godot/core/math/camera_matrix.cpp

606 lines
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C++

/*************************************************************************/
/* camera_matrix.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/
#include "camera_matrix.h"
#include "math_funcs.h"
#include "print_string.h"
void CameraMatrix::set_identity() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
matrix[i][j] = (i == j) ? 1 : 0;
}
}
}
void CameraMatrix::set_zero() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
matrix[i][j] = 0;
}
}
}
Plane CameraMatrix::xform4(const Plane &p_vec4) {
Plane ret;
ret.normal.x = matrix[0][0] * p_vec4.normal.x + matrix[1][0] * p_vec4.normal.y + matrix[2][0] * p_vec4.normal.z + matrix[3][0] * p_vec4.d;
ret.normal.y = matrix[0][1] * p_vec4.normal.x + matrix[1][1] * p_vec4.normal.y + matrix[2][1] * p_vec4.normal.z + matrix[3][1] * p_vec4.d;
ret.normal.z = matrix[0][2] * p_vec4.normal.x + matrix[1][2] * p_vec4.normal.y + matrix[2][2] * p_vec4.normal.z + matrix[3][2] * p_vec4.d;
ret.d = matrix[0][3] * p_vec4.normal.x + matrix[1][3] * p_vec4.normal.y + matrix[2][3] * p_vec4.normal.z + matrix[3][3] * p_vec4.d;
return ret;
}
void CameraMatrix::set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far, bool p_flip_fov) {
if (p_flip_fov) {
p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
}
float sine, cotangent, deltaZ;
float radians = p_fovy_degrees / 2.0 * Math_PI / 180.0;
deltaZ = p_z_far - p_z_near;
sine = Math::sin(radians);
if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) {
return;
}
cotangent = Math::cos(radians) / sine;
set_identity();
matrix[0][0] = cotangent / p_aspect;
matrix[1][1] = cotangent;
matrix[2][2] = -(p_z_far + p_z_near) / deltaZ;
matrix[2][3] = -1;
matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ;
matrix[3][3] = 0;
}
void CameraMatrix::set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar) {
set_identity();
matrix[0][0] = 2.0 / (p_right - p_left);
matrix[3][0] = -((p_right + p_left) / (p_right - p_left));
matrix[1][1] = 2.0 / (p_top - p_bottom);
matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
matrix[2][2] = -2.0 / (p_zfar - p_znear);
matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
matrix[3][3] = 1.0;
}
void CameraMatrix::set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar, bool p_flip_fov) {
if (!p_flip_fov) {
p_size *= p_aspect;
}
set_orthogonal(-p_size / 2, +p_size / 2, -p_size / p_aspect / 2, +p_size / p_aspect / 2, p_znear, p_zfar);
}
void CameraMatrix::set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far) {
#if 0
///@TODO, give a check to this. I'm not sure if it's working.
set_identity();
matrix[0][0]=(2*p_near) / (p_right-p_left);
matrix[0][2]=(p_right+p_left) / (p_right-p_left);
matrix[1][1]=(2*p_near) / (p_top-p_bottom);
matrix[1][2]=(p_top+p_bottom) / (p_top-p_bottom);
matrix[2][2]=-(p_far+p_near) / ( p_far-p_near);
matrix[2][3]=-(2*p_far*p_near) / (p_far-p_near);
matrix[3][2]=-1;
matrix[3][3]=0;
#else
float *te = &matrix[0][0];
float x = 2 * p_near / (p_right - p_left);
float y = 2 * p_near / (p_top - p_bottom);
float a = (p_right + p_left) / (p_right - p_left);
float b = (p_top + p_bottom) / (p_top - p_bottom);
float c = -(p_far + p_near) / (p_far - p_near);
float d = -2 * p_far * p_near / (p_far - p_near);
te[0] = x;
te[1] = 0;
te[2] = 0;
te[3] = 0;
te[4] = 0;
te[5] = y;
te[6] = 0;
te[7] = 0;
