/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "Engine/StdH.h" #include #include #include #include #include ///////////////////////////////////////////////////////////////////// // CIsometricProjection3D /* * Prepare for projecting. */ void CIsometricProjection3D::Prepare(void) { FLOATmatrix3D t3dObjectStretch; // matrix for object stretch FLOATmatrix3D t3dObjectRotation; // matrix for object angles // calc. matrices for viewer and object angles and stretch MakeRotationMatrix(t3dObjectRotation, pr_ObjectPlacement.pl_OrientationAngle); // object normally MakeInverseRotationMatrix(pr_ViewerRotationMatrix, pr_ViewerPlacement.pl_OrientationAngle); // viewer inverse t3dObjectStretch.Diagonal(pr_ObjectStretch); pr_vViewerPosition = pr_ViewerPlacement.pl_PositionVector; BOOL bXInverted = pr_ObjectStretch(1)<0; BOOL bYInverted = pr_ObjectStretch(2)<0; BOOL bZInverted = pr_ObjectStretch(3)<0; pr_bInverted = bXInverted!=bYInverted!=bZInverted; // if the projection is mirrored if (pr_bMirror) { // reflect viewer ReflectPositionVectorByPlane(pr_plMirror, pr_vViewerPosition); ReflectRotationMatrixByPlane_rows(pr_plMirror, pr_ViewerRotationMatrix); // invert inversion pr_bInverted = !pr_bInverted; } // calculate screen center pr_ScreenCenter = pr_ScreenBBox.Center(); // if the object is face-forward if (pr_bFaceForward) { // if it turns only heading if (pr_bHalfFaceForward) { // get the y-axis vector of object rotation FLOAT3D vY(t3dObjectRotation(1,2), t3dObjectRotation(2,2), t3dObjectRotation(3,2)); // find z axis of viewer FLOAT3D vViewerZ( pr_ViewerRotationMatrix(3,1), pr_ViewerRotationMatrix(3,2), pr_ViewerRotationMatrix(3,3)); // calculate x and z axis vectors to make object head towards viewer FLOAT3D vX = (-vViewerZ)*vY; vX.Normalize(); FLOAT3D vZ = vY*vX; // compose the rotation matrix back from those angles t3dObjectRotation(1,1) = vX(1); t3dObjectRotation(1,2) = vY(1); t3dObjectRotation(1,3) = vZ(1); t3dObjectRotation(2,1) = vX(2); t3dObjectRotation(2,2) = vY(2); t3dObjectRotation(2,3) = vZ(2); t3dObjectRotation(3,1) = vX(3); t3dObjectRotation(3,2) = vY(3); t3dObjectRotation(3,3) = vZ(3); // first apply object stretch then object rotation and then viewer rotation pr_mDirectionRotation = pr_ViewerRotationMatrix*t3dObjectRotation; pr_RotationMatrix = pr_mDirectionRotation*t3dObjectStretch; // if it is fully face forward } else { // apply object stretch only pr_mDirectionRotation.Diagonal(1); pr_RotationMatrix = t3dObjectStretch; } } else { // first apply object stretch then object rotation and then viewer rotation pr_mDirectionRotation = pr_ViewerRotationMatrix*t3dObjectRotation; pr_RotationMatrix = pr_mDirectionRotation*t3dObjectStretch; } // make clip planes MakeClipPlane(FLOAT3D(+ipr_ZoomFactor,0,0), pr_ScreenBBox.Min()(1)-pr_ScreenCenter(1), pr_plClipL); MakeClipPlane(FLOAT3D(-ipr_ZoomFactor,0,0), pr_ScreenCenter(1)-pr_ScreenBBox.Max()(1), pr_plClipR); MakeClipPlane(FLOAT3D(0,-ipr_ZoomFactor,0), pr_ScreenBBox.Min()(2)-pr_ScreenCenter(2), pr_plClipU); MakeClipPlane(FLOAT3D(0,+ipr_ZoomFactor,0), pr_ScreenCenter(2)-pr_ScreenBBox.Max()(2), pr_plClipD); // calc. offset of object from viewer pr_TranslationVector = pr_ObjectPlacement.pl_PositionVector - pr_vViewerPosition; // rotate offset only by viewer angles pr_TranslationVector = pr_TranslationVector*pr_ViewerRotationMatrix; // transform handle from object space to viewer space and add it to the offset pr_TranslationVector -= pr_vObjectHandle*pr_RotationMatrix; // mark as prepared pr_Prepared = TRUE; // calculate constant value used for calculating z-buffer k-value from vertex's z coordinate pr_fDepthBufferFactor = -pr_NearClipDistance; pr_fDepthBufferMul = (pr_fDepthBufferFar-pr_fDepthBufferNear); pr_fDepthBufferAdd = pr_fDepthBufferNear; } /* * Project 3D object point into 3D view space, before clipping. */ void CIsometricProjection3D::PreClip(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dTransformedPoint) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // rotate and translate the point v3dTransformedPoint = v3dObjectPoint*pr_RotationMatrix + pr_TranslationVector; } /* * Project 3D object point into 3D view space, after clipping. */ void CIsometricProjection3D::PostClip( const FLOAT3D &v3dTransformedPoint, FLOAT3D &v3dViewPoint) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // multiply X and Y coordinates with zoom factor and add the center of screen v3dViewPoint(1) = pr_ScreenCenter(1) + v3dTransformedPoint(1) * ipr_ZoomFactor*pr_fViewStretch; v3dViewPoint(2) = pr_ScreenCenter(2) - v3dTransformedPoint(2) * ipr_ZoomFactor*pr_fViewStretch; } void CIsometricProjection3D::PostClip( const FLOAT3D &v3dTransformedPoint, FLOAT fTransformedR, FLOAT3D &v3dViewPoint, FLOAT &fViewR) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // multiply X and Y coordinates with zoom factor and add the center of screen v3dViewPoint(1) = pr_ScreenCenter(1) + v3dTransformedPoint(1) * ipr_ZoomFactor*pr_fViewStretch; v3dViewPoint(2) = pr_ScreenCenter(2) - v3dTransformedPoint(2) * ipr_ZoomFactor*pr_fViewStretch; fViewR = fTransformedR*ipr_ZoomFactor*pr_fViewStretch; } /* Test if a sphere in view space is inside view frustum. */ INDEX CIsometricProjection3D::TestSphereToFrustum(const FLOAT3D &vViewPoint, FLOAT fRadius) const { ASSERT( pr_Prepared && fRadius>=0); const FLOAT fX = vViewPoint(1); const FLOAT fY = vViewPoint(2); const FLOAT fZ = vViewPoint(3); INDEX iPass = 1; // check to near if( fZ-fRadius>-pr_NearClipDistance) { return -1; } else if( fZ+fRadius>-pr_NearClipDistance) { iPass = 0; } // check to far if( pr_FarClipDistance>0) { if( fZ+fRadius<-pr_FarClipDistance) { return -1; } else if( fZ-fRadius<-pr_FarClipDistance) { iPass = 0; } } // check to left FLOAT fL = fX*pr_plClipL(1) - pr_plClipL.Distance(); if( fL<-fRadius) { return -1; } else if( fL0) { iTest = (INDEX) box.TestAgainstPlane(FLOATplane3D(FLOAT3D(0,0,1), -pr_FarClipDistance)); if( iTest<0) { return -1; } else if( iTest==0) { iPass = 0; } } // check to left iTest = (INDEX) box.TestAgainstPlane(pr_plClipL); if( iTest<0) { return -1; } else if( iTest==0) { iPass = 0; } // check to right iTest = (INDEX) box.TestAgainstPlane(pr_plClipR); if( iTest<0) { return -1; } else if( iTest==0) { iPass = 0; } // check to up iTest = (INDEX) box.TestAgainstPlane(pr_plClipU); if( iTest<0) { return -1; } else if( iTest==0) { iPass = 0; } // check to down iTest = (INDEX) box.TestAgainstPlane(pr_plClipD); if( iTest<0) { return -1; } else if( iTest==0) { iPass = 0; } // all done return iPass; } /* * Project 3D object point into 3D view space. */ void CIsometricProjection3D::ProjectCoordinate(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const { // rotate and translate the point v3dViewPoint = v3dObjectPoint*pr_RotationMatrix + pr_TranslationVector; // multiply X and Y coordinates with zoom factor and add the center of screen v3dViewPoint(1) = pr_ScreenCenter(1) + v3dViewPoint(1) * ipr_ZoomFactor*pr_fViewStretch; v3dViewPoint(2) = pr_ScreenCenter(2) + v3dViewPoint(2) * ipr_ZoomFactor*pr_fViewStretch; } /* * Get a distance of object point from the viewer. */ FLOAT CIsometricProjection3D::GetDistance(const FLOAT3D &v3dObjectPoint) const { // get just the z coordinate of the point in viewer space return v3dObjectPoint(1)*pr_RotationMatrix(3,1)+ v3dObjectPoint(2)*pr_RotationMatrix(3,2)+ v3dObjectPoint(3)*pr_RotationMatrix(3,3)+ pr_TranslationVector(3); } /* * Project 3D object direction vector into 3D view space. */ void