[657] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://ogre.sourceforge.net/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #include "OgreStableHeaders.h"
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| 26 | #include "OgreCamera.h"
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| 27 |
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| 28 | #include "OgreMath.h"
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| 29 | #include "OgreMatrix3.h"
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| 30 | #include "OgreSceneManager.h"
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| 31 | #include "OgreSceneNode.h"
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| 32 | #include "OgreAxisAlignedBox.h"
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| 33 | #include "OgreSphere.h"
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| 34 | #include "OgreLogManager.h"
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| 35 | #include "OgreException.h"
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| 36 | #include "OgreRoot.h"
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| 37 | #include "OgreRenderSystem.h"
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| 38 |
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| 39 | namespace Ogre {
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| 40 |
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| 41 | String Camera::msMovableType = "Camera";
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| 42 | //-----------------------------------------------------------------------
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| 43 | Camera::Camera( const String& name, SceneManager* sm)
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| 44 | : mName( name )
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| 45 | {
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| 46 | // Init camera location & direction
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| 47 |
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| 48 | // Locate at (0,0,0)
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| 49 | mPosition.x = mPosition.y = mPosition.z = 0;
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| 50 | // Point down -Z axis
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| 51 | mOrientation = Quaternion::IDENTITY;
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| 52 |
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| 53 |
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| 54 | // Reasonable defaults to camera params
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| 55 | mFOVy = Radian(Math::PI/4.0);
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| 56 | mNearDist = 100.0f;
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| 57 | mFarDist = 100000.0f;
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| 58 | mAspect = 1.33333333333333f;
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| 59 | mProjType = PT_PERSPECTIVE;
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| 60 | mSceneDetail = SDL_SOLID;
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| 61 | setFixedYawAxis(true); // Default to fixed yaw, like freelook since most people expect this
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| 62 |
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| 63 | invalidateFrustum();
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| 64 | invalidateView();
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| 65 |
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| 66 | // Init matrices
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| 67 | mViewMatrix = Matrix4::ZERO;
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| 68 | mProjMatrix = Matrix4::ZERO;
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| 69 |
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| 70 | mParentNode = 0;
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| 71 |
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| 72 | // Record SceneManager
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| 73 | mSceneMgr = sm;
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| 74 |
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| 75 | // Init no tracking
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| 76 | mAutoTrackTarget = 0;
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| 77 |
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| 78 | // Init lod
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| 79 | mSceneLodFactor = mSceneLodFactorInv = 1.0f;
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| 80 |
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| 81 | // no reflection
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| 82 | mReflect = false;
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| 83 |
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| 84 | mVisible = false;
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| 85 |
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| 86 |
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| 87 | mWindowSet = false;
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| 88 | mAutoAspectRatio = false;
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| 89 | }
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| 90 |
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| 91 | //-----------------------------------------------------------------------
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| 92 | Camera::~Camera()
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| 93 | {
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| 94 | // Do nothing
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| 95 | }
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| 96 |
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| 97 | //-----------------------------------------------------------------------
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| 98 | SceneManager* Camera::getSceneManager(void) const
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| 99 | {
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| 100 | return mSceneMgr;
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| 101 | }
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| 102 | //-----------------------------------------------------------------------
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| 103 | const String& Camera::getName(void) const
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| 104 | {
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| 105 | return mName;
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| 106 | }
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| 107 |
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| 108 |
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| 109 | //-----------------------------------------------------------------------
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| 110 | void Camera::setDetailLevel(SceneDetailLevel sd)
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| 111 | {
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| 112 | mSceneDetail = sd;
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| 113 | }
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| 114 |
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| 115 | //-----------------------------------------------------------------------
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| 116 | SceneDetailLevel Camera::getDetailLevel(void) const
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| 117 | {
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| 118 | return mSceneDetail;
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| 119 | }
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| 120 |
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| 121 | //-----------------------------------------------------------------------
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| 122 | void Camera::setPosition(Real x, Real y, Real z)
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| 123 | {
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| 124 | mPosition.x = x;
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| 125 | mPosition.y = y;
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| 126 | mPosition.z = z;
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| 127 | invalidateView();
