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660 lines
22 KiB
660 lines
22 KiB
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef CAMERA_H
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#define CAMERA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <math.h>
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#include <float.h>
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// For vec_t, put this somewhere else?
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#include "tier0/basetypes.h"
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#include "mathlib/vector.h"
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#include "tier0/dbg.h"
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#include "mathlib/vector2d.h"
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#include "mathlib/math_pfns.h"
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#include "mathlib/vmatrix.h"
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#include "mathlib/ssemath.h"
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#include "datamap.h"
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#include "mathlib/aabb.h"
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#include "tier0/memalloc.h"
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// declarations for camera and frustum
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extern VMatrix g_matViewToCameraMatrix, g_matCameraToViewMatrix;
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struct ALIGN16 Camera_t
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{
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void Init( const Vector &origin, const QAngle &angles, float flNear, float flFar, float flFOV, float flAspect );
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void InitOrtho( const Vector &origin, const QAngle &angles, float flNear, float flFar, float flWidth, float flHeight );
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void InitViewParameters( const Vector &vOrigin, const QAngle &vAngles );
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void InitOrthoProjection( float flZNear, float flZFar, float flWidth, float flHeight );
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bool IsOrthographic() const;
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void InitPerspectiveProjection( float flZNear, float flZFar, float flFOVX, float flAspect );
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// generates 8 vertices of the frustum
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// vertex order is near plane (UL, UR, LL, LR), far plane (UL, UR, LL, LR)
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void ComputeGeometry( Vector *pVertsOut8 ) const;
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void ComputeGeometry( Vector *pVertsOut8, const Vector &vForward, const Vector &vLeft, const Vector &vUp ) const;
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inline bool operator ==( const Camera_t &other ) const;
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inline bool operator !=( const Camera_t &other ) const;
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Vector m_origin;
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QAngle m_angles;
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// FOV for X/width.
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// This should be set to -1 to get an ortho projection,
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// in which case it'll use m_flWidth and m_flHeight.
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float m_flFOVX;
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float m_flAspect; // For Perspective
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float m_flZNear;
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float m_flZFar;
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float m_flWidth; // For ortho.
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float m_flHeight;
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} ALIGN16_POST;
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inline void Camera_t::Init( const Vector &origin, const QAngle &angles, float flNear, float flFar, float flFOV, float flAspect )
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{
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InitViewParameters( origin, angles );
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InitPerspectiveProjection( flNear, flFar, flFOV, flAspect );
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m_flWidth = -1;
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m_flHeight = -1;
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}
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inline void Camera_t::InitOrtho( const Vector &origin, const QAngle &angles, float flNear, float flFar, float flWidth, float flHeight )
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{
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InitViewParameters( origin, angles );
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InitOrthoProjection( flNear, flFar, flWidth, flHeight );
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}
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inline void Camera_t::InitViewParameters( const Vector &vOrigin, const QAngle &vAngles )
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{
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m_origin = vOrigin;
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m_angles = vAngles;
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}
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inline void Camera_t::InitOrthoProjection( float flZNear, float flZFar, float flWidth, float flHeight )
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{
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m_flFOVX = -1;
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m_flZNear = flZNear;
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m_flZFar = flZFar;
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m_flWidth = flWidth;
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m_flHeight = flHeight;
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}
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inline bool Camera_t::IsOrthographic() const
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{
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return m_flFOVX == -1;
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}
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inline void Camera_t::InitPerspectiveProjection( float flZNear, float flZFar, float flFOVX, float flAspect )
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{
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m_flFOVX = flFOVX;
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m_flAspect = flAspect;
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m_flZNear = flZNear;
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m_flZFar = flZFar;
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}
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inline bool Camera_t::operator ==( const Camera_t &other ) const
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{
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return ( m_origin == other.m_origin ) &&
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( m_angles == other.m_angles ) &&
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( m_flFOVX == other.m_flFOVX ) &&
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( m_flAspect == other.m_flAspect ) &&
