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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements a camera for the 3D view.
//
// $NoKeywords: $
//=============================================================================//
#include <windows.h>
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include "Camera.h"
#include "hammer_mathlib.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//
// Indices of camera axes.
//
#define CAMERA_RIGHT 0
#define CAMERA_UP 1
#define CAMERA_FORWARD 2
#define CAMERA_ORIGIN 3
#define MIN_PITCH -90.0f
#define MAX_PITCH 90.0f
static void DBG(char *fmt, ...) { char ach[128]; va_list va;
va_start(va, fmt); vsprintf(ach, fmt, va); va_end(va); OutputDebugString(ach); }
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CCamera::CCamera(void) { m_ViewPoint.Init();
m_fPitch = 0.0; m_fRoll = 0.0; m_fYaw = 0.0;
m_fHorizontalFOV = 90; m_fNearClip = 1.0; m_fFarClip = 5000;
m_fZoom = 1.0f; m_bIsOrthographic = false;
m_fScaleHorz = m_fScaleVert = 1; m_nViewWidth = m_nViewHeight = 100;
BuildViewMatrix(); BuildProjMatrix(); }
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CCamera::~CCamera(void) { }
void CCamera::SetViewPort( int width, int height ) { if ( m_nViewWidth != width || m_nViewHeight != height ) { m_nViewWidth = width; m_nViewHeight = height; BuildProjMatrix(); } }
void CCamera::GetViewPort( int &width, int &height ) { width = m_nViewWidth; height = m_nViewHeight; }
//-----------------------------------------------------------------------------
// Purpose: Returns the current value of the camera's pitch.
//-----------------------------------------------------------------------------
float CCamera::GetPitch(void) { return(m_fPitch); }
//-----------------------------------------------------------------------------
// Purpose: Returns the current value of the camera's roll.
//-----------------------------------------------------------------------------
float CCamera::GetRoll(void) { return(m_fRoll); }
//-----------------------------------------------------------------------------
// Purpose: Returns the current value of the camera's yaw.
//-----------------------------------------------------------------------------
float CCamera::GetYaw(void) { return(m_fYaw); }
//-----------------------------------------------------------------------------
// Purpose: returns the camera angles
// Output : returns the camera angles
//-----------------------------------------------------------------------------
QAngle CCamera::GetAngles() { return QAngle( m_fPitch, m_fYaw, m_fRoll ); }
//-----------------------------------------------------------------------------
// Purpose: Moves the camera along the camera's right axis.
// Input : fUnits - World units to move the camera.
//-----------------------------------------------------------------------------
void CCamera::MoveRight(float fUnits) { if (fUnits != 0) { m_ViewPoint[0] += m_ViewMatrix[CAMERA_RIGHT][0] * fUnits; m_ViewPoint[1] += m_ViewMatrix[CAMERA_RIGHT][1] * fUnits; m_ViewPoint[2] += m_ViewMatrix[CAMERA_RIGHT][2] * fUnits; BuildViewMatrix(); } }
//-----------------------------------------------------------------------------
// Purpose: Moves the camera along the camera's up axis.
// Input : fUnits - World units to move the camera.
//-----------------------------------------------------------------------------
void CCamera::MoveUp(float fUnits) { if (fUnits != 0) { m_ViewPoint[0] += m_ViewMatrix[CAMERA_UP][0] * fUnits; m_ViewPoint[1] += m_ViewMatrix[CAMERA_UP][1] * fUnits; m_ViewPoint[2] += m_ViewMatrix[CAMERA_UP][2] * fUnits; BuildViewMatrix(); } }
//-----------------------------------------------------------------------------
// Purpose: Moves the camera along the camera's forward axis.
// Input : fUnits - World units to move the camera.
//-----------------------------------------------------------------------------
void CCamera::MoveForward(float fUnits) { if (fUnits != 0) { m_ViewPoint[0] -= m_ViewMatrix[CAMERA_FORWARD][0] * fUnits; m_ViewPoint[1] -= m_ViewMatrix[CAMERA_FORWARD][1] * fUnits; m_ViewPoint[2] -= m_ViewMatrix[CAMERA_FORWARD][2] * fUnits; BuildViewMatrix(); } }
//-----------------------------------------------------------------------------
// Purpose: Returns the camera's viewpoint.
//-----------------------------------------------------------------------------
void CCamera::GetViewPoint(Vector& ViewPoint) const { ViewPoint = m_ViewPoint; }
//-----------------------------------------------------------------------------
// Purpose: Returns a vector indicating the camera's forward axis.