te[8] = a;
te[9] = b;
te[10] = c;
te[11] = -1;
te[12] = 0;
te[13] = 0;
te[14] = d;
te[15] = 0;
#endif
}
float CameraMatrix::get_z_far() const {
const float *matrix = (const float *)this->matrix;
Plane new_plane = Plane(matrix[3] - matrix[2],
matrix[7] - matrix[6],
matrix[11] - matrix[10],
matrix[15] - matrix[14]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
return new_plane.d;
}
float CameraMatrix::get_z_near() const {
const float *matrix = (const float *)this->matrix;
Plane new_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6],
matrix[11] + matrix[10],
-matrix[15] - matrix[14]);
new_plane.normalize();
return new_plane.d;
}
void CameraMatrix::get_viewport_size(float &r_width, float &r_height) const {
const float *matrix = (const float *)this->matrix;
///////--- Near Plane ---///////
Plane near_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6],
matrix[11] + matrix[10],
-matrix[15] - matrix[14]);
near_plane.normalize();
///////--- Right Plane ---///////
Plane right_plane = Plane(matrix[3] - matrix[0],
matrix[7] - matrix[4],
matrix[11] - matrix[8],
-matrix[15] + matrix[12]);
right_plane.normalize();
Plane top_plane = Plane(matrix[3] - matrix[1],
matrix[7] - matrix[5],
matrix[11] - matrix[9],
-matrix[15] + matrix[13]);
top_plane.normalize();
Vector3 res;
near_plane.intersect_3(right_plane, top_plane, &res);
r_width = res.x;
r_height = res.y;
}
bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8points) const {
const float *matrix = (const float *)this->matrix;
///////--- Near Plane ---///////
Plane near_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6],
matrix[11] + matrix[10],
-matrix[15] - matrix[14]);
near_plane.normalize();
///////--- Far Plane ---///////
Plane far_plane = Plane(matrix[2] - matrix[3],
matrix[6] - matrix[7],
matrix[10] - matrix[11],
matrix[15] - matrix[14]);
far_plane.normalize();
///////--- Right Plane ---///////
Plane right_plane = Plane(matrix[0] - matrix[3],
matrix[4] - matrix[7],
matrix[8] - matrix[11],
-matrix[15] + matrix[12]);
right_plane.normalize();
///////--- Top Plane ---///////
Plane top_plane = Plane(matrix[1] - matrix[3],
matrix[5] - matrix[7],
matrix[9] - matrix[11],
-matrix[15] + matrix[13]);
top_plane.normalize();
Vector3 near_endpoint;
Vector3 far_endpoint;
bool res = near_plane.intersect_3(right_plane, top_plane, &near_endpoint);
ERR_FAIL_COND_V(!res, false);
res = far_plane.intersect_3(right_plane, top_plane, &far_endpoint);
ERR_FAIL_COND_V(!res, false);
p_8points[0] = p_transform.xform(Vector3(near_endpoint.x, near_endpoint.y, near_endpoint.z));
p_8points[1] = p_transform.xform(Vector3(near_endpoint.x, -near_endpoint.y, near_endpoint.z));
p_8points[2] = p_transform.xform(Vector3(-near_endpoint.x, near_endpoint.y, near_endpoint.z));
p_8points[3] = p_transform.xform(Vector3(-near_endpoint.x, -near_endpoint.y, near_endpoint.z));
p_8points[4] = p_transform.xform(Vector3(far_endpoint.x, far_endpoint.y, far_endpoint.z));
p_8points[5] = p_transform.xform(Vector3(far_endpoint.x, -far_endpoint.y, far_endpoint.z));
p_8points[6] = p_transform.xform(Vector3(-far_endpoint.x, far_endpoint.y, far_endpoint.z));
p_8points[7] = p_transform.xform(Vector3(-far_endpoint.x, -far_endpoint.y, far_endpoint.z));
return true;
}
Vector<Plane> CameraMatrix::get_projection_planes(const Transform &p_transform) const {
/** Fast Plane Extraction from combined modelview/projection matrices.
