mirror of
https://github.com/ptitSeb/Serious-Engine
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24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
794 lines
31 KiB
C++
794 lines
31 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_PROJECTION_H
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#define SE_INCL_PROJECTION_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Math/Vector.h>
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#include <Engine/Math/Matrix.h>
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#include <Engine/Math/Plane.h>
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#include <Engine/Math/AABBox.h>
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#include <Engine/Math/Placement.h>
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/*
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* Geometric projection of one 3D space onto another 3D space
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*/
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class ENGINE_API CProjection3D {
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public:
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// implementation:
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// factors set by user
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CPlacement3D pr_ObjectPlacement; // placement of the projected object in absolute space
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FLOAT3D pr_vObjectHandle; // handle the projected object in its own space
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CPlacement3D pr_ViewerPlacement; // placement of the viewer in absolute space
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FLOAT3D pr_vViewerPosition; // viewer position (possibly mirrored)
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FLOAT pr_NearClipDistance; // distance of near clipping plane from viewer
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FLOAT pr_FarClipDistance; // distance of far clipping plane from viewer
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FLOATaabbox2D pr_ScreenBBox; // bounding box of viewing screen
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FLOAT pr_AspectRatio; // aspect ratio of viewing screen
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FLOAT3D pr_ObjectStretch; // stretching coeficients for target object space
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BOOL pr_bFaceForward; // set if object is face-forward
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BOOL pr_bHalfFaceForward; // set if object is face-forward, but only on heading
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BOOL pr_bMirror; // enable mirror projection
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BOOL pr_bWarp; // enable warp clip
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FLOATplane3D pr_plMirror; // plane to mirror(warp) about
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FLOATplane3D pr_plMirrorView; // mirror(warp) clip plane in view space
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FLOAT pr_fViewStretch; // stretch of entire view
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// internal variables
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BOOL pr_Prepared; // set if all precalculated variables are prepared
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BOOL pr_bInverted; // set if projection is inverted
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FLOATmatrix3D pr_RotationMatrix; // matrix for rotating when projecting
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FLOATmatrix3D pr_mDirectionRotation; // matrix for rotating direction vectors
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FLOATmatrix3D pr_ViewerRotationMatrix; // viewer part of rotation matrix
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FLOAT3D pr_TranslationVector; // vector for translating when projecting
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FLOAT2D pr_ScreenCenter; // center of viewing screen
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FLOAT pr_fDepthBufferFactor; // correction to 0..1
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FLOAT pr_fDepthBufferMul; // correction to needed range
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FLOAT pr_fDepthBufferAdd;
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FLOAT pr_fDepthBufferNear; // depth buffer range used
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FLOAT pr_fDepthBufferFar;
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// clip planes (in view space)
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FLOATplane3D pr_plClipL;
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FLOATplane3D pr_plClipR;
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FLOATplane3D pr_plClipU;
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FLOATplane3D pr_plClipD;
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public:
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// interface:
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// construction/destruction
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/* Default constructor. */
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CProjection3D(void);
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// member referencing
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/* Reference object placement. */
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inline CPlacement3D &ObjectPlacementL(void);
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inline const CPlacement3D &ObjectPlacementR(void) const;
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/* Reference object handle. */
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inline FLOAT3D &ObjectHandleL(void);
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inline const FLOAT3D &ObjectHandleR(void) const;
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/* Reference viewer placement. */
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inline CPlacement3D &ViewerPlacementL(void);
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inline const CPlacement3D &ViewerPlacementR(void) const;
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/* Reference clipping distances. */
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inline FLOAT &FrontClipDistanceL(void); // obsolete
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inline const FLOAT &FrontClipDistanceR(void) const; // obsolete
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inline FLOAT &NearClipDistanceL(void);
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inline const FLOAT &NearClipDistanceR(void) const;
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inline FLOAT &FarClipDistanceL(void);
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inline const FLOAT &FarClipDistanceR(void) const;
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/* Reference screen bounding box. */
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inline FLOATaabbox2D &ScreenBBoxL(void);
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inline const FLOATaabbox2D &ScreenBBoxR(void) const;