//-----------------------------------------------------------------------------
void CCamera::GetViewForward(Vector& ViewForward) const { ViewForward[0] = -m_ViewMatrix[CAMERA_FORWARD][0]; ViewForward[1] = -m_ViewMatrix[CAMERA_FORWARD][1]; ViewForward[2] = -m_ViewMatrix[CAMERA_FORWARD][2]; }
//-----------------------------------------------------------------------------
// Purpose: Returns a vector indicating the camera's up axis.
//-----------------------------------------------------------------------------
void CCamera::GetViewUp(Vector& ViewUp) const { ViewUp[0] = m_ViewMatrix[CAMERA_UP][0]; ViewUp[1] = m_ViewMatrix[CAMERA_UP][1]; ViewUp[2] = m_ViewMatrix[CAMERA_UP][2]; }
//-----------------------------------------------------------------------------
// Purpose: Returns a vector indicating the camera's right axis.
//-----------------------------------------------------------------------------
void CCamera::GetViewRight(Vector& ViewRight) const { ViewRight[0] = m_ViewMatrix[CAMERA_RIGHT][0]; ViewRight[1] = m_ViewMatrix[CAMERA_RIGHT][1]; ViewRight[2] = m_ViewMatrix[CAMERA_RIGHT][2]; }
//-----------------------------------------------------------------------------
// Purpose: Returns the horizontal field of view in degrees.
//-----------------------------------------------------------------------------
float CCamera::GetFOV(void) { return(m_fHorizontalFOV); }
//-----------------------------------------------------------------------------
// Purpose: Returns the distance from the camera to the near clipping plane in world units.
//-----------------------------------------------------------------------------
float CCamera::GetNearClip(void) { return(m_fNearClip); }
//-----------------------------------------------------------------------------
// Purpose: Returns the distance from the camera to the far clipping plane in world units.
//-----------------------------------------------------------------------------
float CCamera::GetFarClip(void) { return(m_fFarClip); }
//-----------------------------------------------------------------------------
// Purpose: Sets up fields of view & clip plane distances for the view frustum.
// Input : fHorizontalFOV -
// fVerticalFOV -
// fNearClip -
// fFarClip -
//-----------------------------------------------------------------------------
void CCamera::SetPerspective(float fHorizontalFOV, float fNearClip, float fFarClip) { m_bIsOrthographic = false; m_fHorizontalFOV = fHorizontalFOV; m_fNearClip = fNearClip; m_fFarClip = fFarClip; BuildProjMatrix(); }
void CCamera::SetOrthographic(float fZoom, float fNearClip, float fFarClip) { m_fZoom = fZoom; m_fNearClip = fNearClip; m_fFarClip = fFarClip; m_bIsOrthographic = true; BuildProjMatrix(); }
void CCamera::GetFrustumPlanes( Vector4D Planes[6] ) { // TODO check for FrustumPlanesFromMatrix, maybe we can use that
Vector ViewForward; GetViewForward(ViewForward);
VMatrix CameraMatrix = m_ProjMatrix * m_ViewMatrix;
//
// Now the plane coefficients can be pulled directly out of the the camera
// matrix as follows:
//
// Right : first_column - fourth_column
// Left : -first_column - fourth_column
// Top : second_column - fourth_column
// Bottom: -second_column - fourth_column
// Front : -third_column - fourth_column
// Back : third_column + fourth_column
//
// dvs: My plane constants should be coming directly from the matrices,
// but they aren't (for some reason). Instead I calculate the plane
// constants myself. Sigh.