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( m_flZNear == other.m_flZNear ) &&
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( m_flZFar == other.m_flZFar ) &&
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( m_flWidth == other.m_flWidth ) &&
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( m_flHeight == other.m_flHeight );
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}
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inline bool Camera_t::operator !=( const Camera_t &other ) const
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{
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return !( *this == other );
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}
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///\name Functions to set up a VMatrix from various input view specifications
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//@{
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/// This maps the X/Y bounds into [-1,1] and flNear/flFar into [0,1]
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inline VMatrix OrthoMatrixRH( float x1, float y1, float x2, float y2, float flNear, float flFar )
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{
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float flDelta = flNear - flFar;
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float ix = 2.0f / ( x2 - x1 );
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float iy = 2.0f / ( y2 - y1 );
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VMatrix mRet(
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ix, 0, 0, 0,
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0, iy, 0, 0,
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0, 0, 1.0f / flDelta, flNear / flDelta,
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0, 0, 0, 1 );
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return mRet;
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}
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inline VMatrix OrthoMatrixOffCenterRH( float x1, float y1, float x2, float y2, float flNear, float flFar )
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{
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float flDelta = flNear - flFar;
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float ix = 2.0f / ( x2 - x1 );
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float iy = 2.0f / ( y2 - y1 );
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VMatrix mRet(
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ix, 0, 0, -(ix * x1) - 1,
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0, iy, 0, -(iy * y1) - 1,
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0, 0, 1.0f / flDelta, flNear / flDelta,
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0, 0, 0, 1 );
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return mRet;
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}
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/// This maps the X/Y bounds into [-1,1] and flNear/flFar into [0,1]
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/// This is left-handed for concatenation onto the viewproj matrix for app-tiling in source2
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inline VMatrix OrthoMatrixOffCenterLH( float x1, float y1, float x2, float y2, float flNear, float flFar )
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{
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float flDelta = flFar - flNear;
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float ix = 2.0f / ( x2 - x1 );
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float iy = 2.0f / ( y2 - y1 );
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VMatrix mRet(
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ix, 0, 0, 0,
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0, iy, 0, 0,
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0, 0, 1.0f / flDelta, 0,
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( x1 + x2 )/( x1 - x2 ), ( y1 + y2 ) / ( y1 - y2 ), -flNear / flDelta, 1 );
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return mRet;
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}
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/// This is the hammer wireframe widget version that inverts depth and shifts the xy coordinates
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inline VMatrix OrthoMatrixHammerRH( float x1, float y1, float x2, float y2, float flNear, float flFar )
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{
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float flDelta = flNear - flFar;
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float ix = 2.0f / ( x2 - x1 );
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float iy = 2.0f / ( y2 - y1 );
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VMatrix mRet(
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ix, 0, 0, -(ix * x1) - 1,
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0, iy, 0, -(iy * y1) - 1,
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0, 0, 1.0f / flDelta, -flNear / flDelta,
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0, 0, 0, 1 );
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return mRet;
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}
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/// helper to calculate an ortho matrix for a view region centered at 0 of specified width and height
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inline VMatrix OrthoMatrixRH( float flWidth, float flHeight, float flNear, float flFar )
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{
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return OrthoMatrixRH( -flWidth/2, -flHeight/2, flWidth/2, flHeight/2, flNear, flFar );
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}
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/// calculate a view matrix given an origin, forward vector, and up vector
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VMatrix ViewMatrixRH( Vector &vEye, Vector &vAt, Vector &vUp );
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/// calculate a VMatrix from a camera_t
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void ComputeViewMatrix( VMatrix *pWorldToView, const Camera_t& camera );
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/// calculate a matrix3x4_t corresponding to a camera_t
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void ComputeViewMatrix( matrix3x4_t *pWorldToView, const Camera_t& camera );
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void ComputeViewMatrix( matrix3x4_t *pWorldToView, matrix3x4_t *pWorldToCamera, const Camera_t &camera );
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void ComputeViewMatrix( matrix3x4_t *pWorldToView, matrix3x4_t *pCameraToWorld,
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Vector const &vecOrigin,
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Vector const &vecForward, Vector const &vecLeft, Vector const &vecUp );
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void ComputeViewMatrix( VMatrix *pViewMatrix, const Vector &origin, const QAngle &angles );
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void ComputeViewMatrix( VMatrix *pViewMatrix, const matrix3x4_t &matGameCustom );
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void ComputeProjectionMatrix( VMatrix *pCameraToProjection, const Camera_t& camera, int width, int height );
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void ComputeProjectionMatrix( VMatrix *pCameraToProjection, float flZNear, float flZFar, float flFOVX, float flAspectRatio );