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/* Reference screen aspect ratio. */
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inline FLOAT &AspectRatioL(void);
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inline const FLOAT &AspectRatioR(void) const;
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/* Reference target object stretching. */
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inline FLOAT3D &ObjectStretchL(void);
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inline const FLOAT3D &ObjectStretchR(void) const;
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/* Reference miror plane. */
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inline FLOATplane3D &MirrorPlaneL(void);
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inline const FLOATplane3D &MirrorPlaneR(void) const;
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inline void TurnOffMirrorPlane(void);
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/* Reference warp plane. */
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inline FLOATplane3D &WarpPlaneL(void);
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inline const FLOATplane3D &WarpPlaneR(void) const;
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inline void TurnOffWarpPlane(void);
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/* Reference target object face-forward flag. */
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inline BOOL &ObjectFaceForwardL(void);
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inline const BOOL &ObjectFaceForwardR(void) const;
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inline BOOL &ObjectHalfFaceForwardL(void);
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inline const BOOL &ObjectHalfFaceForwardR(void) const;
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/* Reference corrections for depth buffer factor. */
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inline FLOAT &DepthBufferNearL(void);
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inline const FLOAT &DepthBufferNearR(void) const;
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inline FLOAT &DepthBufferFarL(void);
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inline const FLOAT &DepthBufferFarR(void) const;
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/* Reference view stretching. */
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inline FLOAT &ViewStretchL(void);
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inline const FLOAT &ViewStretchR(void) const;
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/* Prepare for projecting. */
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virtual void Prepare(void) = 0;
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virtual BOOL IsPerspective(void) { return FALSE; };
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/* Project 3D object point into 3D view space. */
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virtual void ProjectCoordinate(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const = 0;
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/* Get a distance of object point from the viewer. */
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virtual FLOAT GetDistance(const FLOAT3D &v3dObjectPoint) const = 0;
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/* Project 3D object direction vector into 3D view space. */
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virtual void ProjectDirection(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const = 0;
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/* Project 3D object axis aligned bounding box into 3D view space. */
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virtual void ProjectAABBox(const FLOATaabbox3D &boxObject, FLOATaabbox3D &boxView) const = 0;
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/* Project 3D object point into 3D view space, before clipping. */
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virtual void PreClip(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dTransformedPoint) const = 0;
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/* Clip a line. */
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virtual ULONG ClipLine(FLOAT3D &v3dPoint0, FLOAT3D &v3dPoint1) const = 0;
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/* Project 3D object point into 3D view space, after clipping. */
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virtual void PostClip(const FLOAT3D &v3dTransformedPoint, FLOAT3D &v3dViewPoint) const = 0;
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virtual void PostClip(const FLOAT3D &v3dTransformedPoint, FLOAT fTransformedR,
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FLOAT3D &v3dViewPoint, FLOAT &fViewR) const = 0;
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/* Test if a sphere in view space is inside view frustum. */
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virtual INDEX TestSphereToFrustum(const FLOAT3D &vViewPoint, FLOAT fRadius) const = 0;
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/* Test if an oriented box in view space is inside view frustum. */
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virtual INDEX TestBoxToFrustum(const FLOATobbox3D &boxView) const = 0;
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/* Get placement for a ray through a projected point. */
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virtual void RayThroughPoint(const FLOAT3D &v3dViewPoint, CPlacement3D &plRay) const = 0;
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/* Project 3D object plane into 3D view space. */
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virtual void Project(const FLOATplane3D &p3dObjectPlane, FLOATplane3D &v3dTransformedPlane) const = 0;
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/* Check if an object-space plane is visible. */
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virtual BOOL IsObjectPlaneVisible(const FLOATplane3D &p3dObjectPlane) const = 0;
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/* Check if a viewer-space plane is visible. */
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virtual BOOL IsViewerPlaneVisible(const FLOATplane3D &p3dViewerPlane) const = 0;
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/* Calculate a mip-factor for a given object. */
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// by its distance from viewer
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virtual FLOAT MipFactor(FLOAT fDistance) const = 0;
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// general mip-factor for target object
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virtual FLOAT MipFactor(void) const = 0;
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/* Calculate plane gradient for a plane in 3D view space. */
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virtual void MakeOoKGradient(const FLOATplane3D &plViewerPlane, CPlanarGradients &pgOoK) const = 0;
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};
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/*
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* Perspective projection.
