mirror of
https://github.com/ptitSeb/Serious-Engine
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187 lines
6.4 KiB
C++
187 lines
6.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "stdh.h"
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#include <Engine/Math/Projection_DOUBLE.h>
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#include <Engine/Math/AABBox.h>
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#include <Engine/Math/Geometry.h>
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#include <Engine/Math/Clipping.inl>
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/*
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* Default constructor.
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*/
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CSimpleProjection3D_DOUBLE::CSimpleProjection3D_DOUBLE(void) {
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pr_Prepared = FALSE;
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pr_ObjectStretch = FLOAT3D(1.0f, 1.0f, 1.0f);
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}
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/*
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* Prepare for projecting.
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*/
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void CSimpleProjection3D_DOUBLE::Prepare(void)
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{
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DOUBLEmatrix3D t3dObjectStretch; // matrix for object stretch
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DOUBLEmatrix3D t3dObjectRotation; // matrix for object angles
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// calc. matrices for viewer and object angles and stretch
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t3dObjectRotation ^= pr_ObjectPlacement.pl_OrientationAngle; // object normally
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pr_ViewerRotationMatrix != pr_ViewerPlacement.pl_OrientationAngle; // viewer inverse
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t3dObjectStretch.Diagonal(FLOATtoDOUBLE(pr_ObjectStretch));
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// first apply object stretch then object rotation and then viewer rotation
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pr_RotationMatrix = pr_ViewerRotationMatrix*t3dObjectRotation*t3dObjectStretch;
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// calc. offset of object from viewer
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pr_TranslationVector = FLOATtoDOUBLE(pr_ObjectPlacement.pl_PositionVector - pr_ViewerPlacement.pl_PositionVector);
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// rotate offset only by viewer angles
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pr_TranslationVector = pr_TranslationVector*pr_ViewerRotationMatrix;
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// mark as prepared
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pr_Prepared = TRUE;
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}
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/*
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* Project 3D object point into 3D view space.
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*/
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void CSimpleProjection3D_DOUBLE::ProjectCoordinate(const DOUBLE3D &v3dObjectPoint,
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DOUBLE3D &v3dViewPoint) const
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{
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// check that the projection object is prepared for projecting
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ASSERT(pr_Prepared);
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// rotate and translate the point
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v3dViewPoint = v3dObjectPoint*pr_RotationMatrix + pr_TranslationVector;
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}
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/*
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* Project 3D object direction vector into 3D view space.
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*/
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void CSimpleProjection3D_DOUBLE::ProjectDirection(const DOUBLE3D &v3dObjectPoint,
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DOUBLE3D &v3dViewPoint) const
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{
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// rotate the direction
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v3dViewPoint = v3dObjectPoint*pr_RotationMatrix;
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}
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/*
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* Project 3D object placement into 3D view space.
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*/
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void CSimpleProjection3D_DOUBLE::ProjectPlacement(const CPlacement3D &plObject,
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CPlacement3D &plView) const
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{
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// rotate and translate the position vector
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plView.pl_PositionVector = DOUBLEtoFLOAT(
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FLOATtoDOUBLE(plObject.pl_PositionVector)*pr_RotationMatrix + pr_TranslationVector);
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// rotate the orientation
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DOUBLEmatrix3D mOrientation;
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mOrientation ^= plObject.pl_OrientationAngle;
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plView.pl_OrientationAngle ^= pr_RotationMatrix*mOrientation;
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}
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/*
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* Project 3D object mapping into 3D view space.
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*/
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void CSimpleProjection3D_DOUBLE::ProjectMapping(const CMappingDefinition &mdObject,
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const DOUBLEplane3D &plObject,
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CMappingDefinition &mdView) const
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{
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// check that the projection object is prepared for projecting
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ASSERT(pr_Prepared);
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// make mapping vectors for given plane
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CMappingVectors mvObjectDefault;
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mvObjectDefault.FromPlane_DOUBLE(plObject);
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CMappingVectors mvObject;
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mdObject.ToMappingVectors(mvObjectDefault, mvObject);
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// make projected plane and vectors
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DOUBLEplane3D plView;
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Project(plObject, plView);
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CMappingVectors mvViewDefault;
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mvViewDefault.FromPlane_DOUBLE(plView);
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DOUBLE3D vO, vU, vV;
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ProjectCoordinate(FLOATtoDOUBLE(mvObject.mv_vO), vO);
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ProjectDirection(FLOATtoDOUBLE(mvObject.mv_vU), vU);
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ProjectDirection(FLOATtoDOUBLE(mvObject.mv_vV), vV);
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CMappingVectors mvView;
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mvView.mv_vO = DOUBLEtoFLOAT(vO);
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mvView.mv_vU = DOUBLEtoFLOAT(vU);
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mvView.mv_vV = DOUBLEtoFLOAT(vV);
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// create definition back from the vectors
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mdView.FromMappingVectors(mvViewDefault, mvView);
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}
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/*
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* Project 3D object axis aligned bounding box into 3D view space.
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*/
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void CSimpleProjection3D_DOUBLE::ProjectAABBox(const DOUBLEaabbox3D &boxObject,
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DOUBLEaabbox3D &boxView) const
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{
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// check that the projection object is prepared for projecting
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ASSERT(pr_Prepared);
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// get center and max axial extent of object box
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const DOUBLE3D vObjectBoxCenter = boxObject.Center();
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const DOUBLE fObjectBoxMaxExtent = boxObject.Size().MaxNorm();
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// project the center to view space
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DOUBLE3D vViewBoxCenter;
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ProjectCoordinate(vObjectBoxCenter, vViewBoxCenter);
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// let the view box have center there and radius of twice max axial extent of object box
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boxView = DOUBLEaabbox3D(vViewBoxCenter, 2*fObjectBoxMaxExtent);
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/* // clear view box
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boxView = DOUBLEaabbox3D();
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// create all vertex points of object box
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DOUBLE3D avObjectBoxVertices[8];
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avObjectBoxVertices[0](1) = boxObject.Min()(1);
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avObjectBoxVertices[0](2) = boxObject.Min()(2);
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avObjectBoxVertices[0](3) = boxObject.Min()(3);
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avObjectBoxVertices[0](1) = boxObject.Min()(1);
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avObjectBoxVertices[0](2) = boxObject.Min()(2);
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avObjectBoxVertices[0](3) = boxObject.Min()(3);
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avObjectBoxVertices[0](1) = boxObject.Max()(1);
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// project all vertex points of object box
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// add all vertex points of object box to view box
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*/
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}
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/*
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* Project 3D object plane into 3D view space.
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*/
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void CSimpleProjection3D_DOUBLE::Project(const DOUBLEplane3D &p3dObjectPlane,
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DOUBLEplane3D &p3dTransformedPlane) const
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{
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// check that the projection object is prepared for projecting
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ASSERT(pr_Prepared);
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// rotate the plane
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p3dTransformedPlane = p3dObjectPlane*pr_RotationMatrix;
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// renormalize it in case of stretch
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if (pr_ObjectStretch(1)!=1.0f || pr_ObjectStretch(2)!=1.0f || pr_ObjectStretch(3)!=1.0f) {
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FLOAT fLen = ((DOUBLE3D&)p3dTransformedPlane).Length();
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p3dTransformedPlane = DOUBLEplane3D(
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((DOUBLE3D&)p3dTransformedPlane)/fLen,
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p3dTransformedPlane.Distance()*fLen);
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}
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// translate the plane
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p3dTransformedPlane += pr_TranslationVector;
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}
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