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void ComputeProjectionMatrix( VMatrix *pCameraToProjection, float flZNear, float flZFar, float flFOVX, float flAspectRatio,
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float flClipSpaceBottomLeftX, float flClipSpaceBottomLeftY,
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float flClipSpaceTopRightX, float flClipSpaceTopRightY );
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//@}
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void CalcFarPlaneCameraRelativePoints( Vector *p4PointsOut, Vector &vForward, Vector &vUp, Vector &vLeft, float flFarPlane,
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float flFovX, float flFovY,
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float flClipSpaceBottomLeftX = -1.0f, float flClipSpaceBottomLeftY = -1.0f,
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float flClipSpaceTopRightX = 1.0f, float flClipSpaceTopRightY = 1.0f );
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/// transform a point from 3d to 2d, given screen width + height
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void ComputeScreenSpacePosition( Vector2D *pScreenPosition, const Vector &vecWorldPosition,
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const Camera_t &camera, int width, int height );
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// Functions to build frustum information given params
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void MatricesFromCamera( VMatrix &mWorldToView, VMatrix &mProjection, const Camera_t &camera,
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float flClipSpaceBottomLeftX = -1.0f, float flClipSpaceBottomLeftY = -1.0f,
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float flClipSpaceTopRightX = 1.0f, float flClipSpaceTopRightY = 1.0f );
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void FrustumFromViewProj( Frustum_t *pFrustum, const VMatrix &mViewProj, const Vector &origin, bool bD3DClippingRange = true );
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void FrustumFromMatrices( Frustum_t *pFrustum, const VMatrix &mWorldToView, const VMatrix &mProjection, const Vector &origin, bool bD3DClippingRange = true );
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// TODO: desired api.
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//void MatrixFromFrustum( VMatrix *pViewProj, const Frustum_t &frustum );
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VMatrix ViewProjFromVectors( const Vector &origin, float flNear, float flFar, float flFOV, float flAspect,
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Vector const &vecForward, Vector const &vecLeft, Vector const &vecUp );
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enum EBoxOverlapFlags
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{
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BOXCHECK_FLAGS_OVERLAPS_NEAR = 1,
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BOXCHECK_FLAGS_OVERLAPS_FAR = 2,
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};
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/// Class holding a camera, frustum planes, and transformation matrices, and methods to calculate
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/// them and keep them in sync.
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class CFrustum
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{
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public:
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CFrustum();
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~CFrustum(){}
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//--------------------------------------------------------------------------------------------------
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// Camera fxns
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//--------------------------------------------------------------------------------------------------
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void InitCamera( const Camera_t &Other )
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{
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m_camera = Other;
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m_bDirty = true;
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}
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// For an off-center projection:
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// flClipSpaceXXXX coordinates are in clip space, where ( -1,-1 ) is the bottom left corner of the screen
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// and ( 1,1 ) is the top right corner of the screen.
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void InitCamera( const Vector &origin, const QAngle &angles, float flNear, float flFar, float flFOV, float flAspect,
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float flClipSpaceBottomLeftX = -1.0f, float flClipSpaceBottomLeftY = -1.0f, float flClipSpaceTopRightX = 1.0f, float flClipSpaceTopRightY = 1.0f )
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{
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m_camera.Init( origin, angles, flNear, flFar, flFOV, flAspect );
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m_flClipSpaceBottomLeftX = flClipSpaceBottomLeftX;
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m_flClipSpaceBottomLeftY = flClipSpaceBottomLeftY;
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m_flClipSpaceTopRightX = flClipSpaceTopRightX;
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m_flClipSpaceTopRightY = flClipSpaceTopRightY;
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m_bDirty = true;
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}
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void InitOrthoCamera( const Vector &origin, const QAngle &angles, float flNear, float flFar, float flWidth, float flHeight,
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float flClipSpaceBottomLeftX = -1.0f, float flClipSpaceBottomLeftY = -1.0f, float flClipSpaceTopRightX = 1.0f, float flClipSpaceTopRightY = 1.0f )
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{
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m_camera.InitOrtho( origin, angles, flNear, flFar, flWidth, flHeight );
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m_camera.m_flAspect = flWidth / flHeight;
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m_flClipSpaceBottomLeftX = flClipSpaceBottomLeftX;
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m_flClipSpaceBottomLeftY = flClipSpaceBottomLeftY;
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m_flClipSpaceTopRightX = flClipSpaceTopRightX;
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m_flClipSpaceTopRightY = flClipSpaceTopRightY;
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m_bDirty = true;
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}
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bool IsOrthographic() const { return m_camera.IsOrthographic(); }
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void SetCameraPosition( const Vector &origin );
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const Vector &GetCameraPosition() const { return m_camera.m_origin; }
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void SetCameraAngles( const QAngle &angles );
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const QAngle &GetCameraAngles() const { return m_camera.m_angles; }
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// Sets the distance from the camera to the near/far clipping plane in world units.