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*/
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class ENGINE_API CPerspectiveProjection3D : public CProjection3D {
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public:
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// implementation:
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// factors set by user
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ANGLE ppr_FOVWidth; // width of field-of-view
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FLOAT ppr_fMipRatio; // for mip-factor calculation
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// internal variables
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FLOAT2D ppr_PerspectiveRatios; // ratios for perspective projection
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// factors for shadow casting projections
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FLOAT ppr_fMetersPerPixel; // meters per pixel on destination plane
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FLOAT ppr_fViewerDistance; // distance between viewer and destination plane
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FLOATaabbox2D ppr_boxSubScreen; // box-in-box for rendering on subdrawports
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public:
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// interface:
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// constructor
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CPerspectiveProjection3D(void);
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// member referencing
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/* Reference field of view. */
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inline ANGLE &FOVL(void);
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inline const ANGLE &FOVR(void) const;
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/* Prepare for projecting. */
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virtual void Prepare(void);
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virtual BOOL IsPerspective(void) { return TRUE; };
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/* Project 3D object point into 3D view space. */
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void ProjectCoordinate(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const;
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/* Get a distance of object point from the viewer. */
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FLOAT GetDistance(const FLOAT3D &v3dObjectPoint) const;
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/* Project 3D object direction vector into 3D view space. */
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void ProjectDirection(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const;
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/* Project 3D object axis aligned bounding box into 3D view space. */
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virtual void ProjectAABBox(const FLOATaabbox3D &boxObject, FLOATaabbox3D &boxView) const;
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/* Project 3D object point into 3D view space, before clipping. */
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virtual void PreClip(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dTransformedPoint) const;
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/* Clip a line. */
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virtual ULONG ClipLine(FLOAT3D &v3dPoint0, FLOAT3D &v3dPoint1) const;
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/* Project 3D object point into 3D view space, after clipping. */
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virtual void PostClip(const FLOAT3D &v3dTransformedPoint, FLOAT3D &v3dViewPoint) const;
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virtual void PostClip(const FLOAT3D &v3dTransformedPoint, FLOAT fTransformedR,
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FLOAT3D &v3dViewPoint, FLOAT &fViewR) const;
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/* Test if a sphere in view space is inside view frustum. */
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INDEX TestSphereToFrustum(const FLOAT3D &vViewPoint, FLOAT fRadius) const;
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/* Test if an oriented box in view space is inside view frustum. */
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INDEX TestBoxToFrustum(const FLOATobbox3D &boxView) const;
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/* Calculate plane gradient for a plane in 3D view space. */
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virtual void MakeOoKGradient(const FLOATplane3D &plViewerPlane, CPlanarGradients &pgOoK) const;
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/* Get placement for a ray through a projected point. */
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virtual void RayThroughPoint(const FLOAT3D &v3dViewPoint, CPlacement3D &plRay) const;
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/* Project 3D object plane into 3D view space. */
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virtual void Project(const FLOATplane3D &p3dObjectPlane, FLOATplane3D &v3dTransformedPlane) const;
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/* Check if an object-space plane is visible. */
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virtual BOOL IsObjectPlaneVisible(const FLOATplane3D &p3dObjectPlane) const;
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/* Check if a viewer-space plane is visible. */
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virtual BOOL IsViewerPlaneVisible(const FLOATplane3D &p3dViewerPlane) const;
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/* Calculate a mip-factor for a given object. */
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// by its distance from viewer
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virtual FLOAT MipFactor(FLOAT fDistance) const;
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// general mip-factor for target object
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virtual FLOAT MipFactor(void) const;
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};
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/*
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* Isometric projection.
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*/
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class ENGINE_API CIsometricProjection3D : public CProjection3D {
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public:
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// implementation:
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// factors set by user
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FLOAT ipr_ZoomFactor; // zoom factor
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// internal variables
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public:
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// implementation:
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// member referencing
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/* Reference zoom factor. */
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inline FLOAT &ZoomFactorL(void);
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inline const FLOAT &ZoomFactorR(void) const;
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/* Prepare for projecting. */
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virtual void Prepare(void);
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/* Project 3D object point into 3D view space. */
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void ProjectCoordinate(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const;
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/* Get a distance of object point from the viewer. */
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FLOAT GetDistance(const FLOAT3D &v3dObjectPoint) const;
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/* Project 3D object direction vector into 3D view space. */
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void ProjectDirection(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const;
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/* Project 3D object axis aligned bounding box into 3D view space. */
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virtual void ProjectAABBox(const FLOATaabbox3D &boxObject, FLOATaabbox3D &boxView) const;
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/* Project 3D object point into 3D view space, before clipping. */
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virtual void PreClip(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dTransformedPoint) const;
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/* Clip a line. */
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virtual ULONG ClipLine(FLOAT3D &v3dPoint0, FLOAT3D &v3dPoint1) const;
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/* Project 3D object point into 3D view space, after clipping. */
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virtual void PostClip(const FLOAT3D &v3dTransformedPoint, FLOAT3D &v3dViewPoint) const;
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virtual void PostClip(const FLOAT3D &v3dTransformedPoint, FLOAT fTransformedR,
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FLOAT3D &v3dViewPoint, FLOAT &fViewR) const;
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/* Test if a sphere in view space is inside view frustum. */
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INDEX TestSphereToFrustum(const FLOAT3D &vViewPoint, FLOAT fRadius) const;
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/* Test if an oriented box in view space is inside view frustum. */
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INDEX TestBoxToFrustum(const FLOATobbox3D &boxView) const;
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/* Get placement for a ray through a projected point. */
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virtual void RayThroughPoint(const FLOAT3D &v3dViewPoint, CPlacement3D &plRay) const;
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/* Calculate plane gradient for a plane in 3D view space. */
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virtual void MakeOoKGradient(const FLOATplane3D &plViewerPlane, CPlanarGradients &pgOoK) const;
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/* Project 3D object plane into 3D view space. */
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virtual void Project(const FLOATplane3D &p3dObjectPlane, FLOATplane3D &v3dTransformedPlane) const;
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/* Check if an object-space plane is visible. */
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virtual BOOL IsObjectPlaneVisible(const FLOATplane3D &p3dObjectPlane) const;
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/* Check if a viewer-space plane is visible. */
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virtual BOOL IsViewerPlaneVisible(const FLOATplane3D &p3dViewerPlane) const;
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/* Calculate a mip-factor for a given object. */
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// by its distance from viewer
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virtual FLOAT MipFactor(FLOAT fDistance) const;
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// general mip-factor for target object
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virtual FLOAT MipFactor(void) const;
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};
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/*
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* Isometric projection.