//
Planes[0][0] = CameraMatrix[0][0] - CameraMatrix[3][0]; Planes[0][1] = CameraMatrix[0][1] - CameraMatrix[3][1]; Planes[0][2] = CameraMatrix[0][2] - CameraMatrix[3][2]; VectorNormalize(Planes[0].AsVector3D()); Planes[0][3] = DotProduct(m_ViewPoint, Planes[0].AsVector3D());
Planes[1][0] = -CameraMatrix[0][0] - CameraMatrix[3][0]; Planes[1][1] = -CameraMatrix[0][1] - CameraMatrix[3][1]; Planes[1][2] = -CameraMatrix[0][2] - CameraMatrix[3][2]; VectorNormalize(Planes[1].AsVector3D()); Planes[1][3] = DotProduct(m_ViewPoint, Planes[1].AsVector3D());
Planes[2][0] = CameraMatrix[1][0] - CameraMatrix[3][0]; Planes[2][1] = CameraMatrix[1][1] - CameraMatrix[3][1]; Planes[2][2] = CameraMatrix[1][2] - CameraMatrix[3][2]; VectorNormalize(Planes[2].AsVector3D()); Planes[2][3] = DotProduct(m_ViewPoint, Planes[2].AsVector3D());
Planes[3][0] = -CameraMatrix[1][0] - CameraMatrix[3][0]; Planes[3][1] = -CameraMatrix[1][1] - CameraMatrix[3][1]; Planes[3][2] = -CameraMatrix[1][2] - CameraMatrix[3][2]; VectorNormalize(Planes[3].AsVector3D()); Planes[3][3] = DotProduct(m_ViewPoint, Planes[3].AsVector3D());
Planes[4][0] = -CameraMatrix[2][0] - CameraMatrix[3][0]; Planes[4][1] = -CameraMatrix[2][1] - CameraMatrix[3][1]; Planes[4][2] = -CameraMatrix[2][2] - CameraMatrix[3][2]; VectorNormalize(Planes[4].AsVector3D()); Planes[4][3] = DotProduct(m_ViewPoint + ViewForward * m_fNearClip, Planes[4].AsVector3D());
Planes[5][0] = CameraMatrix[2][0] + CameraMatrix[3][0]; Planes[5][1] = CameraMatrix[2][1] + CameraMatrix[3][1]; Planes[5][2] = CameraMatrix[2][2] + CameraMatrix[3][2]; VectorNormalize(Planes[5].AsVector3D()); Planes[5][3] = DotProduct(m_ViewPoint + ViewForward * m_fFarClip, Planes[5].AsVector3D()); }
bool CCamera::IsOrthographic() { return m_bIsOrthographic; }
void CCamera::BuildProjMatrix() { memset( &m_ProjMatrix,0,sizeof(m_ProjMatrix) ); VMatrix &m = m_ProjMatrix;
if ( m_bIsOrthographic ) { // same as D3DXMatrixOrthoRH
float w = (float)m_nViewWidth / m_fZoom; float h = (float)m_nViewHeight / m_fZoom; m[0][0] = 2/w; m[1][1] = 2/h;
m[2][2] = 1/(m_fNearClip-m_fFarClip); m[2][3] = m_fNearClip/(m_fNearClip-m_fFarClip);
m[3][3] = 1; } else { // same as D3DXMatrixPerspectiveRH
float w = 2 * m_fNearClip * tan( m_fHorizontalFOV * M_PI / 360.0 ); float h = ( w * float(m_nViewHeight) ) / float(m_nViewWidth);
m[0][0] = 2*m_fNearClip/w; m[1][1] = 2*m_fNearClip/h;
m[2][2] = m_fFarClip/(m_fNearClip-m_fFarClip); m[2][3] = (m_fNearClip*m_fFarClip)/(m_fNearClip-m_fFarClip);
m[3][2] = -1; }
m_ViewProjMatrix = m_ProjMatrix * m_ViewMatrix; m_ViewProjMatrix.InverseGeneral( m_InvViewProjMatrix ); }
//-----------------------------------------------------------------------------
// Purpose: Sets the distance from the camera to the near clipping plane in world units.
//-----------------------------------------------------------------------------
void CCamera::SetNearClip(float fNearClip) { if ( m_fNearClip != fNearClip ) { m_fNearClip = fNearClip; BuildProjMatrix(); } }
//-----------------------------------------------------------------------------
// Purpose: Sets the distance from the camera to the far clipping plane in world units.