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| 128 | }
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| 129 |
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| 130 | //-----------------------------------------------------------------------
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| 131 | void Camera::setPosition(const Vector3& vec)
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| 132 | {
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| 133 | mPosition = vec;
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| 134 | invalidateView();
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| 135 | }
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| 136 |
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| 137 | //-----------------------------------------------------------------------
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| 138 | const Vector3& Camera::getPosition(void) const
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| 139 | {
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| 140 | return mPosition;
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| 141 | }
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| 142 |
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| 143 | //-----------------------------------------------------------------------
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| 144 | void Camera::move(const Vector3& vec)
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| 145 | {
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| 146 | mPosition = mPosition + vec;
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| 147 | invalidateView();
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| 148 | }
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| 149 |
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| 150 | //-----------------------------------------------------------------------
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| 151 | void Camera::moveRelative(const Vector3& vec)
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| 152 | {
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| 153 | // Transform the axes of the relative vector by camera's local axes
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| 154 | Vector3 trans = mOrientation * vec;
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| 155 |
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| 156 | mPosition = mPosition + trans;
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| 157 | invalidateView();
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| 158 | }
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| 159 |
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| 160 | //-----------------------------------------------------------------------
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| 161 | void Camera::setDirection(Real x, Real y, Real z)
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| 162 | {
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| 163 | setDirection(Vector3(x,y,z));
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| 164 | }
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| 165 |
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| 166 | //-----------------------------------------------------------------------
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| 167 | void Camera::setDirection(const Vector3& vec)
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| 168 | {
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| 169 | // Do nothing if given a zero vector
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| 170 | // (Replaced assert since this could happen with auto tracking camera and
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| 171 | // camera passes through the lookAt point)
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| 172 | if (vec == Vector3::ZERO) return;
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| 173 |
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| 174 | // Remember, camera points down -Z of local axes!
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| 175 | // Therefore reverse direction of direction vector before determining local Z
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| 176 | Vector3 zAdjustVec = -vec;
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| 177 | zAdjustVec.normalise();
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| 178 |
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| 179 |
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| 180 | if( mYawFixed )
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| 181 | {
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| 182 | Vector3 xVec = mYawFixedAxis.crossProduct( zAdjustVec );
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| 183 | xVec.normalise();
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| 184 |
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| 185 | Vector3 yVec = zAdjustVec.crossProduct( xVec );
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| 186 | yVec.normalise();
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| 187 |
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| 188 | mOrientation.FromAxes( xVec, yVec, zAdjustVec );
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| 189 | }
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| 190 | else
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| 191 | {
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| 192 |
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| 193 | // Get axes from current quaternion
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| 194 | Vector3 axes[3];
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| 195 | updateView();
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| 196 | mDerivedOrientation.ToAxes(axes);
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| 197 | Quaternion rotQuat;
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| 198 | if ( (axes[2]+zAdjustVec).squaredLength() < 0.00005f)
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| 199 | {
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| 200 | // Oops, a 180 degree turn (infinite possible rotation axes)
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| 201 | // Default to yaw i.e. use current UP
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| 202 | rotQuat.FromAngleAxis(Radian(Math::PI), axes[1]);
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| 203 | }
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| 204 | else
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| 205 | {
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| 206 | // Derive shortest arc to new direction
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| 207 | rotQuat = axes[2].getRotationTo(zAdjustVec);
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| 208 |
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| 209 | }
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| 210 | mOrientation = rotQuat * mOrientation;
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| 211 | }
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| 212 |
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| 213 |
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| 214 | // TODO If we have a fixed yaw axis, we mustn't break it by using the
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| 215 | // shortest arc because this will sometimes cause a relative yaw
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| 216 | // which will tip the camera
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| 217 |
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| 218 | invalidateView();
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| 219 |
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| 220 | }
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| 221 |
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| 222 | //-----------------------------------------------------------------------
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| 223 | Vector3 Camera::getDirection(void) const
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| 224 | {
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| 225 | // Direction points down -Z by default
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| 226 | return mOrientation * -Vector3::UNIT_Z;