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*/
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class ENGINE_API CParallelProjection3D : public CProjection3D {
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public:
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// implementation:
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// factors set by user
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FLOAT2D pr_vStepFactors; // gradient of x and y along z (angle of parallel projection)
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FLOAT2D pr_vZoomFactors; // zoom of x and y
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// internal variables
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FLOAT3D pr_vViewDirection; // heads in the direction of viewing
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public:
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// implementation:
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/* Prepare for projecting. */
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virtual void Prepare(void);
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/* Project 3D object point into 3D view space. */
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virtual void ProjectCoordinate(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const;
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/* Get a distance of object point from the viewer. */
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virtual FLOAT GetDistance(const FLOAT3D &v3dObjectPoint) const;
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/* Project 3D object direction vector into 3D view space. */
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virtual void ProjectDirection(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const;
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/* Project 3D object axis aligned bounding box into 3D view space. */
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virtual void ProjectAABBox(const FLOATaabbox3D &boxObject, FLOATaabbox3D &boxView) const;
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/* Project 3D object point into 3D view space, before clipping. */
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virtual void PreClip(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dTransformedPoint) const;
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/* Clip a line. */
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virtual ULONG ClipLine(FLOAT3D &v3dPoint0, FLOAT3D &v3dPoint1) const;
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/* Project 3D object point into 3D view space, after clipping. */
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virtual void PostClip(const FLOAT3D &v3dTransformedPoint, FLOAT3D &v3dViewPoint) const;
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virtual void PostClip(const FLOAT3D &v3dTransformedPoint, FLOAT fTransformedR,
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FLOAT3D &v3dViewPoint, FLOAT &fViewR) const;
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/* Test if a sphere in view space is inside view frustum. */
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INDEX TestSphereToFrustum(const FLOAT3D &vViewPoint, FLOAT fRadius) const;
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/* Test if an oriented box in view space is inside view frustum. */
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INDEX TestBoxToFrustum(const FLOATobbox3D &boxView) const;
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/* Get placement for a ray through a projected point. */
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virtual void RayThroughPoint(const FLOAT3D &v3dViewPoint, CPlacement3D &plRay) const;
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/* Calculate plane gradient for a plane in 3D view space. */
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virtual void MakeOoKGradient(const FLOATplane3D &plViewerPlane, CPlanarGradients &pgOoK) const;
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/* Project 3D object plane into 3D view space. */
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virtual void Project(const FLOATplane3D &p3dObjectPlane, FLOATplane3D &v3dTransformedPlane) const;
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/* Check if an object-space plane is visible. */
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virtual BOOL IsObjectPlaneVisible(const FLOATplane3D &p3dObjectPlane) const;
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/* Check if a viewer-space plane is visible. */
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virtual BOOL IsViewerPlaneVisible(const FLOATplane3D &p3dViewerPlane) const;
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/* Calculate a mip-factor for a given object. */
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// by its distance from viewer
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virtual FLOAT MipFactor(FLOAT fDistance) const;
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// general mip-factor for target object
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virtual FLOAT MipFactor(void) const;
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};
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/*
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* Simple projection.
