/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "stdh.h" #include #include #include #include #include ///////////////////////////////////////////////////////////////////// // CParallelProjection3D /* * Prepare for projecting. */ void CParallelProjection3D::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) { // apply object stretch only 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; } // 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; // 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; // make clip planes MakeClipPlane(FLOAT3D(+pr_vZoomFactors(1),0,+pr_vStepFactors(1)), pr_ScreenBBox.Min()(1)-pr_ScreenCenter(1), pr_plClipL); MakeClipPlane(FLOAT3D(-pr_vZoomFactors(1),0,-pr_vStepFactors(1)), pr_ScreenCenter(1)-pr_ScreenBBox.Max()(1), pr_plClipR); MakeClipPlane(FLOAT3D(0,-pr_vZoomFactors(2),-pr_vStepFactors(2)), pr_ScreenBBox.Min()(2)-pr_ScreenCenter(2), pr_plClipU); MakeClipPlane(FLOAT3D(0,+pr_vZoomFactors(2),+pr_vStepFactors(2)), pr_ScreenCenter(2)-pr_ScreenBBox.Max()(2), pr_plClipD); // find vector in direction of viewing pr_vViewDirection = FLOAT3D( pr_vStepFactors(1)/pr_vZoomFactors(1), pr_vStepFactors(2)/pr_vZoomFactors(2), -1.0f); // mark as prepared pr_Prepared = TRUE; } /* * Project 3D object point into 3D view space, before clipping. */ void CParallelProjection3D::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 CParallelProjection3D::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) *pr_vZoomFactors(1) + v3dTransformedPoint(3) *pr_vStepFactors(1); v3dViewPoint(2) = pr_ScreenCenter(2) - v3dTransformedPoint(2) *pr_vZoomFactors(2) - v3dTransformedPoint(3) *pr_vStepFactors(2); } void CParallelProjection3D::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) *pr_vZoomFactors(1) + v3dTransformedPoint(3) *pr_vStepFactors(1); v3dViewPoint(2) = pr_ScreenCenter(2) - v3dTransformedPoint(2) *pr_vZoomFactors(2) - v3dTransformedPoint(3) *pr_vStepFactors(2); fViewR = fTransformedR *pr_vZoomFactors(1); } /* Test if a sphere in view space is inside view frustum. */ INDEX CParallelProjection3D::TestSphereToFrustum(const FLOAT3D &vViewPoint, FLOAT fRadius) const { ASSERT(pr_Prepared); 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) + fZ*pr_plClipL(3) - pr_plClipL.Distance(); if( fL<-fRadius) { return -1; } else if( fL0) { iTest = box.TestAgainstPlane(FLOATplane3D(FLOAT3D(0,0,1), -pr_FarClipDistance)); if( iTest<0) { return -1; } else if( iTest==0) { iPass = 0; } } // check to left iTest = box.TestAgainstPlane(pr_plClipL); if( iTest<0) { return -1; } else if( iTest==0) { iPass = 0; } // check to right iTest = box.TestAgainstPlane(pr_plClipR); if( iTest<0) { return -1; } else if( iTest==0) { iPass = 0; } // check to up iTest = box.TestAgainstPlane(pr_plClipU); if( iTest<0) { return -1; } else if( iTest==0) { iPass = 0; } // check to down iTest = 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 CParallelProjection3D::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)*pr_vZoomFactors(1) +v3dViewPoint(3)*pr_vStepFactors(1); v3dViewPoint(2) = pr_ScreenCenter(2) +v3dViewPoint(2)*pr_vZoomFactors(2) +v3dViewPoint(3)*pr_vStepFactors(2); } /* * Get a distance of object point from the viewer. */ FLOAT CParallelProjection3D::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 CParallelProjection3D::ProjectDirection(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const { // rotate the direction v3dViewPoint = v3dObjectPoint*pr_RotationMatrix; } /* * Project 3D object axis aligned bounding box into 3D view space. */ void CParallelProjection3D::ProjectAABBox(const FLOATaabbox3D &boxObject, FLOATaabbox3D &boxView) const { ASSERTALWAYS( "This is not yet implemented"); } /* * Project 3D object plane into 3D view space. */ void CParallelProjection3D::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_RotationMatrix + pr_TranslationVector; } /* Calculate plane gradient for a plane in 3D view space. */ void CParallelProjection3D::MakeOoKGradient(const FLOATplane3D &plViewerPlane, CPlanarGradients &pgOoK) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // ####!!!! use viewer plane or object plane? // create k gradients from the plane equation FLOAT xn = plViewerPlane(1); FLOAT yn = plViewerPlane(2); FLOAT zn = plViewerPlane(3); FLOAT d = plViewerPlane.Distance(); FLOAT ci = pr_ScreenCenter(1); FLOAT cj = pr_ScreenCenter(2); FLOAT fx = pr_vZoomFactors(1); FLOAT fy = pr_vZoomFactors(2); FLOAT sx = pr_vStepFactors(1); FLOAT sy = pr_vStepFactors(2); FLOAT Div = zn-sx*xn-sy*yn; FLOAT dkodi = xn/(fx*Div); FLOAT dkodj = yn/(fy*Div); FLOAT k00 = d/Div-ci*dkodi-cj*dkodj; // NOTE: here, k is really used instead ook pgOoK.pg_f00 = k00; pgOoK.pg_fDOverDI = dkodi; pgOoK.pg_fDOverDJ = dkodj; } /* * Clip a line. */ ULONG CParallelProjection3D::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 CParallelProjection3D::RayThroughPoint(const FLOAT3D &v3dViewPoint, CPlacement3D &plRay) const { ASSERTALWAYS("Function not supported"); } /* * Check if an object-space plane is visible. */ BOOL CParallelProjection3D::IsObjectPlaneVisible(const FLOATplane3D &p3dObjectPlane) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // the object plane is visible if it is not heading away from the view direction return (p3dObjectPlane*pr_mDirectionRotation)%pr_vViewDirection<0.01f; } /* * Check if a viewer-space plane is visible. */ BOOL CParallelProjection3D::IsViewerPlaneVisible(const FLOATplane3D &p3dViewerPlane) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // the object plane is visible if it is not heading away from the view direction return p3dViewerPlane%pr_vViewDirection<0.01f; } /* * Calculate a mip-factor for a given object. */ // by its distance from viewer FLOAT CParallelProjection3D::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/pr_vZoomFactors(1)); } // general mip-factor for target object FLOAT CParallelProjection3D::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/pr_vZoomFactors(1)); }