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void SetCameraNearFarPlanes( float flNear, float flFar );
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void GetCameraNearFarPlanes( float &flNear, float &flFar ) const { flNear = m_camera.m_flZNear; flFar = m_camera.m_flZFar; }
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// Sets the distance from the camera to the near clipping plane in world units.
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void SetCameraNearPlane( float flNear );
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float GetCameraNearPlane() const { return m_camera.m_flZNear; }
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// Sets the distance from the camera to the far clipping plane in world units.
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void SetCameraFarPlane( float flFar );
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float GetCameraFarPlane() const { return m_camera.m_flZFar; }
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// Set the field of view (in degrees)
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void SetCameraFOV( float flFOV );
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float GetCameraFOV() const { return m_camera.m_flFOVX; }
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void SetCameraWidthHeight( float flWidth, float flHeight );
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void GetCameraWidthHeight( float &width, float &height ) const { width = m_camera.m_flWidth; height = m_camera.m_flHeight; }
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void SetCameraWidth( float flWidth );
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float GetCameraWidth() const { return m_camera.m_flWidth; }
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void SetCameraHeight( float flHeight );
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float GetCameraHeight() const { return m_camera.m_flHeight; }
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void SetCameraAspect( float flAspect );
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float GetCameraAspect() const { return m_camera.m_flAspect; }
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/// Returns mask of BOXCHECK_FLAGS_xxx indicating the status of the box with respect to this
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/// frustum's near and far clip planes.
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int CheckBoxAgainstNearAndFarPlanes( const VectorAligned &minBounds, const VectorAligned &maxBounds ) const;
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/// given an AABB, return the values of the near and far plane which will enclose the box
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void GetNearAndFarPlanesAroundBox( float *pNear, float *pFar, AABB_t const &inBox, Vector &vOriginShift ) const;
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/// Compute the approximate size of a sphere. Rough calculation suitable for lod selection,
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/// etc. Result is in terms of approximate % coverage of the viewport, not taking clipping
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/// into account.
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float ComputeScreenSize( Vector vecOrigin, float flRadius ) const;
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/// Return the Sin of the FOV
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FORCEINLINE float SinFOV( void ) const { return sin( DEG2RAD( GetCameraFOV() ) ); }
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const Camera_t &GetCameraStruct() const { return m_camera; }
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//--------------------------------------------------------------------------------------------------
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// Frustum fxns
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//--------------------------------------------------------------------------------------------------
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void SetFrustumStruct( const Frustum_t &frustumStruct ) { m_frustumStruct = frustumStruct; }
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// Camera oriented directions
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const Vector &CameraForward() const { return m_forward; }
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const Vector &CameraLeft() const { return m_left; }
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const Vector &CameraUp() const { return m_up; }
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// View oriented directions i.e. view align matrix has been applied
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void ViewForward( Vector& vViewForward ) const;
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void ViewLeft( Vector& vViewLeft ) const;
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void ViewUp( Vector& vViewUp ) const;
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void SetView( VMatrix &mWorldToView ) { m_worldToView = mWorldToView.As3x4(); }
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const matrix3x4_t &GetView() const { return m_worldToView; }
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void SetProj( VMatrix &mProj ) { m_projection = mProj; }
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const VMatrix &GetProj() const { return m_projection; }
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const VMatrix &GetInvProj() const { return m_invProjection; }
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// The viewProj and invViewProj matrices are NOT transposed.