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*/
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class ENGINE_API CSimpleProjection3D : public CProjection3D {
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public:
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// implementation:
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// factors set by user
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// internal variables
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public:
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// implementation:
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// member referencing
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/* Prepare for projecting. */
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virtual void Prepare(void);
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/* Project 3D object point into 3D view space. */
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void ProjectCoordinate(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const;
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/* Get a distance of object point from the viewer. */
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FLOAT GetDistance(const FLOAT3D &v3dObjectPoint) const;
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/* Project 3D object direction vector into 3D view space. */
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void ProjectDirection(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dViewPoint) const;
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/* Project 3D object placement into 3D view space. */
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void ProjectPlacement(const CPlacement3D &plObject, CPlacement3D &plView) const;
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void ProjectPlacementSmooth(const CPlacement3D &plObject, CPlacement3D &plView) const;
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/* Project 3D object axis aligned bounding box into 3D view space. */
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virtual void ProjectAABBox(const FLOATaabbox3D &boxObject, FLOATaabbox3D &boxView) const;
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/* Project 3D object point into 3D view space, before clipping. */
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virtual void PreClip(const FLOAT3D &v3dObjectPoint, FLOAT3D &v3dTransformedPoint) const;
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/* Clip a line. */
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virtual ULONG ClipLine(FLOAT3D &v3dPoint0, FLOAT3D &v3dPoint1) const;
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/* Project 3D object point into 3D view space, after clipping. */
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virtual void PostClip(const FLOAT3D &v3dTransformedPoint, FLOAT3D &v3dViewPoint) const;
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virtual void PostClip(const FLOAT3D &v3dTransformedPoint, FLOAT fTransformedR,
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FLOAT3D &v3dViewPoint, FLOAT &fViewR) const;
|
|
/* Test if a sphere in view space is inside view frustum. */
|
|
INDEX TestSphereToFrustum(const FLOAT3D &vViewPoint, FLOAT fRadius) const;
|
|
/* Test if an oriented box in view space is inside view frustum. */
|
|
INDEX TestBoxToFrustum(const FLOATobbox3D &boxView) const;
|
|
|
|
/* Get placement for a ray through a projected point. */
|
|
virtual void RayThroughPoint(const FLOAT3D &v3dViewPoint, CPlacement3D &plRay) const;
|
|
|
|
/* Calculate plane gradient for a plane in 3D view space. */
|
|
virtual void MakeOoKGradient(const FLOATplane3D &plViewerPlane, CPlanarGradients &pgOoK) const;
|
|
|
|
/* Project 3D object plane into 3D view space. */
|
|
virtual void Project(const FLOATplane3D &p3dObjectPlane, FLOATplane3D &v3dTransformedPlane) const;
|
|
/* Check if an object-space plane is visible. */
|
|
virtual BOOL IsObjectPlaneVisible(const FLOATplane3D &p3dObjectPlane) const;
|
|
/* Check if a viewer-space plane is visible. */
|
|
virtual BOOL IsViewerPlaneVisible(const FLOATplane3D &p3dViewerPlane) const;
|
|
|
|
/* Calculate a mip-factor for a given object. */
|
|
// by its distance from viewer
|
|
virtual FLOAT MipFactor(FLOAT fDistance) const;
|
|
// general mip-factor for target object
|
|
virtual FLOAT MipFactor(void) const;
|
|
};
|
|
|
|
/*
|
|
* Holder for any kind of 3D projection.
|
|
*/
|
|
class ENGINE_API CAnyProjection3D {
|
|
private:
|
|
CSimpleProjection3D ap_Simple;
|
|
CIsometricProjection3D ap_Isometric;
|
|
CPerspectiveProjection3D ap_Perspective;
|
|
CParallelProjection3D ap_Parallel;
|
|
CProjection3D *ap_CurrentProjection;
|
|
public:
|
|
/* Default constructor. */
|
|
inline CAnyProjection3D(void) : ap_CurrentProjection(NULL) {};
|
|
/* Copy constructor. */
|
|
inline CAnyProjection3D(const CAnyProjection3D &apOriginal) { operator=(apOriginal);}
|
|
/* Start being CSimpleProjection3D. */
|
|
inline void BeSimple(void);
|
|
/* Test if CSimpleProjection3D. */
|
|
inline BOOL IsSimple(void);
|
|
/* Start being CIsometricProjection3D. */
|
|
inline void BeIsometric(void);
|
|
/* Test if CIsometricProjection3D. */
|
|
inline BOOL IsIsometric(void);
|
|
/* Start being CPerspectiveProjection3D. */
|
|
inline void BePerspective(void);
|
|
/* Test if CPerspectiveProjection3D. */
|
|
inline BOOL IsPerspective(void);
|
|
/* Start being CParallelProjection3D. */
|
|
inline void BeParallel(void);
|
|
/* Test if CParallelProjection3D. */
|
|
inline BOOL IsParallel(void);
|
|
/* Reference currently active projection. */
|
|
inline CProjection3D *operator->(void);
|
|
/* Get the pointer to currently active projection. */
|
|
inline operator CProjection3D *(void);
|
|
|
|
/* Initialize from another any-projection. */
|
|
inline void operator=(const CAnyProjection3D &prAny);
|
|
/* Initialize from a simple projection. */
|
|
inline void operator=(const CSimpleProjection3D &prSimple);
|
|
/* Initialize from an isometric projection. */
|
|
inline void operator=(const CIsometricProjection3D &prIsometric);
|
|
/* Initialize from a perspective projection. */
|
|
inline void operator=(const CPerspectiveProjection3D &prPerspective);
|
|
/* Initialize from a parallel projection. */
|
|
inline void operator=(const CParallelProjection3D &prParallel);
|
|
};
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////
|
|
// CProjection3D
|
|
/////////////////////////////////////////////////////////////////////
|
|
// Member referencing functions
|
|
|
|
/*
|
|
* Reference viewer placement.
