/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "stdh.h" #include #include ///////////////////////////////////////////////////////////////////// // CSimpleProjection3D /* * Prepare for projecting. */ void CSimpleProjection3D::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); // 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_RotationMatrix = pr_ViewerRotationMatrix*t3dObjectRotation*t3dObjectStretch; } // calc. offset of object from viewer pr_TranslationVector = pr_ObjectPlacement.pl_PositionVector - pr_ViewerPlacement.pl_PositionVector; // 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; } /* * Project 3D object point into 3D view space, before clipping. */ void CSimpleProjection3D::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 CSimpleProjection3D::PostClip( const FLOAT3D &v3dTransformedPoint, FLOAT3D &v3dViewPoint) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); v3dViewPoint = v3dTransformedPoint; } void CSimpleProjection3D::PostClip( const FLOAT3D &v3dTransformedPoint, FLOAT fTransformedR, FLOAT3D &v3dViewPoint, FLOAT &fViewR) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); v3dViewPoint = v3dTransformedPoint; fViewR = fTransformedR; } /* Test if a sphere in view space is inside view frustum. */ INDEX CSimpleProjection3D::TestSphereToFrustum(const FLOAT3D &vViewPoint, FLOAT fRadius) const { ASSERT(pr_Prepared); ASSERTALWAYS("Function not supported"); return 1; } /* Test if an oriented box in view space is inside view frustum. */ INDEX CSimpleProjection3D::TestBoxToFrustum(const FLOATobbox3D &boxView) const { ASSERT(pr_Prepared); ASSERTALWAYS("Function not supported"); return 1; } /* * Project 3D object point into 3D view space. */ void CSimpleProjection3D::ProjectCoordinate(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const { // rotate and translate the point v3dViewPoint = v3dObjectPoint*pr_RotationMatrix + pr_TranslationVector; } /* * Get a distance of object point from the viewer. */ FLOAT CSimpleProjection3D::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 CSimpleProjection3D::ProjectDirection(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const { // rotate the direction v3dViewPoint = v3dObjectPoint*pr_RotationMatrix; } /* * Project 3D object placement into 3D view space. */ void CSimpleProjection3D::ProjectPlacement(const CPlacement3D &plObject, CPlacement3D &plView) const { // rotate and translate the position vector plView.pl_PositionVector = plObject.pl_PositionVector*pr_RotationMatrix + pr_TranslationVector; // rotate the orientation FLOATmatrix3D mOrientation; MakeRotationMatrix(mOrientation, plObject.pl_OrientationAngle); DecomposeRotationMatrix(plView.pl_OrientationAngle, pr_RotationMatrix*mOrientation); } /* * Project 3D object placement into 3D view space. */ void CSimpleProjection3D::ProjectPlacementSmooth(const CPlacement3D &plObject, CPlacement3D &plView) const { // rotate and translate the position vector plView.pl_PositionVector = plObject.pl_PositionVector*pr_RotationMatrix + pr_TranslationVector; // rotate the orientation FLOATmatrix3D mOrientation; MakeRotationMatrixFast(mOrientation, plObject.pl_OrientationAngle); DecomposeRotationMatrixNoSnap(plView.pl_OrientationAngle, pr_RotationMatrix*mOrientation); } /* * Project 3D object axis aligned bounding box into 3D view space. */ void CSimpleProjection3D::ProjectAABBox(const FLOATaabbox3D &boxObject, FLOATaabbox3D &boxView) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // get center and max axial extent of object box const FLOAT3D vObjectBoxCenter = boxObject.Center(); const FLOAT fObjectBoxMaxExtent = boxObject.Size().MaxNorm(); // project the center to view space FLOAT3D vViewBoxCenter; ProjectCoordinate(vObjectBoxCenter, vViewBoxCenter); // let the view box have center there and radius of twice max axial extent of object box boxView = FLOATaabbox3D(vViewBoxCenter, 2*fObjectBoxMaxExtent); /* // clear view box boxView = FLOATaabbox3D(); // create all vertex points of object box FLOAT3D avObjectBoxVertices[8]; avObjectBoxVertices[0](1) = boxObject.Min()(1); avObjectBoxVertices[0](2) = boxObject.Min()(2); avObjectBoxVertices[0](3) = boxObject.Min()(3); avObjectBoxVertices[0](1) = boxObject.Min()(1); avObjectBoxVertices[0](2) = boxObject.Min()(2); avObjectBoxVertices[0](3) = boxObject.Min()(3); avObjectBoxVertices[0](1) = boxObject.Max()(1); // project all vertex points of object box // add all vertex points of object box to view box */ } /* * Project 3D object plane into 3D view space. */ void CSimpleProjection3D::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 CSimpleProjection3D::MakeOoKGradient(const FLOATplane3D &plViewerPlane, CPlanarGradients &pgOoK) const { ASSERTALWAYS("Function not supported"); } /* * Clip a line. */ ULONG CSimpleProjection3D::ClipLine(FLOAT3D &v3dPoint0, FLOAT3D &v3dPoint1) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); // line remains unclipped return LCFVERTEX0(LCF_UNCLIPPED) | LCFVERTEX1(LCF_UNCLIPPED); } /* * Get placement for a ray through a projected point. */ void CSimpleProjection3D::RayThroughPoint(const FLOAT3D &v3dViewPoint, CPlacement3D &plRay) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); ASSERTALWAYS("Not implemented!"); } /* * Check if an object-space plane is visible. */ BOOL CSimpleProjection3D::IsObjectPlaneVisible(const FLOATplane3D &p3dObjectPlane) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); ASSERTALWAYS("Not implemented!"); return TRUE; } /* * Check if a viewer-space plane is visible. */ BOOL CSimpleProjection3D::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)>0.0f; } /* * Calculate a mip-factor for a given object. */ // by its distance from viewer FLOAT CSimpleProjection3D::MipFactor(FLOAT fDistance) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); ASSERTALWAYS("Not implemented!"); return 0.0f; } // general mip-factor for target object FLOAT CSimpleProjection3D::MipFactor(void) const { // check that the projection object is prepared for projecting ASSERT(pr_Prepared); ASSERTALWAYS("Not implemented!"); return 0.0f; }