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| 227 | }
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| 228 |
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| 229 | //-----------------------------------------------------------------------
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| 230 | Vector3 Camera::getUp(void) const
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| 231 | {
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| 232 | return mOrientation * Vector3::UNIT_Y;
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| 233 | }
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| 234 |
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| 235 | //-----------------------------------------------------------------------
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| 236 | Vector3 Camera::getRight(void) const
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| 237 | {
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| 238 | return mOrientation * Vector3::UNIT_X;
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| 239 | }
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| 240 |
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| 241 | //-----------------------------------------------------------------------
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| 242 | void Camera::lookAt(const Vector3& targetPoint)
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| 243 | {
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| 244 | updateView();
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| 245 | this->setDirection(targetPoint - mDerivedPosition);
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| 246 | }
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| 247 |
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| 248 | //-----------------------------------------------------------------------
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| 249 | void Camera::lookAt( Real x, Real y, Real z )
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| 250 | {
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| 251 | Vector3 vTemp( x, y, z );
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| 252 | this->lookAt(vTemp);
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| 253 | }
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| 254 |
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| 255 | //-----------------------------------------------------------------------
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| 256 | void Camera::roll(const Radian& angle)
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| 257 | {
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| 258 | // Rotate around local Z axis
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| 259 | Vector3 zAxis = mOrientation * Vector3::UNIT_Z;
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| 260 | rotate(zAxis, angle);
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| 261 |
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| 262 | invalidateView();
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| 263 | }
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| 264 |
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| 265 | //-----------------------------------------------------------------------
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| 266 | void Camera::yaw(const Radian& angle)
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| 267 | {
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| 268 | Vector3 yAxis;
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| 269 |
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| 270 | if (mYawFixed)
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| 271 | {
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| 272 | // Rotate around fixed yaw axis
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| 273 | yAxis = mYawFixedAxis;
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| 274 | }
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| 275 | else
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| 276 | {
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| 277 | // Rotate around local Y axis
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| 278 | yAxis = mOrientation * Vector3::UNIT_Y;
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| 279 | }
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| 280 |
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| 281 | rotate(yAxis, angle);
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| 282 |
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| 283 | invalidateView();
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| 284 | }
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| 285 |
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| 286 | //-----------------------------------------------------------------------
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| 287 | void Camera::pitch(const Radian& angle)
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| 288 | {
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| 289 | // Rotate around local X axis
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| 290 | Vector3 xAxis = mOrientation * Vector3::UNIT_X;
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| 291 | rotate(xAxis, angle);
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| 292 |
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| 293 | invalidateView();
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| 294 |
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| 295 | }
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| 296 |
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| 297 | //-----------------------------------------------------------------------
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| 298 | void Camera::rotate(const Vector3& axis, const Radian& angle)
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| 299 | {
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| 300 | Quaternion q;
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| 301 | q.FromAngleAxis(angle,axis);
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| 302 | rotate(q);
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| 303 | }
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| 304 |
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| 305 | //-----------------------------------------------------------------------
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| 306 | void Camera::rotate(const Quaternion& q)
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| 307 | {
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| 308 | // Note the order of the mult, i.e. q comes after
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| 309 | mOrientation = q * mOrientation;
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| 310 | invalidateView();
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| 311 |
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| 312 | }
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| 313 |
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| 314 | //-----------------------------------------------------------------------
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| 315 | void Camera::updateFrustum(void) const
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| 316 | {
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| 317 | Frustum::updateFrustum();
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| 318 | // Set the clipping planes
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| 319 | setWindowImpl();
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| 320 | }
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| 321 |
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| 322 | //-----------------------------------------------------------------------
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| 323 | bool Camera::isViewOutOfDate(void) const
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| 324 | {
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| 325 | bool returnVal = false;
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| 326 | // Overridden from Frustum to use local orientation / position offsets
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| 327 | // Attached to node?