|
|
*/
|
|
ENGINE_API inline CPlacement3D &CProjection3D::ViewerPlacementL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_ViewerPlacement;
|
|
}
|
|
ENGINE_API inline const CPlacement3D &CProjection3D::ViewerPlacementR(void) const {
|
|
return pr_ViewerPlacement;
|
|
}
|
|
|
|
/*
|
|
* Reference object placement.
|
|
*/
|
|
ENGINE_API inline CPlacement3D &CProjection3D::ObjectPlacementL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_ObjectPlacement;
|
|
}
|
|
ENGINE_API inline const CPlacement3D &CProjection3D::ObjectPlacementR(void) const {
|
|
return pr_ObjectPlacement;
|
|
}
|
|
|
|
/* Reference object handle. */
|
|
ENGINE_API inline FLOAT3D &CProjection3D::ObjectHandleL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_vObjectHandle;
|
|
}
|
|
ENGINE_API inline const FLOAT3D &CProjection3D::ObjectHandleR(void) const {
|
|
return pr_vObjectHandle;
|
|
}
|
|
|
|
/*
|
|
* Reference front clipping distance.
|
|
*/
|
|
ENGINE_API inline FLOAT &CProjection3D::FrontClipDistanceL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_NearClipDistance;
|
|
}
|
|
ENGINE_API inline const FLOAT &CProjection3D::FrontClipDistanceR(void) const {
|
|
return pr_NearClipDistance;
|
|
}
|
|
ENGINE_API inline FLOAT &CProjection3D::NearClipDistanceL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_NearClipDistance;
|
|
}
|
|
ENGINE_API inline const FLOAT &CProjection3D::NearClipDistanceR(void) const {
|
|
return pr_NearClipDistance;
|
|
}
|
|
ENGINE_API inline FLOAT &CProjection3D::FarClipDistanceL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_FarClipDistance;
|
|
}
|
|
ENGINE_API inline const FLOAT &CProjection3D::FarClipDistanceR(void) const {
|
|
return pr_FarClipDistance;
|
|
}
|
|
|
|
/*
|
|
* Reference screen bounding box.
|
|
*/
|
|
ENGINE_API inline FLOATaabbox2D &CProjection3D::ScreenBBoxL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_ScreenBBox;
|
|
}
|
|
ENGINE_API inline const FLOATaabbox2D &CProjection3D::ScreenBBoxR(void) const {
|
|
return pr_ScreenBBox;
|
|
}
|
|
|
|
/*
|
|
* Reference screen aspect ratio.
|
|
*/
|
|
ENGINE_API inline FLOAT &CProjection3D::AspectRatioL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_AspectRatio;
|
|
}
|
|
ENGINE_API inline const FLOAT &CProjection3D::AspectRatioR(void) const {
|
|
return pr_AspectRatio;
|
|
}
|
|
|
|
/* Reference target object stretching. */
|
|
ENGINE_API inline FLOAT3D &CProjection3D::ObjectStretchL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_ObjectStretch;
|
|
}
|
|
ENGINE_API inline const FLOAT3D &CProjection3D::ObjectStretchR(void) const {
|
|
return pr_ObjectStretch;
|
|
}
|
|
|
|
/* Reference view stretching. */
|
|
ENGINE_API inline FLOAT &CProjection3D::ViewStretchL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_fViewStretch;
|
|
}
|
|
ENGINE_API inline const FLOAT &CProjection3D::ViewStretchR(void) const {
|
|
return pr_fViewStretch;
|
|
}
|
|
|
|
/* Reference mirror plane. */
|
|
ENGINE_API inline FLOATplane3D &CProjection3D::MirrorPlaneL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
pr_bMirror = TRUE;
|
|
return pr_plMirror;
|
|
}
|
|
ENGINE_API inline const FLOATplane3D &CProjection3D::MirrorPlaneR(void) const {
|
|
return pr_plMirror;
|
|
}
|
|
inline void CProjection3D::TurnOffMirrorPlane(void)
|
|
{
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
pr_bMirror = FALSE;
|
|
}
|
|
/* Reference warp plane. */
|
|
ENGINE_API inline FLOATplane3D &CProjection3D::WarpPlaneL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
pr_bWarp = TRUE;
|
|
return pr_plMirror;
|
|
}
|
|
ENGINE_API inline const FLOATplane3D &CProjection3D::WarpPlaneR(void) const {
|
|
return pr_plMirror;
|
|
}
|
|
inline void CProjection3D::TurnOffWarpPlane(void)
|
|
{
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
pr_bWarp = FALSE;
|
|
}
|
|
|
|
/*
|
|
* Reference object face-forward flag.
