mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 21:25:54 +01:00
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. :)
419 lines
13 KiB
C++
419 lines
13 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/TextureMapping.h>
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#include <Engine/Math/OBBox.h>
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#include <Engine/Math/Geometry.inl>
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#include <Engine/Math/Clipping.inl>
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/////////////////////////////////////////////////////////////////////
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// CIsometricProjection3D
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/*
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* Prepare for projecting.
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*/
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void CIsometricProjection3D::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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pr_vViewerPosition = pr_ViewerPlacement.pl_PositionVector;
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BOOL bXInverted = pr_ObjectStretch(1)<0;
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BOOL bYInverted = pr_ObjectStretch(2)<0;
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BOOL bZInverted = pr_ObjectStretch(3)<0;
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pr_bInverted = bXInverted!=bYInverted!=bZInverted;
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// if the projection is mirrored
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if (pr_bMirror) {
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// reflect viewer
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ReflectPositionVectorByPlane(pr_plMirror, pr_vViewerPosition);
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ReflectRotationMatrixByPlane_rows(pr_plMirror, pr_ViewerRotationMatrix);
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// invert inversion
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pr_bInverted = !pr_bInverted;
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}
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// calculate screen center
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pr_ScreenCenter = pr_ScreenBBox.Center();
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// if the object is face-forward
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if (pr_bFaceForward) {
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// if it turns only heading
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if (pr_bHalfFaceForward) {
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// get the y-axis vector of object rotation
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FLOAT3D vY(t3dObjectRotation(1,2), t3dObjectRotation(2,2), t3dObjectRotation(3,2));
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// find z axis of viewer
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FLOAT3D vViewerZ(
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pr_ViewerRotationMatrix(3,1),
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pr_ViewerRotationMatrix(3,2),
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pr_ViewerRotationMatrix(3,3));
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// calculate x and z axis vectors to make object head towards viewer
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FLOAT3D vX = (-vViewerZ)*vY;
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vX.Normalize();
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FLOAT3D vZ = vY*vX;
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// compose the rotation matrix back from those angles
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t3dObjectRotation(1,1) = vX(1); t3dObjectRotation(1,2) = vY(1); t3dObjectRotation(1,3) = vZ(1);
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t3dObjectRotation(2,1) = vX(2); t3dObjectRotation(2,2) = vY(2); t3dObjectRotation(2,3) = vZ(2);
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t3dObjectRotation(3,1) = vX(3); t3dObjectRotation(3,2) = vY(3); t3dObjectRotation(3,3) = vZ(3);
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// first apply object stretch then object rotation and then viewer rotation
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pr_mDirectionRotation = pr_ViewerRotationMatrix*t3dObjectRotation;
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pr_RotationMatrix = pr_mDirectionRotation*t3dObjectStretch;
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// if it is fully face forward
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} else {
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// apply object stretch only
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pr_mDirectionRotation.Diagonal(1);
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pr_RotationMatrix = t3dObjectStretch;
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}
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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_mDirectionRotation = pr_ViewerRotationMatrix*t3dObjectRotation;
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pr_RotationMatrix = pr_mDirectionRotation*t3dObjectStretch;
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}
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// make clip planes
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MakeClipPlane(FLOAT3D(+ipr_ZoomFactor,0,0), pr_ScreenBBox.Min()(1)-pr_ScreenCenter(1), pr_plClipL);
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MakeClipPlane(FLOAT3D(-ipr_ZoomFactor,0,0), pr_ScreenCenter(1)-pr_ScreenBBox.Max()(1), pr_plClipR);
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MakeClipPlane(FLOAT3D(0,-ipr_ZoomFactor,0), pr_ScreenBBox.Min()(2)-pr_ScreenCenter(2), pr_plClipU);
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MakeClipPlane(FLOAT3D(0,+ipr_ZoomFactor,0), pr_ScreenCenter(2)-pr_ScreenBBox.Max()(2), pr_plClipD);
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// calc. offset of object from viewer
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pr_TranslationVector = pr_ObjectPlacement.pl_PositionVector - pr_vViewerPosition;
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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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// calculate constant value used for calculating z-buffer k-value from vertex's z coordinate
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pr_fDepthBufferFactor = -pr_NearClipDistance;
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pr_fDepthBufferMul = (pr_fDepthBufferFar-pr_fDepthBufferNear);
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pr_fDepthBufferAdd = pr_fDepthBufferNear;
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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 CIsometricProjection3D::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 CIsometricProjection3D::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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// multiply X and Y coordinates with zoom factor and add the center of screen
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v3dViewPoint(1) = pr_ScreenCenter(1) + v3dTransformedPoint(1) * ipr_ZoomFactor*pr_fViewStretch;
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v3dViewPoint(2) = pr_ScreenCenter(2) - v3dTransformedPoint(2) * ipr_ZoomFactor*pr_fViewStretch;
