[0][2] * p_vec4.normal.x + matrix[1][2] * p_vec4.normal.y + matrix[2][2] * p_vec4.normal.z + matrix[3][2] * p_vec4.d; + ret.d = matrix[0][3] * p_vec4.normal.x + matrix[1][3] * p_vec4.normal.y + matrix[2][3] * p_vec4.normal.z + matrix[3][3] * p_vec4.d; + return ret; +} + +void CameraMatrix::set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov) { + + if (p_flip_fov) + p_fovy_degrees=get_fovy(p_fovy_degrees,p_aspect); + + + float sine, cotangent, deltaZ; + float radians = p_fovy_degrees / 2.0 * Math_PI / 180.0; + + deltaZ = p_z_far - p_z_near; + sine = Math::sin(radians); + + if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) { + return ; + } + cotangent = Math::cos(radians) / sine; + + set_identity(); + + matrix[0][0] = cotangent / p_aspect; + matrix[1][1] = cotangent; + matrix[2][2] = -(p_z_far + p_z_near) / deltaZ; + matrix[2][3] = -1; + matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ; + matrix[3][3] = 0; + +} + +void CameraMatrix::set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar) { + + + set_identity(); + + matrix[0][0] = 2.0/(p_right-p_left); + matrix[3][0] = -((p_right+p_left)/(p_right-p_left)); + matrix[1][1] = 2.0/(p_top-p_bottom); + matrix[3][1] = -((p_top+p_bottom)/(p_top-p_bottom)); + matrix[2][2] = -2.0/(p_zfar-p_znear); + matrix[3][2] = -((p_zfar+p_znear)/(p_zfar-p_znear)); + matrix[3][3] = 1.0; + +} + +void CameraMatrix::set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov) { + + if (p_flip_fov) { + p_size*=p_aspect; + } + + set_orthogonal(-p_size/2,+p_size/2,-p_size/p_aspect/2,+p_size/p_aspect/2,p_znear,p_zfar); +} + + + +void CameraMatrix::set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far) { + + ///@TODO, give a check to this. I'm not sure if it's working. + set_identity(); + + matrix[0][0]=(2*p_near) / (p_right-p_left); + matrix[0][2]=(p_right+p_left) / (p_right-p_left); + matrix[1][1]=(2*p_near) / (p_top-p_bottom); + matrix[1][2]=(p_top+p_bottom) / (p_top-p_bottom); + matrix[2][2]=-(p_far+p_near) / ( p_far-p_near); + matrix[2][3]=-(2*p_far*p_near) / (p_far-p_near); + matrix[3][2]=-1; + matrix[3][3]=0; + +} + + +float CameraMatrix::get_z_far() const { + + const float * matrix = (const float*)this->matrix; + Plane new_plane=Plane(matrix[ 3] - matrix[ 2], + matrix[ 7] - matrix[ 6], + matrix[11] - matrix[10], + matrix[15] - matrix[14]); + + new_plane.normal=-new_plane.normal; + new_plane.normalize(); + + return new_plane.d; +} +float CameraMatrix::get_z_near() const { + + const float * matrix = (const float*)this->matrix; + Plane new_plane=Plane(matrix[ 3] + matrix[ 2], + matrix[ 7] + matrix[ 6], + matrix[11] + matrix[10], + -matrix[15] - matrix[14]); + + new_plane.normalize(); + return new_plane.d; +} + +void CameraMatrix::get_viewport_size(float& r_width, float& r_height) const { + + const float * matrix = (const float*)this->matrix; + ///////--- Near Plane ---/////// + Plane near_plane=Plane(matrix[ 3] + matrix[ 2], + matrix[ 7] + matrix[ 6], + matrix[11] + matrix[10], + -matrix[15] - matrix[14]).normalized(); + + ///////--- Right Plane ---/////// + Plane right_plane=Plane(matrix[ 3] - matrix[ 0], + matrix[ 7] - matrix[ 4], + matrix[11] - matrix[ 8], + - matrix[15] + matrix[12]).normalized(); + + Plane top_plane=Plane(matrix[ 