|
|
*/
|
|
ENGINE_API inline BOOL &CProjection3D::ObjectFaceForwardL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_bFaceForward;
|
|
}
|
|
ENGINE_API inline const BOOL &CProjection3D::ObjectFaceForwardR(void) const {
|
|
return pr_bFaceForward;
|
|
}
|
|
ENGINE_API inline BOOL &CProjection3D::ObjectHalfFaceForwardL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_bHalfFaceForward;
|
|
}
|
|
ENGINE_API inline const BOOL &CProjection3D::ObjectHalfFaceForwardR(void) const {
|
|
return pr_bHalfFaceForward;
|
|
}
|
|
|
|
/* Reference corrections for depth buffer factor. */
|
|
ENGINE_API inline FLOAT &CProjection3D::DepthBufferNearL(void)
|
|
{
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_fDepthBufferNear;
|
|
}
|
|
ENGINE_API inline const FLOAT &CProjection3D::DepthBufferNearR(void) const {
|
|
return pr_fDepthBufferNear;
|
|
}
|
|
ENGINE_API inline FLOAT &CProjection3D::DepthBufferFarL(void)
|
|
{
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return pr_fDepthBufferFar;
|
|
}
|
|
ENGINE_API inline const FLOAT &CProjection3D::DepthBufferFarR(void) const {
|
|
return pr_fDepthBufferFar;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////
|
|
// CPerspectiveProjection3D
|
|
/////////////////////////////////////////////////////////////////////
|
|
// Member referencing functions
|
|
|
|
/*
|
|
* Reference field of view
|
|
*/
|
|
ENGINE_API inline ANGLE &CPerspectiveProjection3D::FOVL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return ppr_FOVWidth;
|
|
}
|
|
ENGINE_API inline const ANGLE &CPerspectiveProjection3D::FOVR(void) const {
|
|
return ppr_FOVWidth;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////
|
|
// CIsometricProjection3D
|
|
/////////////////////////////////////////////////////////////////////
|
|
// Member referencing functions
|
|
|
|
/*
|
|
* Reference zoom factor.
|
|
*/
|
|
ENGINE_API inline FLOAT &CIsometricProjection3D::ZoomFactorL(void) {
|
|
IFDEBUG(pr_Prepared = FALSE); // invalidate precalculations on any non-const access
|
|
return ipr_ZoomFactor;
|
|
}
|
|
ENGINE_API inline const FLOAT &CIsometricProjection3D::ZoomFactorR(void) const {
|
|
return ipr_ZoomFactor;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////
|
|
// CAnyProjection3D
|
|
/////////////////////////////////////////////////////////////////////
|
|
/*
|
|
* Start being CSimpleProjection3D.
|
|
*/
|
|
ENGINE_API inline void CAnyProjection3D::BeSimple(void)
|
|
{
|
|
ap_CurrentProjection = &ap_Simple;
|
|
}
|
|
|
|
/*
|
|
* Start being CIsometricProjection3D.
|
|
*/
|
|
ENGINE_API inline void CAnyProjection3D::BeIsometric(void)
|
|
{
|
|
ap_CurrentProjection = &ap_Isometric;
|
|
}
|
|
|
|
/*
|
|
* Start beeing CPerspectiveProjection3D.
|
|
*/
|
|
ENGINE_API inline void CAnyProjection3D::BePerspective(void)
|
|
{
|
|
ap_CurrentProjection = &ap_Perspective;
|
|
}
|
|
/*
|
|
* Start beeing CParallelProjection3D.