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void SetViewProj( VMatrix &viewProj ) { m_viewProj = viewProj; }
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const VMatrix &GetViewProj() const { return m_viewProj; }
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VMatrix GetViewProjTranspose() const { return m_viewProj.Transpose(); }
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void SetInvViewProj( VMatrix &invViewProj ) { m_invViewProj = invViewProj; }
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const VMatrix &GetInvViewProj() const { return m_invViewProj; }
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VMatrix GetInvViewProjTranspose() const { return m_invViewProj.Transpose(); }
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bool BoundingVolumeIntersectsFrustum( AABB_t const &box ) const;
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bool BoundingVolumeIntersectsFrustum( Vector const &mins, Vector const &maxes ) const;
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bool BoundingVolumeIntersectsFrustum( AABB_t const &box, Vector &vOriginShift ) const;
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/// Update the matrix and clip planes for this frustum to reflect the state of the embedded Camera_t
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void UpdateFrustumFromCamera();
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/// build a full frustum from rotation vectors plus camera vars
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void BuildFrustumFromVectors( const Vector &origin, float flNear, float flFar, float flFOV, float flAspect,
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Vector const &vecForward, Vector const &vecLeft, Vector const &vecUp );
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void BuildShadowFrustum( VMatrix &newWorldToView, VMatrix &newProj );
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void BuildFrustumFromParameters(
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const Vector &origin, const QAngle &angles,
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float flNear, float flFar, float flFOV, float flAspect,
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const VMatrix &worldToView, const VMatrix &viewToProj );
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/// calculate the projection of the 4 view-frustum corner rays onto a plane
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void CalcFarPlaneCameraRelativePoints( Vector *p4PointsOut, float flFarPlane,
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float flClipSpaceBottomLeftX = -1.0f, float flClipSpaceBottomLeftY = -1.0f,
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float flClipSpaceTopRightX = 1.0f, float flClipSpaceTopRightY = 1.0f ) const;
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/// concatenate the projection and view matrices, and also update the inverse view and
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/// projection matrices
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void CalcViewProj( );
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/// Transform a point from world space into camera space.
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Vector4D TransformPointToHomogenousViewCoordinates( Vector const &pnt ) const;
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void SetClipSpaceBounds( float flClipSpaceBottomLeftX, float flClipSpaceBottomLeftY, float flClipSpaceTopRightX, float flClipSpaceTopRightY );
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void GetClipSpaceBounds( float &flClipSpaceBottomLeftX, float &flClipSpaceBottomLeftY, float &flClipSpaceTopRightX, float &flClipSpaceTopRightY ) const
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{
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flClipSpaceBottomLeftX = m_flClipSpaceBottomLeftX;
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flClipSpaceBottomLeftY = m_flClipSpaceBottomLeftY;
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flClipSpaceTopRightX = m_flClipSpaceTopRightX;
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flClipSpaceTopRightY = m_flClipSpaceTopRightY;
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}
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// NOTE: Not tested with ortho projections
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void ComputeBounds( Vector *pMins, Vector *pMaxs ) const;
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void ComputeGeometry( Vector *pVertsOut8 ) const { m_camera.ComputeGeometry( pVertsOut8, m_forward, m_left, m_up ); }
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const Frustum_t &GetFrustumStruct() const { return m_frustumStruct; }
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//--------------------------------------------------------------------------------------------------
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void ViewToWorld( const Vector2D &vViewMinusOneToOne, Vector *pOutWorld );
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void BuildRay( const Vector2D &vViewMinusOneToOne, Vector *pOutRayStart, Vector *pOutRayDirection );
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protected:
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Camera_t m_camera; // NOTE: SIMD-aligned
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Frustum_t m_frustumStruct; // NOTE: SIMD-aligned
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// For off-center projection
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float m_flClipSpaceBottomLeftX;
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float m_flClipSpaceBottomLeftY;
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float m_flClipSpaceTopRightX;
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float m_flClipSpaceTopRightY;
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Vector m_forward;
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Vector m_left;
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Vector m_up;
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// Camera/view matrices. (The space order is: world->camera->view->projection->screenspace.)