3] - matrix[ 1], + matrix[ 7] - matrix[ 5], + matrix[11] - matrix[ 9], + -matrix[15] + matrix[13]).normalized(); + + Vector3 res; + near_plane.intersect_3(right_plane,top_plane,&res); + + r_width=res.x; + r_height=res.y; +} + +bool CameraMatrix::get_endpoints(const Transform& p_transform, Vector3 *p_8points) const { + + const float * matrix = (const float*)this->matrix; + + ///////--- Near Plane ---/////// + Plane near_plane=Plane(matrix[ 3] + matrix[ 2], + matrix[ 7] + matrix[ 6], + matrix[11] + matrix[10], + -matrix[15] - matrix[14]).normalized(); + + ///////--- Far Plane ---/////// + Plane far_plane=Plane(matrix[ 2] - matrix[ 3], + matrix[ 6] - matrix[ 7], + matrix[10] - matrix[11], + matrix[15] - matrix[14]).normalized(); + + + ///////--- Right Plane ---/////// + Plane right_plane=Plane(matrix[ 0] - matrix[ 3], + matrix[ 4] - matrix[ 7], + matrix[8] - matrix[ 11], + - matrix[15] + matrix[12]).normalized(); + + ///////--- Top Plane ---/////// + Plane top_plane=Plane(matrix[ 1] - matrix[ 3], + matrix[ 5] - matrix[ 7], + matrix[9] - matrix[ 11], + -matrix[15] + matrix[13]).normalized(); + + Vector3 near_endpoint; + Vector3 far_endpoint; + + bool res=near_plane.intersect_3(right_plane,top_plane,&near_endpoint); + ERR_FAIL_COND_V(!res,false); + + res=far_plane.intersect_3(right_plane,top_plane,&far_endpoint); + ERR_FAIL_COND_V(!res,false); + + p_8points[0]=p_transform.xform( Vector3( near_endpoint.x, near_endpoint.y, near_endpoint.z ) ); + p_8points[1]=p_transform.xform( Vector3( near_endpoint.x,-near_endpoint.y, near_endpoint.z ) ); + p_8points[2]=p_transform.xform( Vector3(-near_endpoint.x, near_endpoint.y, near_endpoint.z ) ); + p_8points[3]=p_transform.xform( Vector3(-near_endpoint.x,-near_endpoint.y, near_endpoint.z ) ); + p_8points[4]=p_transform.xform( Vector3( far_endpoint.x, far_endpoint.y, far_endpoint.z ) ); + p_8points[5]=p_transform.xform( Vector3( far_endpoint.x,-far_endpoint.y, far_endpoint.z ) ); + p_8points[6]=p_transform.xform( Vector3(-far_endpoint.x, far_endpoint.y, far_endpoint.z ) ); + p_8points[7]=p_transform.xform( Vector3(-far_endpoint.x,-far_endpoint.y, far_endpoint.z ) ); + + return true; +} + +Vector<Plane> CameraMatrix::get_projection_planes(const Transform& p_transform) const { + + /** Fast Plane Extraction from combined modelview/projection matrices. + * References: + * http://www.markmorley.com/opengl/frustumculling.html + * http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf + */ + + Vector<Plane> planes; + + const float * matrix = (const float*)this->matrix; + + Plane new_plane; + + ///////--- Near Plane ---/////// + new_plane=Plane(matrix[ 3] + matrix[ 2], + matrix[ 7] + matrix[ 6], + matrix[11] + matrix[10], + matrix[15] + matrix[14]); + + new_plane.normal=-new_plane.normal; + new_plane.normalize(); + + planes.push_back( p_transform.xform(new_plane) ); + + ///////--- Far Plane ---/////// + new_plane=Plane(matrix[ 3] - matrix[ 2], + matrix[ 7] - matrix[ 6], + matrix[11] - matrix[10], + matrix[15] - matrix[14]); + + new_plane.normal=-new_plane.normal; + new_plane.normalize(); + + planes.push_back( p_transform.xform(new_plane) ); + + + ///////--- Left Plane ---/////// + new_plane=Plane(matrix[ 3] + matrix[ 0], + matrix[ 