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- /*************************************************************************/
- /* camera_matrix.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #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() {
- }
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