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}
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void CIsometricProjection3D::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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// multiply X and Y coordinates with zoom factor and add the center of screen
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v3dViewPoint(1) = pr_ScreenCenter(1) + v3dTransformedPoint(1) * ipr_ZoomFactor*pr_fViewStretch;
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v3dViewPoint(2) = pr_ScreenCenter(2) - v3dTransformedPoint(2) * ipr_ZoomFactor*pr_fViewStretch;
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fViewR = fTransformedR*ipr_ZoomFactor*pr_fViewStretch;
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}
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/* Test if a sphere in view space is inside view frustum. */
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INDEX CIsometricProjection3D::TestSphereToFrustum(const FLOAT3D &vViewPoint, FLOAT fRadius) const
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{
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ASSERT( pr_Prepared && fRadius>=0);
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const FLOAT fX = vViewPoint(1);
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const FLOAT fY = vViewPoint(2);
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const FLOAT fZ = vViewPoint(3);
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INDEX iPass = 1;
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// check to near
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if( fZ-fRadius>-pr_NearClipDistance) {
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return -1;
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} else if( fZ+fRadius>-pr_NearClipDistance) {
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iPass = 0;
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}
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// check to far
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if( pr_FarClipDistance>0) {
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if( fZ+fRadius<-pr_FarClipDistance) {
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return -1;
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} else if( fZ-fRadius<-pr_FarClipDistance) {
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iPass = 0;
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}
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}
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// check to left
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FLOAT fL = fX*pr_plClipL(1) - pr_plClipL.Distance();
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if( fL<-fRadius) {
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return -1;
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} else if( fL<fRadius) {
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iPass = 0;
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}
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// check to right
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FLOAT fR = fX*pr_plClipR(1) - pr_plClipR.Distance();
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if( fR<-fRadius) {
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return -1;
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} else if( fR<fRadius) {
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iPass = 0;
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}
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// check to up
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FLOAT fU = fY*pr_plClipU(2) - pr_plClipU.Distance();
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if( fU<-fRadius) {
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return -1;
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} else if( fU<fRadius) {
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iPass = 0;
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}
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// check to down
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FLOAT fD = fY*pr_plClipD(2) - pr_plClipD.Distance();
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if( fD<-fRadius) {
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return -1;
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} else if( fD<fRadius) {
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iPass = 0;
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}
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// all done
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return iPass;
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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 CIsometricProjection3D::TestBoxToFrustum(const FLOATobbox3D &box) const
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{
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ASSERT(pr_Prepared);
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INDEX iPass = 1;
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INDEX iTest;
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// check to near
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iTest = (INDEX) box.TestAgainstPlane(FLOATplane3D(FLOAT3D(0,0,-1), pr_NearClipDistance));
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if( iTest<0) {
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return -1;
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} else if( iTest==0) {
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iPass = 0;
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}
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// check to far
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if( pr_FarClipDistance>0) {
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iTest = (INDEX) box.TestAgainstPlane(FLOATplane3D(FLOAT3D(0,0,1), -pr_FarClipDistance));
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if( iTest<0) {
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return -1;
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} else if( iTest==0) {
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iPass = 0;
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}
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}
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// check to left
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iTest = (INDEX) box.TestAgainstPlane(pr_plClipL);
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if( iTest<0) {
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return -1;
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} else if( iTest==0) {
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iPass = 0;
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}
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// check to right
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iTest = (INDEX) box.TestAgainstPlane(pr_plClipR);
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if( iTest<0) {
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return -1;
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} else if( iTest==0) {
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iPass = 0;
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}
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// check to up