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matrix3x4_t m_cameraToWorld; // camera->world (NOT view->world, and not the inverse of m_worldToView)
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matrix3x4_t m_worldToView; // world->view
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// Projection matrices.
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VMatrix m_projection; // view->proj
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VMatrix m_invProjection; // proj->view
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// Combined world->projection matrices.
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VMatrix m_viewProj; // world->proj
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VMatrix m_invViewProj; // proj->world
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bool m_bDirty;
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};
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inline CFrustum::CFrustum()
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{
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InitCamera( Vector( 0, 0, 0 ), QAngle( 0, 0, 0 ), 10, 100, 90, 1.0f );
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V_memset( &m_frustumStruct, 0, sizeof(Frustum_t) );
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m_forward.Init( 0, 0, 0 );
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m_left.Init( 0, 0, 0 );
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m_up.Init( 0, 0, 0 );
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V_memset( &m_cameraToWorld, 0, sizeof(matrix3x4_t) );
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V_memset( &m_worldToView, 0, sizeof(matrix3x4_t) );
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V_memset( &m_projection, 0, sizeof(VMatrix) );
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V_memset( &m_invProjection, 0, sizeof(VMatrix) );
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V_memset( &m_viewProj, 0, sizeof(VMatrix) );
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V_memset( &m_invViewProj, 0, sizeof(VMatrix) );
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m_bDirty = true;
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}
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inline void CFrustum::SetCameraPosition( const Vector &origin )
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{
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if ( m_camera.m_origin == origin )
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return;
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m_camera.m_origin = origin;
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Assert( origin.IsValid() && origin.IsReasonable() );
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m_bDirty = true;
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}
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inline void CFrustum::SetCameraAngles( const QAngle &angles )
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{
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if ( m_camera.m_angles == angles )
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return;
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m_camera.m_angles = angles;
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m_bDirty = true;
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}
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inline void CFrustum::SetCameraNearFarPlanes( float flNear, float flFar )
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{
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if ( ( m_camera.m_flZNear == flNear ) && ( m_camera.m_flZFar == flFar ) )
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return;
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m_camera.m_flZNear = flNear;
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m_camera.m_flZFar = flFar;
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m_bDirty = true;
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}
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inline void CFrustum::SetCameraNearPlane( float flNear )
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|
{
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if ( m_camera.m_flZNear == flNear )