//-----------------------------------------------------------------------------
void CCamera::SetFarClip(float fFarClip) { if ( m_fFarClip != fFarClip ) { m_fFarClip = fFarClip; BuildProjMatrix(); } }
//-----------------------------------------------------------------------------
// Purpose: Sets the pitch in degrees, from [MIN_PITCH..MAX_PITCH]
//-----------------------------------------------------------------------------
void CCamera::SetPitch(float fDegrees) { if (m_fPitch != fDegrees) { m_fPitch = fDegrees;
if (m_fPitch > MAX_PITCH) { m_fPitch = MAX_PITCH; } else if (m_fPitch < MIN_PITCH) { m_fPitch = MIN_PITCH; } BuildViewMatrix(); } }
//-----------------------------------------------------------------------------
// Purpose: Sets the roll in degrees, from [0..360)
//-----------------------------------------------------------------------------
void CCamera::SetRoll(float fDegrees) { while (fDegrees >= 360) { fDegrees -= 360; }
while (fDegrees < 0) { fDegrees += 360; }
if (m_fRoll != fDegrees) { m_fRoll = fDegrees; BuildViewMatrix(); } }
//-----------------------------------------------------------------------------
// Purpose: Sets the yaw in degrees, from [0..360)
//-----------------------------------------------------------------------------
void CCamera::SetYaw(float fDegrees) { while (fDegrees >= 360) { fDegrees -= 360; }
while (fDegrees < 0) { fDegrees += 360; }
if (m_fYaw != fDegrees) { m_fYaw = fDegrees; BuildViewMatrix(); } }
//-----------------------------------------------------------------------------
// Purpose: Sets the view point.
//-----------------------------------------------------------------------------
void CCamera::SetViewPoint(const Vector &ViewPoint) { if ( m_ViewPoint != ViewPoint ) { m_ViewPoint = ViewPoint; BuildViewMatrix(); } }
//-----------------------------------------------------------------------------
// Purpose: Sets the camera target, rebuilding the view matrix.
// Input : ViewTarget - the point in world space that the camera should look at.
//-----------------------------------------------------------------------------
void CCamera::SetViewTarget(const Vector &ViewTarget) { Vector ViewOrigin; Vector ViewForward;
GetViewPoint( ViewOrigin );
VectorSubtract(ViewTarget, ViewOrigin, ViewForward); VectorNormalize(ViewForward);
//
// Ideally we could replace the math below with standard VectorAngles stuff, but Hammer
// camera matrices use a different convention from QAngle (sadly).
//
float fYaw = RAD2DEG(atan2(ViewForward[0], ViewForward[1])); SetYaw(fYaw);
float fPitch = -RAD2DEG(asin(ViewForward[2])); SetPitch(fPitch); }
//-----------------------------------------------------------------------------
// Purpose: Move the camera along a worldspace vector.
//-----------------------------------------------------------------------------
void CCamera::Move(Vector &vDelta) { m_ViewPoint += vDelta; BuildViewMatrix(); }
//-----------------------------------------------------------------------------
// Purpose: Pitches the camera forward axis toward the camera's down axis a
// given number of degrees.
//-----------------------------------------------------------------------------
void CCamera::Pitch(float fDegrees) { if (fDegrees != 0) { float fPitch = GetPitch(); fPitch += fDegrees; SetPitch(fPitch); } }
//-----------------------------------------------------------------------------
// Purpose: Rolls the camera's right axis toward the camera's up axis a given
// number of degrees.
//-----------------------------------------------------------------------------
void CCamera::Roll(float fDegrees) { if (fDegrees != 0) { float fRoll = GetRoll(); fRoll += fDegrees; SetRoll(fRoll); } }
//-----------------------------------------------------------------------------
// Purpose: Yaws the camera's forward axis toward the camera's right axis a
// given number of degrees.
//-----------------------------------------------------------------------------
void CCamera::Yaw(float fDegrees) { if (fDegrees != 0) { float fYaw = GetYaw(); fYaw += fDegrees; SetYaw(fYaw); } }
//-----------------------------------------------------------------------------
// Purpose: Loads the given matrix with an identity matrix.
// Input : Matrix - 4 x 4 matrix to be loaded with the identity matrix.
//-----------------------------------------------------------------------------
void CCamera::CameraIdentityMatrix(VMatrix& Matrix) { // This function produces a transform which transforms from
// material system camera space to quake camera space
// Camera right axis lies along the world X axis.
Matrix[CAMERA_RIGHT][0] = 1; Matrix[CAMERA_RIGHT][1] = 0; Matrix[CAMERA_RIGHT][2] = 0; Matrix[CAMERA_RIGHT][3] = 0;
// Camera up axis lies along the world Z axis.
Matrix[CAMERA_UP][0] = 0; Matrix[CAMERA_UP][1] = 0; Matrix[CAMERA_UP][2] = 1; Matrix[CAMERA_UP][3] = 0;
// Camera forward axis lies along the negative world Y axis.