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| 328 | if (mParentNode != 0)
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| 329 | {
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| 330 | if (!mRecalcView && mParentNode->_getDerivedOrientation() == mLastParentOrientation &&
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| 331 | mParentNode->_getDerivedPosition() == mLastParentPosition)
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| 332 | {
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| 333 | returnVal = false;
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| 334 | }
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| 335 | else
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| 336 | {
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| 337 | // Ok, we're out of date with SceneNode we're attached to
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| 338 | mLastParentOrientation = mParentNode->_getDerivedOrientation();
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| 339 | mLastParentPosition = mParentNode->_getDerivedPosition();
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| 340 | mDerivedOrientation = mLastParentOrientation * mOrientation;
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| 341 | mDerivedPosition = (mLastParentOrientation * mPosition) + mLastParentPosition;
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| 342 | returnVal = true;
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| 343 | }
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| 344 | }
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| 345 | else
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| 346 | {
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| 347 | // Rely on own updates
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| 348 | mDerivedOrientation = mOrientation;
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| 349 | mDerivedPosition = mPosition;
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| 350 | }
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| 351 |
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| 352 | // Deriving reflection from linked plane?
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| 353 | if (mReflect && mLinkedReflectPlane &&
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| 354 | !(mLastLinkedReflectionPlane == mLinkedReflectPlane->_getDerivedPlane()))
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| 355 | {
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| 356 | mReflectPlane = mLinkedReflectPlane->_getDerivedPlane();
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| 357 | mReflectMatrix = Math::buildReflectionMatrix(mReflectPlane);
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| 358 | mLastLinkedReflectionPlane = mLinkedReflectPlane->_getDerivedPlane();
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| 359 | returnVal = true;
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| 360 | }
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| 361 |
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| 362 | return returnVal || mRecalcView;
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| 363 |
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| 364 | }
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| 365 |
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| 366 |
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| 367 | //-----------------------------------------------------------------------
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| 368 | void Camera::updateView(void) const
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| 369 | {
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| 370 | Frustum::updateView();
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| 371 | setWindowImpl();
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| 372 |
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| 373 | }
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| 374 | // -------------------------------------------------------------------
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| 375 | void Camera::invalidateView() const
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| 376 | {
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| 377 | mRecalcView = true;
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| 378 | mRecalcWindow = true;
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| 379 | }
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| 380 | // -------------------------------------------------------------------
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| 381 | void Camera::invalidateFrustum(void) const
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| 382 | {
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| 383 | mRecalcFrustum = true;
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| 384 | mRecalcWindow = true;
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| 385 | }
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| 386 | //-----------------------------------------------------------------------
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| 387 | void Camera::_renderScene(Viewport *vp, bool includeOverlays)
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| 388 | {
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| 389 |
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| 390 | mSceneMgr->_renderScene(this, vp, includeOverlays);
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| 391 | }
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| 392 |
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| 393 |
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| 394 | //-----------------------------------------------------------------------
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| 395 | std::ostream& operator<<( std::ostream& o, Camera& c )