7] + matrix[ 4], + matrix[11] + matrix[ 8], + matrix[15] + matrix[12]); + + new_plane.normal=-new_plane.normal; + new_plane.normalize(); + + planes.push_back( p_transform.xform(new_plane) ); + + + ///////--- Top Plane ---/////// + new_plane=Plane(matrix[ 3] - matrix[ 1], + matrix[ 7] - matrix[ 5], + matrix[11] - matrix[ 9], + matrix[15] - matrix[13]); + + + new_plane.normal=-new_plane.normal; + new_plane.normalize(); + + planes.push_back( p_transform.xform(new_plane) ); + + + ///////--- Right Plane ---/////// + new_plane=Plane(matrix[ 3] - matrix[ 0], + matrix[ 7] - matrix[ 4], + matrix[11] - matrix[ 8], + matrix[15] - matrix[12]); + + + new_plane.normal=-new_plane.normal; + new_plane.normalize(); + + planes.push_back( p_transform.xform(new_plane) ); + + + ///////--- Bottom Plane ---/////// + new_plane=Plane(matrix[ 3] + matrix[ 1], + matrix[ 7] + matrix[ 5], + matrix[11] + matrix[ 9], + matrix[15] + matrix[13]); + + + new_plane.normal=-new_plane.normal; + new_plane.normalize(); + + planes.push_back( p_transform.xform(new_plane) ); + + return planes; +} + + + +CameraMatrix CameraMatrix::inverse() const { + + CameraMatrix cm = *this; + cm.invert(); + return cm; +} + +void CameraMatrix::invert() { + + int i,j,k; + int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */ + float pvt_val; /* Value of current pivot element */ + float hold; /* Temporary storage */ + float determinat; /* Determinant */ + + determinat = 1.0; + for (k=0; k<4; k++) { + /** Locate k'th pivot element **/ + pvt_val=matrix[k][k]; /** Initialize for search **/ + pvt_i[k]=k; + pvt_j[k]=k; + for (i=k; i<4; i++) { + for (j=k; j<4; j++) { + if (Math::absd(matrix[i][j]) > Math::absd(pvt_val)) { + pvt_i[k]=i; + pvt_j[k]=j; + pvt_val=matrix[i][j]; + } + } + } + + /** Product of pivots, gives determinant when finished **/ + determinat*=pvt_val; + if (Math::absd(determinat)<1e-7) { + return; //(false); /** Matrix is singular (zero determinant). **/ + } + + /** "Interchange" rows (with sign change stuff) **/ + i=pvt_i[k]; + if (i!=k) { /** If rows are different **/ + for (j=0; j<4; j++) { + hold=-matrix[k][j]; + matrix[k][j]=matrix[i][j]; + matrix[i][j]=hold; + } + } + + /** "Interchange" columns **/ + j=pvt_j[k]; + if (j!=k) { /** If columns are different **/ + for (i=0; i<4; i++) { + hold=-matrix[i][k]; + matrix[i][k]=matrix[i][j]; + matrix[i][j]=hold; + } + } + + /** Divide column by minus pivot value **/ + for (i=0; i<4; i++) { + if (i!=k) matrix[i][k]/=( -pvt_val) ; + } + + /** Reduce the matrix **/ + for (i=0; i<4; i++) { + hold = matrix[i][k]; + for (j=0; j<4; j++) { + if (i!=k && j!=k) matrix[i][j]+=hold*matrix[k][j]; + } + } + + /** Divide row by pivot **/ + for (j=0; j<4; j++) { + if (j!=k) matrix[k][j]/=pvt_val; + } + + /** Replace pivot by reciprocal (at last we can touch it). **/ + matrix[k][k] = 1.0/pvt_val; + } + + /* That was most of the work, one final pass of row/column interchange */ + /* to finish */ + for (k=4-2; k>=0; k--) { /* Don't need to work with 1 by 1 corner*/ + i=pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */ + if (i!=k) { /* If rows are different */ + for(j=0; j<4; j++) { + hold = matrix[k][j]; + matrix[k][j]=-matrix[i][j]; + matrix[i][j]=hold; + } + } + + j=pvt_i[k]; /* Columns to swap correspond to pivot ROW */ + if (j!