source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Camera.cpp @ 2787

Revision 2787, 4.7 KB checked in by mattausch, 17 years ago (diff)
Line 
1#include "common.h"
2#include "Camera.h"
3#include "glInterface.h"
4
5
6namespace CHCDemoEngine
7{
8
9
10Camera::Camera()
11{
12        mWidth = 100;
13        mHeight = 100;
14        mFovy = 90.0f * M_PI / 180.0f;
15}
16
17
18Camera::Camera(int width, int height, float fieldOfView)
19{
20        mWidth = width;
21        mHeight = height;
22       
23        mFovy = fieldOfView * M_PI / 180.0f;
24}
25
26
27void Camera::Precompute()
28{
29        mDirection.Normalize();
30
31        /*Vector3 side = CrossProd(Vector3(0, 0, 1), mDirection);
32        mUp = -Normalize(CrossProd(side, mDirection));
33        mRight = -Normalize(CrossProd(mDirection, mUp));*/
34
35        mUp = Vector3(0, 0, 1);
36        mRight = -CrossProd(mDirection, mUp);
37        mUp = -Normalize(CrossProd(mRight, mDirection));
38}
39
40
41void Camera::SetPosition(const Vector3 &pos)
42{
43        mPosition = pos;
44        Precompute();
45}
46
47
48void Camera::SetDirection(const Vector3 &dir)
49{
50        mDirection = dir;
51        Precompute();
52}
53
54
55void Camera::SetNear(float nearDist)
56{
57        mNear = nearDist;
58}
59
60
61void Camera::LookInBox(const AxisAlignedBox3 &box)
62{
63        //mDirection = Vector3(0, 0, 1);
64        mDirection = Vector3(0, 1, 0);
65        mPosition = box.Center();
66        mPosition.z = box.Min(2) + 0.9f * box.Size(2);
67
68        Precompute();
69}
70
71
72void Camera::LookAtBox(const AxisAlignedBox3 &box)
73{
74        mDirection = Vector3(0, box.Min().y - box.Max().y, 0);
75        mPosition = Vector3(0);//box.Max() - mDirection;
76
77        Precompute();
78}
79
80
81void Camera::GetProjectionMatrix(Matrix4x4 &mat)
82{
83        glGetFloatv(GL_PROJECTION_MATRIX, (float *)mat.x);
84}
85
86
87void Camera::GetModelViewMatrix(Matrix4x4 &mat)
88{
89        glGetFloatv(GL_MODELVIEW_MATRIX, (float *)mat.x);
90}
91
92
93void Camera::CalcFrustum(Frustum &frustum)
94{
95        // we grab the plane equations of the six clipplanes of the viewfrustum
96        Matrix4x4 matViewing, matProjectionView;
97
98        GetModelViewMatrix(matViewing);
99        GetProjectionMatrix(matProjectionView);
100
101        matProjectionView = matViewing * matProjectionView;
102        //matProjectionView = matProjectionView * matViewing;
103       
104        float planes[6][4];
105
106
107        //////////
108        //-- extract the plane equations
109
110        for (int i = 0; i < 4; ++ i)
111        {
112                planes[0][i] = matProjectionView.x[i][3] - matProjectionView.x[i][0]; // right plane
113                planes[1][i] = matProjectionView.x[i][3] + matProjectionView.x[i][0]; // left plane
114                planes[2][i] = matProjectionView.x[i][3] + matProjectionView.x[i][1]; // bottom plane
115                planes[3][i] = matProjectionView.x[i][3] - matProjectionView.x[i][1]; // top plane
116                planes[4][i] = matProjectionView.x[i][3] - matProjectionView.x[i][2]; // far plane
117                planes[5][i] = matProjectionView.x[i][3] + matProjectionView.x[i][2]; // near plane
118        }
119
120
121        ////////////
122        //-- normalize the coefficients
123
124        for (int i = 0; i < 6; ++ i)
125        {
126                // the clipping planes look outward the frustum,
127                // so distances > 0 mean that a point is outside
128                float fInvLength = -1.0f /
129                        sqrt(planes[i][0] * planes[i][0] +     
130                             planes[i][1] * planes[i][1] +     
131                                 planes[i][2] * planes[i][2]);
132
133                planes[i][0] *= fInvLength;
134                planes[i][1] *= fInvLength;
135                planes[i][2] *= fInvLength;
136                planes[i][3] *= fInvLength;
137
138                frustum.mClipPlanes[i].mNormal = Vector3(planes[i][0], planes[i][1], planes[i][2]);
139                frustum.mClipPlanes[i].mD = planes[i][3];
140        }
141}
142
143
144void Camera::Frustum::CalcNPVertexIndices(int *indices)
145{
146        for (int i = 0; i < 6; ++ i)
147        {
148                // n-vertex
149                indices[i * 2 + 0] = AxisAlignedBox3::GetIndexNearestVertex(mClipPlanes[i].mNormal);
150                // p-vertex
151                indices[i * 2 + 1] = AxisAlignedBox3::GetIndexFarthestVertex(mClipPlanes[i].mNormal);   
152        }
153}
154
155
156void Camera::SetupCameraView()
157{
158        glLoadIdentity();
159        gluLookAt(mPosition.x, mPosition.y, mPosition.z,
160                  mPosition.x + mDirection.x, mPosition.y + mDirection.y, mPosition.z + mDirection.z,
161                          mUp.x, mUp.y, mUp.z);
162
163        //std::cout << "dir: " << mDirection << " pos: " << mPosition << " up: " << mUp << std::endl;
164}
165
166
167
168void Camera::ComputePoints(Vector3 &ftl, Vector3 &ftr, Vector3 &fbl, Vector3 &fbr,
169                                                   Vector3 &ntl, Vector3 &ntr, Vector3 &nbl, Vector3 &nbr)
170{
171        float z_near = 0.1f;
172        float z_far = 300;
173
174        const float h_near = 2.0f * tan(mFovy / 2) * z_near;
175        const float w_near = h_near * GetAspect();
176        const float h_far = 2.0f * tan(mFovy / 2) * z_far;
177        const float w_far = h_far * GetAspect();
178
179        //const Vector3 view = mDirection;
180        const Vector3 view = mDirection;
181        const Vector3 fc = mPosition + view * z_far;
182       
183        const Vector3 up = mUp;
184        const Vector3 right = mRight;
185
186        Vector3 t1, t2;
187
188        t1 = h_far * 0.5f * up;
189        t2 = w_far * 0.5f * right;
190
191        ftl = fc + t1 - t2;
192        ftr = fc + t1 + t2;
193        fbl = fc - t1 - t2;
194        fbr = fc - t1 + t2;
195
196        const Vector3 nc = mPosition + mDirection * z_near;
197       
198        t1 = h_near * 0.5f * up;
199        t2 = w_near * 0.5f * right;
200
201        ntl = nc + t1 - t2;
202        ntr = nc + t1 + t2;
203        nbl = nc - t1 - t2;
204        nbr = nc - t1 + t2;
205}
206
207
208}
209
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