* References:
* http://www.markmorley.com/opengl/frustumculling.html
* http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
*/
Vector<Plane> planes;
const float *matrix = (const float *)this->matrix;
Plane new_plane;
///////--- Near Plane ---///////
new_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6],
matrix[11] + matrix[10],
matrix[15] + matrix[14]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
///////--- Far Plane ---///////
new_plane = Plane(matrix[3] - matrix[2],
matrix[7] - matrix[6],
matrix[11] - matrix[10],
matrix[15] - matrix[14]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
///////--- Left Plane ---///////
new_plane = Plane(matrix[3] + matrix[0],
matrix[7] + matrix[4],
matrix[11] + matrix[8],
matrix[15] + matrix[12]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
///////--- Top Plane ---///////
new_plane = Plane(matrix[3] - matrix[1],
matrix[7] - matrix[5],
matrix[11] - matrix[9],
matrix[15] - matrix[13]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
///////--- Right Plane ---///////
new_plane = Plane(matrix[3] - matrix[0],
matrix[7] - matrix[4],
matrix[11] - matrix[8],
matrix[15] - matrix[12]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
///////--- Bottom Plane ---///////
new_plane = Plane(matrix[3] + matrix[1],
matrix[7] + matrix[5],
matrix[11] + matrix[9],
matrix[15] + matrix[13]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
return planes;
}
CameraMatrix CameraMatrix::inverse() const {
CameraMatrix cm = *this;
cm.invert();
return cm;
}
void CameraMatrix::invert() {
int i, j, k;
int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */
float pvt_val; /* Value of current pivot element */
float hold; /* Temporary storage */
float determinat; /* Determinant */
determinat = 1.0;
for (k = 0; k < 4; k++) {
/** Locate k'th pivot element **/
pvt_val = matrix[k][k]; /** Initialize for search **/
pvt_i[k] = k;
pvt_j[k] = k;
for (i = k; i < 4; i++) {
for (j = k; j < 4; j++) {
if (Math::absd(matrix[i][j]) > Math::absd(pvt_val)) {
pvt_i[k] = i;
pvt_j[k] = j;
pvt_val = matrix[i][j];
}
}
}
/** Product of pivots, gives determinant when finished **/
determinat *= pvt_val;
if (Math::absd(determinat) < 1e-7) {
return; //(false); /** Matrix is singular (zero determinant). **/
}
/** "Interchange" rows (with sign change stuff) **/
i = pvt_i[k];
if (i != k) { /** If rows are different **/
for (j = 0; j < 4; j++) {
hold = -matrix[k][j];
matrix[k][j] = matrix[i][j];
matrix[i][j] = hold;
}
}
/** "Interchange" columns **/
j = pvt_j[k];
if (j != k) { /** If columns are different **/
for (i = 0; i < 4; i++) {
hold = -matrix[i][k];
matrix[i][k] = matrix[i][j];
matrix[i][j] = hold;
}
}
/** Divide column by minus pivot value **/
for (i = 0; i < 4; i++) {
if (i != k) matrix[i][k] /= (-pvt_val);
}
/** Reduce the matrix **/
for (i = 0; i < 4; i++) {
hold = matrix[i][k];
for (j = 0; j < 4; j++) {
if (i != k && j != k) matrix[i][j] += hold * matrix[k][j];
}
}
/** Divide row by pivot **/
for (j = 0; j < 4; j++) {
if (j != k) matrix[k][j] /= pvt_val;
}
/** Replace pivot by reciprocal (at last we can touch it). **/
matrix[k][k] = 1.0 / pvt_val;
}
/* That was most of the work, one final pass of row/column interchange */
/* to finish */
for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/