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| 396 | {
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| 397 | o << "Camera(Name='" << c.mName << "', pos=" << c.mPosition;
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| 398 | Vector3 dir(c.mOrientation*Vector3(0,0,-1));
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| 399 | o << ", direction=" << dir << ",near=" << c.mNearDist;
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| 400 | o << ", far=" << c.mFarDist << ", FOVy=" << c.mFOVy.valueDegrees();
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| 401 | o << ", aspect=" << c.mAspect << ", ";
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| 402 | o << "NearFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_NEAR] << ", ";
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| 403 | o << "FarFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_FAR] << ", ";
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| 404 | o << "LeftFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_LEFT] << ", ";
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| 405 | o << "RightFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_RIGHT] << ", ";
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| 406 | o << "TopFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_TOP] << ", ";
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| 407 | o << "BottomFrustumPlane=" << c.mFrustumPlanes[FRUSTUM_PLANE_BOTTOM];
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| 408 | o << ")";
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| 409 |
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| 410 | return o;
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| 411 | }
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| 412 |
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| 413 | //-----------------------------------------------------------------------
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| 414 | void Camera::setFixedYawAxis(bool useFixed, const Vector3& fixedAxis)
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| 415 | {
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| 416 | mYawFixed = useFixed;
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| 417 | mYawFixedAxis = fixedAxis;
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| 418 | }
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| 419 |
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| 420 | //-----------------------------------------------------------------------
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| 421 | void Camera::_notifyRenderedFaces(unsigned int numfaces)
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| 422 | {
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| 423 | mVisFacesLastRender = numfaces;
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| 424 | }
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| 425 |
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| 426 | //-----------------------------------------------------------------------
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| 427 | unsigned int Camera::_getNumRenderedFaces(void) const
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| 428 | {
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| 429 | return mVisFacesLastRender;
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| 430 | }
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| 431 |
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| 432 | //-----------------------------------------------------------------------
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| 433 | const Quaternion& Camera::getOrientation(void) const
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| 434 | {
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| 435 | return mOrientation;
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| 436 | }
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| 437 |
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| 438 | //-----------------------------------------------------------------------
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| 439 | void Camera::setOrientation(const Quaternion& q)
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| 440 | {
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| 441 | mOrientation = q;
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| 442 | invalidateView();
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| 443 | }
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| 444 | //-----------------------------------------------------------------------
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| 445 | const Quaternion& Camera::getDerivedOrientation(void) const
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| 446 | {
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| 447 | updateView();
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| 448 | return mDerivedOrientation;
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| 449 | }
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| 450 | //-----------------------------------------------------------------------
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| 451 | const Vector3& Camera::getDerivedPosition(void) const
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| 452 | {
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| 453 | updateView();
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| 454 | return mDerivedPosition;
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| 455 | }
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| 456 | //-----------------------------------------------------------------------
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| 457 | Vector3 Camera::getDerivedDirection(void) const
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| 458 | {
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| 459 | // Direction points down -Z by default