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|
return;
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m_camera.m_flZNear = flNear;
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m_bDirty = true;
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}
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inline void CFrustum::SetCameraFarPlane( float flFar )
|
|
{
|
|
if ( m_camera.m_flZFar == flFar )
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|
return;
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|
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|
m_camera.m_flZFar = flFar;
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|
m_bDirty = true;
|
|
}
|
|
|
|
/// Set the field of view (in degrees)
|
|
inline void CFrustum::SetCameraFOV( float flFOV )
|
|
{
|
|
if ( m_camera.m_flFOVX == flFOV )
|
|
return;
|
|
|
|
m_camera.m_flFOVX = flFOV;
|
|
m_bDirty = true;
|
|
}
|
|
|
|
inline void CFrustum::SetCameraWidthHeight( float flWidth, float flHeight )
|
|
{
|
|
if ( ( m_camera.m_flWidth == flWidth ) && ( m_camera.m_flHeight == flHeight ) )
|
|
return;
|
|
|
|
m_camera.m_flWidth = flWidth;
|
|
m_camera.m_flHeight = flHeight;
|
|
m_camera.m_flAspect = m_camera.m_flWidth / m_camera.m_flHeight;
|
|
m_bDirty = true;
|
|
}
|
|
|
|
inline void CFrustum::SetCameraWidth( float flWidth )
|
|
{
|
|
if ( m_camera.m_flWidth == flWidth )
|
|
return;
|
|
|
|
m_camera.m_flWidth = flWidth;
|
|
m_camera.m_flAspect = m_camera.m_flWidth / m_camera.m_flHeight;
|
|
m_bDirty = true;
|
|
}
|
|
|
|
inline void CFrustum::SetCameraHeight( float flHeight )
|
|
{
|
|
if ( m_camera.m_flHeight == flHeight )
|
|
return;
|
|
|
|
m_camera.m_flHeight = flHeight;
|
|
m_camera.m_flAspect = m_camera.m_flWidth / m_camera.m_flHeight;
|
|
m_bDirty = true;
|
|
}
|
|
|
|
inline void CFrustum::SetCameraAspect( float flAspect )
|
|
{
|
|
if ( m_camera.m_flAspect == flAspect )
|
|
return;
|
|
|
|
m_camera.m_flAspect = flAspect;
|
|
m_bDirty = true;
|
|
}
|
|
|
|
|
|
inline bool CFrustum::BoundingVolumeIntersectsFrustum( AABB_t const &box ) const
|
|
{
|
|
Vector vMins = box.m_vMinBounds - m_camera.m_origin;
|
|
Vector vMaxs = box.m_vMaxBounds - m_camera.m_origin;
|
|
return m_frustumStruct.Intersects( vMins, vMaxs );
|
|
}
|
|
|
|
inline bool CFrustum::BoundingVolumeIntersectsFrustum( Vector const &mins, Vector const &maxes ) const
|
|
{
|
|
Vector vMins = mins - m_camera.m_origin;
|
|
Vector vMaxs = maxes - m_camera.m_origin;
|
|
return m_frustumStruct.Intersects( vMins, vMaxs );
|
|
}
|
|
|
|
inline bool CFrustum::BoundingVolumeIntersectsFrustum( AABB_t const &box, Vector &vOriginShift ) const
|
|
{
|
|
Vector vMins = box.m_vMinBounds - m_camera.m_origin - vOriginShift;
|
|
Vector vMaxs = box.m_vMaxBounds - m_camera.m_origin - vOriginShift;
|
|
return m_frustumStruct.Intersects( vMins, vMaxs );
|
|
}
|
|
|
|
inline Vector4D CFrustum::TransformPointToHomogenousViewCoordinates( Vector const &pnt ) const
|
|
{
|
|
Vector4D v4Rslt;
|
|
GetViewProj().V4Mul( Vector4D( pnt.x, pnt.y, pnt.z, 1.0 ), v4Rslt );
|
|
return v4Rslt;
|
|
}
|
|
|
|
inline void CFrustum::ViewForward( Vector& vViewForward ) const
|
|
{
|
|
Vector vFrustumDir;
|
|
MatrixGetRow( VMatrix( m_worldToView ), Z_AXIS, &vFrustumDir );
|
|
VectorNormalize( vFrustumDir );
|
|
vFrustumDir = -vFrustumDir;
|
|
vViewForward = vFrustumDir;
|
|
}
|
|
|
|
inline void CFrustum::ViewLeft( Vector& vViewLeft ) const
|
|
{
|
|
Vector vFrustumDir;
|
|
MatrixGetRow( VMatrix( m_worldToView ), X_AXIS, &vFrustumDir );
|
|
VectorNormalize( vFrustumDir );
|
|
vViewLeft = -vFrustumDir;
|
|
}
|
|
|
|
inline void CFrustum::ViewUp( Vector& vViewUp ) const
|
|
{
|
|
Vector vFrustumDir;
|
|
MatrixGetRow( VMatrix( m_worldToView ), Y_AXIS, &vFrustumDir );
|
|
VectorNormalize( vFrustumDir );
|
|
vViewUp = vFrustumDir;
|
|
}
|
|
|
|
|
|
inline void CFrustum::SetClipSpaceBounds( float flClipSpaceBottomLeftX, float flClipSpaceBottomLeftY, float flClipSpaceTopRightX, float flClipSpaceTopRightY )
|
|
{
|
|
m_flClipSpaceBottomLeftX = flClipSpaceBottomLeftX;
|
|
m_flClipSpaceBottomLeftY = flClipSpaceBottomLeftY;
|
|
m_flClipSpaceTopRightX = flClipSpaceTopRightX;
|
|
m_flClipSpaceTopRightY = flClipSpaceTopRightY;
|
|
m_bDirty = true;
|
|
}
|
|
|
|
#endif // CAMERA_H
|
|
|