i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
if (i != k) { /* If rows are different */
for (j = 0; j < 4; j++) {
hold = matrix[k][j];
matrix[k][j] = -matrix[i][j];
matrix[i][j] = hold;
}
}
j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */
if (j != k) /* If columns are different */
for (i = 0; i < 4; i++) {
hold = matrix[i][k];
matrix[i][k] = -matrix[i][j];
matrix[i][j] = hold;
}
}
}
CameraMatrix::CameraMatrix() {
set_identity();
}
CameraMatrix CameraMatrix::operator*(const CameraMatrix &p_matrix) const {
CameraMatrix new_matrix;
for (int j = 0; j < 4; j++) {
for (int i = 0; i < 4; i++) {
real_t ab = 0;
for (int k = 0; k < 4; k++)
ab += matrix[k][i] * p_matrix.matrix[j][k];
new_matrix.matrix[j][i] = ab;
}
}
return new_matrix;
}
void CameraMatrix::set_light_bias() {
float *m = &matrix[0][0];
m[0] = 0.5,
m[1] = 0.0,
m[2] = 0.0,
m[3] = 0.0,
m[4] = 0.0,
m[5] = 0.5,
m[6] = 0.0,
m[7] = 0.0,
m[8] = 0.0,
m[9] = 0.0,
m[10] = 0.5,
m[11] = 0.0,
m[12] = 0.5,
m[13] = 0.5,
m[14] = 0.5,
m[15] = 1.0;
}
CameraMatrix::operator String() const {
String str;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
str += String((j > 0) ? ", " : "\n") + rtos(matrix[i][j]);
return str;
}
float CameraMatrix::get_aspect() const {
float w, h;
get_viewport_size(w, h);
return w / h;
}
float CameraMatrix::get_fov() const {
const float *matrix = (const float *)this->matrix;
Plane right_plane = Plane(matrix[3] - matrix[0],
matrix[7] - matrix[4],
matrix[11] - matrix[8],
-matrix[15] + matrix[12]);
right_plane.normalize();
return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0;
}
void CameraMatrix::make_scale(const Vector3 &p_scale) {
set_identity();
matrix[0][0] = p_scale.x;
matrix[1][1] = p_scale.y;
matrix[2][2] = p_scale.z;
}
void CameraMatrix::scale_translate_to_fit(const AABB &p_aabb) {
Vector3 min = p_aabb.pos;
Vector3 max = p_aabb.pos + p_aabb.size;
matrix[0][0] = 2 / (max.x - min.x);
matrix[1][0] = 0;
matrix[2][0] = 0;
matrix[3][0] = -(max.x + min.x) / (max.x - min.x);
matrix[0][1] = 0;
matrix[1][1] = 2 / (max.y - min.y);
matrix[2][1] = 0;
matrix[3][1] = -(max.y + min.y) / (max.y - min.y);
matrix[0][2] = 0;
matrix[1][2] = 0;
matrix[2][2] = 2 / (max.z - min.z);
matrix[3][2] = -(max.z + min.z) / (max.z - min.z);
matrix[0][3] = 0;
matrix[1][3] = 0;
matrix[2][3] = 0;
matrix[3][3] = 1;
}
CameraMatrix::operator Transform() const {
Transform tr;
const float *m = &matrix[0][0];
tr.basis.elements[0][0] = m[0];
tr.basis.elements[1][0] = m[1];
tr.basis.elements[2][0] = m[2];
tr.basis.elements[0][1] = m[4];
tr.basis.elements[1][1] = m[5];
tr.basis.elements[2][1] = m[6];
tr.basis.elements[0][2] = m[8];
tr.basis.elements[1][2] = m[9];
tr.basis.elements[2][2] = m[10];
tr.origin.x = m[12];
tr.origin.y = m[13];
tr.origin.z = m[14];
return tr;
}
CameraMatrix::CameraMatrix(const Transform &p_transform) {
const Transform &tr = p_transform;
float *m = &matrix[0][0];
m[0] = tr.basis.elements[0][0];
m[1] = tr.basis.elements[1][0];
m[2] = tr.basis.elements[2][0];
m[3] = 0.0;
m[4] = tr.basis.elements[0][1];
m[5] = tr.basis.elements[1][1];
m[6] = tr.basis.elements[2][1];
m[7] = 0.0;
m[8] = tr.basis.elements[0][2];
m[9] = tr.basis.elements[1][2];
m[10] = tr.basis.elements[2][2];
m[11] = 0.0;
m[12] = tr.origin.x;
m[13] = tr.origin.y;
m[14] = tr.origin.z;
m[15] = 1.0;
}
CameraMatrix::~CameraMatrix() {
}