Serious-Engine/Sources/Engine/Math/Projection_Simple.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

296 lines
9.3 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "Engine/StdH.h"
#include <Engine/Math/Projection.h>
#include <Engine/Math/Clipping.inl>
/////////////////////////////////////////////////////////////////////
// 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;
}