Matrix[CAMERA_FORWARD][0] = 0; Matrix[CAMERA_FORWARD][1] = -1; Matrix[CAMERA_FORWARD][2] = 0; Matrix[CAMERA_FORWARD][3] = 0;
Matrix[CAMERA_ORIGIN][0] = 0; Matrix[CAMERA_ORIGIN][1] = 0; Matrix[CAMERA_ORIGIN][2] = 0; Matrix[CAMERA_ORIGIN][3] = 1; }
//-----------------------------------------------------------------------------
// Purpose: Generates a view matrix based on our current yaw, pitch, and roll.
// The view matrix does not consider FOV or clip plane distances.
//-----------------------------------------------------------------------------
void CCamera::BuildViewMatrix() { // The camera transformation is produced by multiplying roll * yaw * pitch.
// This will transform a point from world space into quake camera space,
// which is exactly what we want for our view matrix. However, quake
// camera space isn't the same as material system camera space, so
// we're going to have to apply a transformation that goes from quake
// camera space to material system camera space.
CameraIdentityMatrix( m_ViewMatrix );
RotateAroundAxis(m_ViewMatrix, m_fPitch, 0 ); RotateAroundAxis(m_ViewMatrix, m_fRoll, 1); RotateAroundAxis(m_ViewMatrix, m_fYaw, 2);
// Translate the viewpoint to the world origin.
VMatrix TempMatrix; TempMatrix.Identity(); TempMatrix.SetTranslation( -m_ViewPoint );
m_ViewMatrix = m_ViewMatrix * TempMatrix;
m_ViewProjMatrix = m_ProjMatrix * m_ViewMatrix; m_ViewProjMatrix.InverseGeneral( m_InvViewProjMatrix ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : Matrix -
//-----------------------------------------------------------------------------
void CCamera::GetViewMatrix(VMatrix& Matrix) { Matrix = m_ViewMatrix;
}
void CCamera::GetProjMatrix(VMatrix& Matrix) { Matrix = m_ProjMatrix; }
//-----------------------------------------------------------------------------
// Purpose: Sets the view matrix of the current projection
// Output : Matrix - the matrix to store the current projection matrix
//-----------------------------------------------------------------------------
void CCamera::GetViewProjMatrix( VMatrix &Matrix ) { Matrix = m_ViewProjMatrix; }
//-----------------------------------------------------------------------------
// Purpose: to set the zoom in the orthographic gl view
// Input: fScale - the zoom scale
//-----------------------------------------------------------------------------
void CCamera::SetZoom( float fScale ) { if ( m_fZoom != fScale ) { m_fZoom = fScale; BuildProjMatrix(); } }
//-----------------------------------------------------------------------------
// Purpose: to accumulate the zoom in the orthographic gl view
// Input: fScale - the zoom scale
//-----------------------------------------------------------------------------
void CCamera::Zoom( float fScale ) { m_fZoom += fScale;
// don't zoom negative
if( m_fZoom < 0.00001f ) m_fZoom = 0.00001f; }
//-----------------------------------------------------------------------------
// Purpose: to get the zoom in the orthographic gl view
// Output: return the zoom scale
//-----------------------------------------------------------------------------
float CCamera::GetZoom( void ) { return m_fZoom; }
void CCamera::WorldToView( const Vector& vWorld, Vector2D &vView ) { Vector vView3D;
Vector3DMultiplyPositionProjective( m_ViewProjMatrix, vWorld, vView3D );
// NOTE: The negative sign on y is because wc wants to think about screen
// coordinates in a different way than the material system
vView.x = 0.5 * (vView3D.x + 1.0) * m_nViewWidth; vView.y = 0.5 * (-vView3D.y + 1.0) * m_nViewHeight; }
void CCamera::ViewToWorld( const Vector2D &vView, Vector& vWorld) { Vector vView3D;
vView3D.x = 2.0 * vView.x / m_nViewWidth - 1; vView3D.y = -2.0 * vView.y / m_nViewHeight + 1; vView3D.z = 0;
Vector3DMultiplyPositionProjective( m_InvViewProjMatrix, vView3D, vWorld ); }
void CCamera::BuildRay( const Vector2D &vView, Vector& vStart, Vector& vEnd ) { // Find the point they clicked on in world coordinates. It lies on the near
// clipping plane.
Vector vClickPoint; ViewToWorld(vView, vClickPoint );
// Build a ray from the viewpoint through the point on the near clipping plane.
Vector vRay = vClickPoint - m_ViewPoint; VectorNormalize( vRay ); vStart = m_ViewPoint; vEnd = vStart + vRay * 99999; }
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