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iTest = (INDEX) box.TestAgainstPlane(pr_plClipU);
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if( iTest<0) {
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return -1;
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} else if( iTest==0) {
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iPass = 0;
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}
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// check to down
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iTest = (INDEX) box.TestAgainstPlane(pr_plClipD);
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if( iTest<0) {
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return -1;
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} else if( iTest==0) {
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iPass = 0;
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}
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// all done
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return iPass;
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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 CIsometricProjection3D::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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// multiply X and Y coordinates with zoom factor and add the center of screen
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v3dViewPoint(1) = pr_ScreenCenter(1) + v3dViewPoint(1) * ipr_ZoomFactor*pr_fViewStretch;
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v3dViewPoint(2) = pr_ScreenCenter(2) + v3dViewPoint(2) * ipr_ZoomFactor*pr_fViewStretch;
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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 CIsometricProjection3D::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 CIsometricProjection3D::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_mDirectionRotation;
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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 CIsometricProjection3D::ProjectAABBox(const FLOATaabbox3D &boxObject,
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FLOATaabbox3D &boxView) const
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{
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ASSERTALWAYS( "This is not yet implemented");
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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 CIsometricProjection3D::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_mDirectionRotation + 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 CIsometricProjection3D::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 CIsometricProjection3D::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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// front clip plane is exactly the viewplane
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//const FLOATplane3D plFrontClip(FLOAT3D(0.0f,0.0f,-1.0f), 0.0f);
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ULONG ulCode0 = LCFVERTEX0(LCF_UNCLIPPED);
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ULONG ulCode1 = LCFVERTEX1(LCF_UNCLIPPED);
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// clip the line by each plane at the time, skip if some removes entire line
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if (ClipLineByNearPlane(v3dPoint0, v3dPoint1, 0.0f, ulCode0, ulCode1, LCF_NEAR)
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// if something remains
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) {
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// return the clip code for both vertices
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return ulCode0 | ulCode1;
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// if some of the planes removed entire line
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} else {
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// return the code that tells that entire line is removed
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return LCF_EDGEREMOVED;
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}
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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 CIsometricProjection3D::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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/* The direction in object space is exactly the viewer direction, while
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* the position is back-transformed position of the point from the view plane
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* to object space.
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*/
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// just copy the orientation angle
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plRay.pl_OrientationAngle = pr_ViewerPlacement.pl_OrientationAngle;
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// the point on view plane has a view z coordinate of 0
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FLOAT3D vViewPlanePoint;
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vViewPlanePoint(1) = (v3dViewPoint(1)-pr_ScreenCenter(1)) / ipr_ZoomFactor;
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vViewPlanePoint(2) = (v3dViewPoint(2)-pr_ScreenCenter(2)) / ipr_ZoomFactor;
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vViewPlanePoint(3) = 0.0f;
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// back transform the point to get the position vector
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plRay.pl_PositionVector = (vViewPlanePoint-pr_TranslationVector)*!pr_RotationMatrix;
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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 CIsometricProjection3D::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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// the object plane is visible is it is not heading away from the view plane
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return (p3dObjectPlane*pr_mDirectionRotation)(3)>0.0f;
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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 CIsometricProjection3D::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)>0.01f;
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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 CIsometricProjection3D::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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/* calculated using following formula:
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k = log2(1024*z/xratio);
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*/
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return Log2(1024.0f/ipr_ZoomFactor);
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}
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// general mip-factor for target object
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FLOAT CIsometricProjection3D::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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/* calculated using following formula:
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k = log2(1024*z/xratio);
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*/
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return Log2(1024.0f/ipr_ZoomFactor);
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}
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