CIsometricProjection3D::ProjectDirection(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const { // rotate the direction v3dViewPoint = v3dObjectPoint*pr_mDirectionRotation; } /* * Project 3D object axis aligned bounding box into 3D view space. */ void CIsometricProjection3D::ProjectAABBox(const FLOATaabbox3D &boxObject, FLOATaabbox3D &boxView) const { ASSERTALWAYS( "This is not yet implemented"); } /* * Project 3D object plane into 3D view space. */ void CIsometricProjection3D::Project(const FLOATplane3D &p3dObjectPlane, FLOATplane3D &p3dTransformedPlane) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // rotate and translate the plane p3dTransformedPlane = p3dObjectPlane*pr_mDirectionRotation + pr_TranslationVector; } /* Calculate plane gradient for a plane in 3D view space. */ void CIsometricProjection3D::MakeOoKGradient(const FLOATplane3D &plViewerPlane, CPlanarGradients &pgOoK) const { //ASSERTALWAYS("Function not supported"); } /* * Clip a line. */ ULONG CIsometricProjection3D::ClipLine(FLOAT3D &v3dPoint0, FLOAT3D &v3dPoint1) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // front clip plane is exactly the viewplane //const FLOATplane3D plFrontClip(FLOAT3D(0.0f,0.0f,-1.0f), 0.0f); ULONG ulCode0 = LCFVERTEX0(LCF_UNCLIPPED); ULONG ulCode1 = LCFVERTEX1(LCF_UNCLIPPED); // clip the line by each plane at the time, skip if some removes entire line if (ClipLineByNearPlane(v3dPoint0, v3dPoint1, 0.0f, ulCode0, ulCode1, LCF_NEAR) // if something remains ) { // return the clip code for both vertices return ulCode0 | ulCode1; // if some of the planes removed entire line } else { // return the code that tells that entire line is removed return LCF_EDGEREMOVED; } } /* * Get placement for a ray through a projected point. */ void CIsometricProjection3D::RayThroughPoint(const FLOAT3D &v3dViewPoint, CPlacement3D &plRay) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); /* The direction in object space is exactly the viewer direction, while * the position is back-transformed position of the point from the view plane * to object space. */ // just copy the orientation angle plRay.pl_OrientationAngle = pr_ViewerPlacement.pl_OrientationAngle; // the point on view plane has a view z coordinate of 0 FLOAT3D vViewPlanePoint; vViewPlanePoint(1) = (v3dViewPoint(1)-pr_ScreenCenter(1)) / ipr_ZoomFactor; vViewPlanePoint(2) = (v3dViewPoint(2)-pr_ScreenCenter(2)) / ipr_ZoomFactor; vViewPlanePoint(3) = 0.0f; // back transform the point to get the position vector plRay.pl_PositionVector = (vViewPlanePoint-pr_TranslationVector)*!pr_RotationMatrix; } /* * Check if an object-space plane is visible. */ BOOL CIsometricProjection3D::IsObjectPlaneVisible(const FLOATplane3D &p3dObjectPlane) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // the object plane is visible is it is not heading away from the view plane return (p3dObjectPlane*pr_mDirectionRotation)(3)>0.0f; } /* * Check if a viewer-space plane is visible. */ BOOL CIsometricProjection3D::IsViewerPlaneVisible(const FLOATplane3D &p3dViewerPlane) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // the object plane is visible is it is not heading away from the view plane return p3dViewerPlane(3)>0.01f; } /* * Calculate a mip-factor for a given object. */ // by its distance from viewer FLOAT CIsometricProjection3D::MipFactor(FLOAT fDistance) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); /* calculated using following formula: k = log2(1024*z/xratio); */ return Log2(1024.0f/ipr_ZoomFactor); } // general mip-factor for target object FLOAT CIsometricProjection3D::MipFactor(void) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); /* calculated using following formula: k = log2(1024*z/xratio); */ return Log2(1024.0f/ipr_ZoomFactor); }