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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /core/math/camera_matrix.cpp
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
downloadredot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz
GODOT IS OPEN SOURCE
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diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp
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+/*************************************************************************/
+/* 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()
+{
+}
+
+