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| 460 | updateView();
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| 461 | return mDerivedOrientation * -Vector3::UNIT_Z;
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| 462 | }
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| 463 | //-----------------------------------------------------------------------
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| 464 | Vector3 Camera::getDerivedUp(void) const
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| 465 | {
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| 466 | updateView();
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| 467 | return mDerivedOrientation * Vector3::UNIT_Y;
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| 468 | }
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| 469 | //-----------------------------------------------------------------------
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| 470 | Vector3 Camera::getDerivedRight(void) const
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| 471 | {
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| 472 | updateView();
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| 473 | return mDerivedOrientation * Vector3::UNIT_X;
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| 474 | }
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| 475 | //-----------------------------------------------------------------------
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| 476 | const String& Camera::getMovableType(void) const
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| 477 | {
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| 478 | return msMovableType;
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| 479 | }
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| 480 | //-----------------------------------------------------------------------
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| 481 | void Camera::setAutoTracking(bool enabled, SceneNode* target,
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| 482 | const Vector3& offset)
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| 483 | {
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| 484 | if (enabled)
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| 485 | {
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| 486 | assert (target != 0 && "target cannot be a null pointer if tracking is enabled");
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| 487 | mAutoTrackTarget = target;
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| 488 | mAutoTrackOffset = offset;
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| 489 | }
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| 490 | else
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| 491 | {
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| 492 | mAutoTrackTarget = 0;
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| 493 | }
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| 494 | }
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| 495 | //-----------------------------------------------------------------------
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| 496 | void Camera::_autoTrack(void)
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| 497 | {
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| 498 | // NB assumes that all scene nodes have been updated
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| 499 | if (mAutoTrackTarget)
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| 500 | {
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| 501 | lookAt(mAutoTrackTarget->_getDerivedPosition() + mAutoTrackOffset);
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| 502 | }
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| 503 | }
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| 504 | //-----------------------------------------------------------------------
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| 505 | void Camera::setLodBias(Real factor)
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| 506 | {
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| 507 | assert(factor > 0.0f && "Bias factor must be > 0!");
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| 508 | mSceneLodFactor = factor;
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| 509 | mSceneLodFactorInv = 1.0f / factor;
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| 510 | }
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| 511 | //-----------------------------------------------------------------------
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| 512 | Real Camera::getLodBias(void) const
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| 513 | {
|
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| 514 | return mSceneLodFactor;
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| 515 | }
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| 516 | //-----------------------------------------------------------------------
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| 517 | Real Camera::_getLodBiasInverse(void) const
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| 518 | {
|
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| 519 | return mSceneLodFactorInv;
|
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| 520 | }
|
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| 521 | //-----------------------------------------------------------------------
|
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| 522 | Ray Camera::getCameraToViewportRay(Real screenX, Real screenY) const
|
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| 523 | {
|
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| 524 | Real centeredScreenX = (screenX - 0.5f);
|
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| 525 | Real centeredScreenY = (0.5f - screenY);
|