=k) /* If columns are different */ + for (i=0; i<4; i++) { + hold=matrix[i][k]; + matrix[i][k]=-matrix[i][j]; + matrix[i][j]=hold; + } + } + + +} + +CameraMatrix::CameraMatrix() { + + set_identity(); +} + +CameraMatrix CameraMatrix::operator*(const CameraMatrix& p_matrix) const { + + CameraMatrix new_matrix; + + for( int j = 0; j < 4; j++ ) { + for( int i = 0; i < 4; i++ ) { + real_t ab = 0; + for( int k = 0; k < 4; k++ ) + ab += matrix[k][i] * p_matrix.matrix[j][k] ; + new_matrix.matrix[j][i] = ab; + } + } + + return new_matrix; +} + +void CameraMatrix::set_light_bias() { + + float *m=&matrix[0][0]; + + m[0]=0.5, + m[1]=0.0, + m[2]=0.0, + m[3]=0.0, + m[4]=0.0, + m[5]=0.5, + m[6]=0.0, + m[7]=0.0, + m[8]=0.0, + m[9]=0.0, + m[10]=0.5, + m[11]=0.0, + m[12]=0.5, + m[13]=0.5, + m[14]=0.5, + m[15]=1.0; + +} + +CameraMatrix::operator String() const { + + String str; + for (int i=0;i<4;i++) + for (int j=0;j<4;j++) + str+=String((j>0)?", ":"\n")+rtos(matrix[i][j]); + + return str; +} + +float CameraMatrix::get_aspect() const { + + float w,h; + get_viewport_size(w,h); + return w/h; +} + +float CameraMatrix::get_fov() const { + const float * matrix = (const float*)this->matrix; + + Plane right_plane=Plane(matrix[ 3] - matrix[ 0], + matrix[ 7] - matrix[ 4], + matrix[11] - matrix[ 8], + - matrix[15] + matrix[12]).normalized(); + + return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x)))*2.0; +} + + +void CameraMatrix::make_scale(const Vector3 &p_scale) { + + set_identity(); + matrix[0][0]=p_scale.x; + matrix[1][1]=p_scale.y; + matrix[2][2]=p_scale.z; + +} + +void CameraMatrix::scale_translate_to_fit(const AABB& p_aabb) { + + Vector3 min = p_aabb.pos; + Vector3 max = p_aabb.pos+p_aabb.size; + + + matrix[0][0]=2/(max.x-min.x); + matrix[1][0]=0; + matrix[2][0]=0; + matrix[3][0]=-(max.x+min.x)/(max.x-min.x); + + matrix[0][1]=0; + matrix[1][1]=2/(max.y-min.y); + matrix[2][1]=0; + matrix[3][1]=-(max.y+min.y)/(max.y-min.y); + + matrix[0][2]=0; + matrix[1][2]=0; + matrix[2][2]=2/(max.z-min.z); + matrix[3][2]=-(max.z+min.z)/(max.z-min.z); + + matrix[0][3]=0; + matrix[1][3]=0; + matrix[2][3]=0; + matrix[3][3]=1; +} + +CameraMatrix::operator Transform() const { + + Transform tr; + const float *m=&matrix[0][0]; + + tr.basis.elements[0][0]=m[0]; + tr.basis.elements[1][0]=m[1]; + tr.basis.elements[2][0]=m[2]; + + tr.basis.elements[0][1]=m[4]; + tr.basis.elements[1][1]=m[5]; + tr.basis.elements[2][1]=m[6]; + + tr.basis.elements[0][2]=m[8]; + tr.basis.elements[1][2]=m[9]; + tr.basis.elements[2][2]=m[10]; + + tr.origin.x=m[12]; + tr.origin.y=m[13]; + tr.origin.z=m[14]; + + return tr; +} + +CameraMatrix::CameraMatrix(const Transform& p_transform) { + + const Transform &tr = p_transform; + float *m=&matrix[0][0]; + + m[0]=tr.basis.elements[0][0]; + m[1]=tr.basis.elements[1][0]; + m[2]=tr.basis.elements[2][0]; + m[3]=0.0; + m[4]=tr.basis.elements[0][1]; + m[5]=tr.basis.elements[1][1]; + m[6]=tr.basis.elements[2][1]; + m[7]=0.0; + m[8]=tr.basis.elements[0][2]; + m[9]=tr.basis.elements[1][2]; + m[10]=tr.basis.elements[2][2]; + m[11]=0.0; + m[12]=tr.origin.x; + m[13]=tr.origin.y; + m[14]=tr.origin.z; + m[15]=1.0; +} + +CameraMatrix::~CameraMatrix() +{ +} + + |