|
|
*/
|
|
ENGINE_API inline void CAnyProjection3D::BeParallel(void)
|
|
{
|
|
ap_CurrentProjection = &ap_Parallel;
|
|
}
|
|
|
|
/* Test if CSimpleProjection3D. */
|
|
ENGINE_API inline BOOL CAnyProjection3D::IsSimple(void) {
|
|
return ap_CurrentProjection == &ap_Simple;
|
|
}
|
|
/* Test if CIsometricProjection3D. */
|
|
ENGINE_API inline BOOL CAnyProjection3D::IsIsometric(void) {
|
|
return ap_CurrentProjection == &ap_Isometric;
|
|
}
|
|
/* Test if CPerspectiveProjection3D. */
|
|
ENGINE_API inline BOOL CAnyProjection3D::IsPerspective(void) {
|
|
return ap_CurrentProjection == &ap_Perspective;
|
|
}
|
|
/* Test if CParallelProjection3D. */
|
|
ENGINE_API inline BOOL CAnyProjection3D::IsParallel(void) {
|
|
return ap_CurrentProjection == &ap_Parallel;
|
|
}
|
|
|
|
/*
|
|
* Reference currently active projection.
|
|
*/
|
|
ENGINE_API inline CProjection3D *CAnyProjection3D::operator->(void)
|
|
{
|
|
return ap_CurrentProjection;
|
|
}
|
|
|
|
/*
|
|
* Get the pointer to currently active projection.
|
|
*/
|
|
ENGINE_API inline CAnyProjection3D::operator CProjection3D *(void)
|
|
{
|
|
return ap_CurrentProjection;
|
|
}
|
|
|
|
/*
|
|
* Initialize from another any-projection.
|
|
*/
|
|
ENGINE_API inline void CAnyProjection3D::operator=(const CAnyProjection3D &prAny)
|
|
{
|
|
// if the other is perspective
|
|
if ((const CProjection3D *)prAny.ap_CurrentProjection == &prAny.ap_Perspective) {
|
|
// use perspective
|
|
ap_Perspective = prAny.ap_Perspective;
|
|
ap_CurrentProjection = &ap_Perspective;
|
|
// if the other is parallel
|
|
} else if ((const CProjection3D *)prAny.ap_CurrentProjection == &prAny.ap_Parallel) {
|
|
// use parallel
|
|
ap_Parallel = prAny.ap_Parallel;
|
|
ap_CurrentProjection = &ap_Parallel;
|
|
// if the other is simple
|
|
} else if ((const CProjection3D *)prAny.ap_CurrentProjection == &prAny.ap_Simple) {
|
|
// use simple
|
|
ap_Simple = prAny.ap_Simple;
|
|
ap_CurrentProjection = &ap_Simple;
|
|
// if the other is isometric
|
|
} else if ((const CProjection3D *)prAny.ap_CurrentProjection == &prAny.ap_Isometric) {
|
|
// use isometric
|
|
ap_Isometric = prAny.ap_Isometric;
|
|
ap_CurrentProjection = &ap_Isometric;
|
|
// otherwise
|
|
} else {
|
|
// error
|
|
ASSERTALWAYS("CAnyProjection3D::operator=() : Invalid source object");
|
|
}
|
|
};
|
|
|
|
/*
|
|
* Initialize from a simple projection.
|
|
*/
|
|
ENGINE_API inline void CAnyProjection3D::operator=(const CSimpleProjection3D &prSimple)
|
|
{
|
|
ap_Simple = prSimple;
|
|
ap_CurrentProjection = &ap_Simple;
|
|
}
|
|
|
|
/*
|
|
* Initialize from an isometric projection.
|
|
*/
|
|
ENGINE_API inline void CAnyProjection3D::operator=(const CIsometricProjection3D &prIsometric)
|
|
{
|
|
ap_Isometric = prIsometric;
|
|
ap_CurrentProjection = &ap_Isometric;
|
|
}
|
|
|
|
/*
|
|
* Initialize from a perspective projection.
|
|
*/
|
|
ENGINE_API inline void CAnyProjection3D::operator=(const CPerspectiveProjection3D &prPerspective)
|
|
{
|
|
ap_Perspective = prPerspective;
|
|
ap_CurrentProjection = &ap_Perspective;
|
|
}
|
|
|
|
/*
|
|
* Initialize from a parallel projection.
|
|
*/
|
|
ENGINE_API inline void CAnyProjection3D::operator=(const CParallelProjection3D &prParallel)
|
|
{
|
|
ap_Parallel = prParallel;
|
|
ap_CurrentProjection = &ap_Parallel;
|
|
}
|
|
|
|
|
|
#endif /* include-once check. */
|
|
|