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| 526 |
|
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| 527 | Real normalizedSlope = Math::Tan(mFOVy / 2);
|
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| 528 | Real viewportYToWorldY = normalizedSlope * mNearDist * 2;
|
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| 529 | Real viewportXToWorldX = viewportYToWorldY * mAspect;
|
---|
| 530 |
|
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| 531 | Vector3 rayDirection, rayOrigin;
|
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| 532 | if (mProjType == PT_PERSPECTIVE)
|
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| 533 | {
|
---|
| 534 | // From camera centre
|
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| 535 | rayOrigin = getDerivedPosition();
|
---|
| 536 | // Point to perspective projected position
|
---|
| 537 | rayDirection.x = centeredScreenX * viewportXToWorldX;
|
---|
| 538 | rayDirection.y = centeredScreenY * viewportYToWorldY;
|
---|
| 539 | rayDirection.z = -mNearDist;
|
---|
| 540 | rayDirection = getDerivedOrientation() * rayDirection;
|
---|
| 541 | rayDirection.normalise();
|
---|
| 542 | }
|
---|
| 543 | else
|
---|
| 544 | {
|
---|
| 545 | // Ortho always parallel to point on screen
|
---|
| 546 | rayOrigin.x = centeredScreenX * viewportXToWorldX;
|
---|
| 547 | rayOrigin.y = centeredScreenY * viewportYToWorldY;
|
---|
| 548 | rayOrigin.z = 0.0f;
|
---|
| 549 | rayOrigin = getDerivedOrientation() * rayOrigin;
|
---|
| 550 | rayOrigin = getDerivedPosition() + rayOrigin;
|
---|
| 551 | rayDirection = getDerivedDirection();
|
---|
| 552 | }
|
---|
| 553 |
|
---|
| 554 | return Ray(rayOrigin, rayDirection);
|
---|
| 555 | }
|
---|
| 556 |
|
---|
| 557 | // -------------------------------------------------------------------
|
---|
| 558 | void Camera::setWindow (Real Left, Real Top, Real Right, Real Bottom)
|
---|
| 559 | {
|
---|
| 560 | mWLeft = Left;
|
---|
| 561 | mWTop = Top;
|
---|
| 562 | mWRight = Right;
|
---|
| 563 | mWBottom = Bottom;
|
---|
| 564 |
|
---|
| 565 | mWindowSet = true;
|
---|
| 566 | mRecalcWindow = true;
|
---|
| 567 |
|
---|
| 568 | invalidateView();
|
---|
| 569 | }
|
---|
| 570 | // -------------------------------------------------------------------
|
---|
| 571 | void Camera::resetWindow ()
|
---|
| 572 | {
|
---|
| 573 | mWindowSet = false;
|
---|
| 574 | }
|
---|
| 575 | // -------------------------------------------------------------------
|
---|
| 576 | void Camera::setWindowImpl() const
|
---|
| 577 | {
|
---|
| 578 | if (!mWindowSet || !mRecalcWindow)
|
---|
| 579 | return;
|
---|
| 580 |
|
---|
| 581 |
|
---|
| 582 | Radian thetaY ( mFOVy / 2.0f );
|
---|
| 583 | Real tanThetaY = Math::Tan(thetaY);
|
---|
| 584 | //Real thetaX = thetaY * mAspect;
|
---|
| 585 | Real tanThetaX = tanThetaY * mAspect;
|
---|
| 586 |
|
---|
| 587 | Real vpTop = tanThetaY * mNearDist;
|
---|
| 588 | Real vpLeft = -tanThetaX * mNearDist;
|
---|
| 589 | Real vpWidth = -2 * vpLeft;
|
---|
| 590 | Real vpHeight = 2 * vpTop;
|
---|
| 591 |
|
---|
| 592 | Real wvpLeft = vpLeft + mWLeft * vpWidth;
|
---|
| 593 | Real wvpRight = vpLeft + mWRight * vpWidth;
|
---|
| 594 | Real wvpTop = vpTop - mWTop * vpHeight;
|
---|
| 595 | Real wvpBottom = vpTop - mWBottom * vpHeight;
|
---|
| 596 |
|
---|
| 597 | Vector3 vp_ul (wvpLeft, wvpTop, -mNearDist);
|
---|
| 598 | Vector3 vp_ur (wvpRight, wvpTop, -mNearDist);
|
---|
| 599 | Vector3 vp_bl (wvpLeft, wvpBottom, -mNearDist);
|
---|
| 600 | Vector3 vp_br (wvpRight, wvpBottom, -mNearDist);
|
---|
| 601 |
|
---|
| 602 | Matrix4 inv = mViewMatrix.inverse();
|
---|
| 603 |
|
---|
| 604 | Vector3 vw_ul = inv * vp_ul;
|
---|
| 605 | Vector3 vw_ur = inv * vp_ur;
|
---|
| 606 | Vector3 vw_bl = inv * vp_bl;
|
---|
| 607 | Vector3 vw_br = inv * vp_br;
|
---|
| 608 |
|
---|
| 609 | Vector3 position = getPosition();
|
---|
| 610 |
|
---|
| 611 | mWindowClipPlanes.clear();
|
---|
| 612 | mWindowClipPlanes.push_back(Plane(position, vw_bl, vw_ul));
|
---|
| 613 | mWindowClipPlanes.push_back(Plane(position, vw_ul, vw_ur));
|
---|
| 614 | mWindowClipPlanes.push_back(Plane(position, vw_ur, vw_br));
|
---|
| 615 | mWindowClipPlanes.push_back(Plane(position, vw_br, vw_bl));
|
---|
| 616 |
|
---|
| 617 | mRecalcWindow = false;
|
---|
| 618 |
|
---|
| 619 | }
|
---|
| 620 | // -------------------------------------------------------------------
|
---|
| 621 | const std::vector<Plane>& Camera::getWindowPlanes(void) const
|
---|
| 622 | {
|
---|
| 623 | setWindowImpl();
|
---|
| 624 | return mWindowClipPlanes;
|
---|
| 625 | }
|
---|
| 626 | // -------------------------------------------------------------------
|
---|
| 627 | Real Camera::getBoundingRadius(void) const
|
---|
| 628 | {
|
---|
| 629 | // return a little bigger than the near distance
|
---|
| 630 | // just to keep things just outside
|
---|
| 631 | return mNearDist * 1.5;
|
---|
| 632 |
|
---|
| 633 | }
|
---|
| 634 | //-----------------------------------------------------------------------
|
---|
| 635 | const Vector3& Camera::getPositionForViewUpdate(void) const
|
---|
| 636 | {
|
---|
| 637 | // Note no update, because we're calling this from the update!
|
---|
| 638 | return mDerivedPosition;
|
---|
| 639 | }
|
---|
| 640 | //-----------------------------------------------------------------------
|
---|
| 641 | const Quaternion& Camera::getOrientationForViewUpdate(void) const
|
---|
| 642 | {
|
---|
| 643 | return mDerivedOrientation;
|
---|
| 644 | }
|
---|
| 645 | //-----------------------------------------------------------------------
|
---|
| 646 | bool Camera::getAutoAspectRatio(void) const
|
---|
| 647 | {
|
---|
| 648 | return mAutoAspectRatio;
|
---|
| 649 | }
|
---|
| 650 | //-----------------------------------------------------------------------
|
---|
| 651 | void Camera::setAutoAspectRatio(bool autoratio)
|
---|
| 652 | {
|
---|
| 653 | mAutoAspectRatio = autoratio;
|
---|
| 654 | }
|
---|
| 655 |
|
---|
| 656 | } // namespace Ogre
|
---|