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. :)
283 lines
8.8 KiB
C++
283 lines
8.8 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "Engine/StdH.h"
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#include <Engine/Math/Projection.h>
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#include <Engine/Math/Clipping.inl>
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/////////////////////////////////////////////////////////////////////
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// CSimpleProjection3D
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/*
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* Prepare for projecting.
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*/
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void CSimpleProjection3D::Prepare(void)
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{
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FLOATmatrix3D t3dObjectStretch; // matrix for object stretch
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FLOATmatrix3D t3dObjectRotation; // matrix for object angles
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// calc. matrices for viewer and object angles and stretch
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MakeRotationMatrix(t3dObjectRotation, pr_ObjectPlacement.pl_OrientationAngle); // object normally
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MakeInverseRotationMatrix(pr_ViewerRotationMatrix, pr_ViewerPlacement.pl_OrientationAngle); // viewer inverse
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t3dObjectStretch.Diagonal(pr_ObjectStretch);
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// if the object is face-forward
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if (pr_bFaceForward) {
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// apply object stretch only
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pr_RotationMatrix = t3dObjectStretch;
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} else {
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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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}
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// calc. offset of object from viewer
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pr_TranslationVector = 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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// transform handle from object space to viewer space and add it to the offset
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pr_TranslationVector -= pr_vObjectHandle*pr_RotationMatrix;
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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, before clipping.
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*/
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void CSimpleProjection3D::PreClip(const FLOAT3D &v3dObjectPoint,
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FLOAT3D &v3dTransformedPoint) 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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v3dTransformedPoint = v3dObjectPoint*pr_RotationMatrix + pr_TranslationVector;
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}
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/*
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* Project 3D object point into 3D view space, after clipping.
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*/
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void CSimpleProjection3D::PostClip( const FLOAT3D &v3dTransformedPoint,
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FLOAT3D &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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v3dViewPoint = v3dTransformedPoint;
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}
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void CSimpleProjection3D::PostClip( const FLOAT3D &v3dTransformedPoint, FLOAT fTransformedR,
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FLOAT3D &v3dViewPoint, FLOAT &fViewR) 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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v3dViewPoint = v3dTransformedPoint;
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fViewR = fTransformedR;
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}
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/* Test if a sphere in view space is inside view frustum. */
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INDEX CSimpleProjection3D::TestSphereToFrustum(const FLOAT3D &vViewPoint, FLOAT fRadius) const
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{
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ASSERT(pr_Prepared);
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ASSERTALWAYS("Function not supported");
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return 1;
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}
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/* Test if an oriented box in view space is inside view frustum. */
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INDEX CSimpleProjection3D::TestBoxToFrustum(const FLOATobbox3D &boxView) const
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{
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ASSERT(pr_Prepared);
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ASSERTALWAYS("Function not supported");
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return 1;
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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::ProjectCoordinate(const FLOAT3D &v3dObjectPoint,
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FLOAT3D &v3dViewPoint) const
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{
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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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* Get a distance of object point from the viewer.
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*/
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FLOAT CSimpleProjection3D::GetDistance(const FLOAT3D &v3dObjectPoint) const
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{
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// get just the z coordinate of the point in viewer space
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return
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v3dObjectPoint(1)*pr_RotationMatrix(3,1)+
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v3dObjectPoint(2)*pr_RotationMatrix(3,2)+
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v3dObjectPoint(3)*pr_RotationMatrix(3,3)+
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pr_TranslationVector(3);
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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::ProjectDirection(const FLOAT3D &v3dObjectPoint,
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FLOAT3D &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::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 = plObject.pl_PositionVector*pr_RotationMatrix
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+ pr_TranslationVector;
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// rotate the orientation
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FLOATmatrix3D mOrientation;
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MakeRotationMatrix(mOrientation, plObject.pl_OrientationAngle);
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DecomposeRotationMatrix(plView.pl_OrientationAngle, pr_RotationMatrix*mOrientation);
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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::ProjectPlacementSmooth(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 = plObject.pl_PositionVector*pr_RotationMatrix
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+ pr_TranslationVector;
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// rotate the orientation
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FLOATmatrix3D mOrientation;
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MakeRotationMatrixFast(mOrientation, plObject.pl_OrientationAngle);
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DecomposeRotationMatrixNoSnap(plView.pl_OrientationAngle, pr_RotationMatrix*mOrientation);
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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::ProjectAABBox(const FLOATaabbox3D &boxObject,
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FLOATaabbox3D &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 FLOAT3D vObjectBoxCenter = boxObject.Center();
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const FLOAT fObjectBoxMaxExtent = boxObject.Size().MaxNorm();
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// project the center to view space
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FLOAT3D 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 = FLOATaabbox3D(vViewBoxCenter, 2*fObjectBoxMaxExtent);
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/* // clear view box
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boxView = FLOATaabbox3D();
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// create all vertex points of object box
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FLOAT3D 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::Project(const FLOATplane3D &p3dObjectPlane,
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FLOATplane3D &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 and translate the plane
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p3dTransformedPlane = p3dObjectPlane*pr_RotationMatrix + pr_TranslationVector;
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}
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/* Calculate plane gradient for a plane in 3D view space. */
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void CSimpleProjection3D::MakeOoKGradient(const FLOATplane3D &plViewerPlane, CPlanarGradients &pgOoK) const
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{
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ASSERTALWAYS("Function not supported");
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}
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/*
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* Clip a line.
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*/
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ULONG CSimpleProjection3D::ClipLine(FLOAT3D &v3dPoint0, FLOAT3D &v3dPoint1) 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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// line remains unclipped
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return LCFVERTEX0(LCF_UNCLIPPED) | LCFVERTEX1(LCF_UNCLIPPED);
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}
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/*
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* Get placement for a ray through a projected point.
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*/
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void CSimpleProjection3D::RayThroughPoint(const FLOAT3D &v3dViewPoint,
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CPlacement3D &plRay) 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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ASSERTALWAYS("Not implemented!");
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}
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/*
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* Check if an object-space plane is visible.
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*/
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BOOL CSimpleProjection3D::IsObjectPlaneVisible(const FLOATplane3D &p3dObjectPlane) 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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ASSERTALWAYS("Not implemented!");
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return TRUE;
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}
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/*
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* Check if a viewer-space plane is visible.
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*/
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BOOL CSimpleProjection3D::IsViewerPlaneVisible(const FLOATplane3D &p3dViewerPlane) 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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// the object plane is visible is it is not heading away from the view plane
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return p3dViewerPlane(3)>0.0f;
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}
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/*
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* Calculate a mip-factor for a given object.
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*/
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// by its distance from viewer
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FLOAT CSimpleProjection3D::MipFactor(FLOAT fDistance) 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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ASSERTALWAYS("Not implemented!");
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return 0.0f;
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}
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// general mip-factor for target object
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FLOAT CSimpleProjection3D::MipFactor(void) 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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ASSERTALWAYS("Not implemented!");
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return 0.0f;
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}
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