1 | /** |
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2 | @file GCamera.h |
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3 | |
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4 | @maintainer Morgan McGuire, matrix@graphics3d.com |
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5 | |
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6 | @created 2001-06-02 |
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7 | @edited 2006-02-11 |
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8 | */ |
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9 | |
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10 | #ifndef G3D_GCAMERA_H |
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11 | #define G3D_GCAMERA_H |
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12 | |
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13 | #include "G3D/platform.h" |
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14 | #include "G3D/CoordinateFrame.h" |
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15 | #include "G3D/Vector3.h" |
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16 | #include "G3D/Plane.h" |
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17 | |
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18 | namespace G3D { |
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19 | |
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20 | /** |
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21 | There is a viewport of width x height size in world space that corresponds to |
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22 | a screenWidth x screenHeight pixel grid on a |
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23 | renderDevice->getWidth() x renderDevice->getHeight() |
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24 | window. |
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25 | |
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26 | All viewport arguments are the pixel bounds of the viewport-- e.g., |
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27 | RenderDevice::getViewport(). |
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28 | */ |
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29 | class GCamera { |
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30 | private: |
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31 | |
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32 | /** |
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33 | Vertical field of view (in radians) |
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34 | */ |
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35 | float fieldOfView; |
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36 | |
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37 | /** |
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38 | The image plane depth corresponding to a vertical field of |
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39 | view, where the film size is 1x1. |
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40 | */ |
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41 | float imagePlaneDepth; |
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42 | |
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43 | /** |
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44 | Clipping plane, *not* imaging plane. Positive numbers. |
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45 | */ |
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46 | float nearPlane; |
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47 | |
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48 | /** |
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49 | Positive |
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50 | */ |
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51 | float farPlane; |
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52 | |
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53 | CoordinateFrame cframe; |
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54 | |
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55 | public: |
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56 | |
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57 | class Frustum { |
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58 | public: |
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59 | class Face { |
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60 | public: |
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61 | /** Counter clockwise indices into vertexPos */ |
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62 | int vertexIndex[4]; |
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63 | |
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64 | /** The plane containing the face. */ |
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65 | Plane plane; |
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66 | }; |
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67 | |
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68 | /** The vertices, in homogeneous space. If w == 0, |
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69 | a vertex is at infinity. */ |
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70 | Array<Vector4> vertexPos; |
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71 | |
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72 | /** The faces in the frustum. When the |
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73 | far plane is at infinity, there are 5 faces, |
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74 | otherwise there are 6. The faces are in the order |
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75 | N,R,L,B,T,[F]. |
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76 | */ |
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77 | Array<Face> faceArray; |
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78 | }; |
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79 | |
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80 | GCamera(); |
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81 | |
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82 | virtual ~GCamera(); |
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83 | |
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84 | |
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85 | CoordinateFrame getCoordinateFrame() const; |
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86 | void getCoordinateFrame(CoordinateFrame& c) const; |
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87 | void setCoordinateFrame(const CoordinateFrame& c); |
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88 | |
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89 | /** |
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90 | Sets the horizontal field of view, in radians. The |
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91 | initial angle is toRadians(55). |
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92 | <UL> |
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93 | <LI> toRadians(50) - Telephoto |
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94 | <LI> toRadians(110) - Normal |
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95 | <LI> toRadians(140) - Wide angle |
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96 | </UL> |
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97 | */ |
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98 | void setFieldOfView(float angle); |
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99 | |
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100 | /** |
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101 | Sets the field of view based on a desired image plane depth |
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102 | (<I>s'</I>) and film dimensions in world space. Depth must be positive. Width, |
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103 | depth, and height are measured in the same units (meters are |
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104 | recommended). The field of view will span the diagonal to the |
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105 | image.<P> <I>Note</I>: to simulate a 35mm GCamera, set width = |
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106 | 0.36 mm and height = 0.24 mm. The width and height used are |
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107 | generally not the pixel dimensions of the image. |
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108 | */ |
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109 | void setImagePlaneDepth( |
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110 | float depth, |
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111 | const class Rect2D& viewport); |
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112 | |
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113 | inline double getFieldOfView() const { |
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114 | return fieldOfView; |
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115 | } |
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116 | |
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117 | /** |
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118 | Projects a world space point onto a width x height screen. The |
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119 | returned coordinate uses pixmap addressing: x = right and y = |
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120 | down. The resulting z value is <I>rhw</I>. |
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121 | |
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122 | If the point is behind the camera, Vector3::inf() is returned. |
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123 | */ |
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124 | G3D::Vector3 project( |
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125 | const G3D::Vector3& point, |
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126 | const class Rect2D& viewport) const; |
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127 | |
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128 | /** |
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129 | Returns the pixel area covered by a shape of the given |
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130 | world space area at the given z value (z must be negative). |
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131 | */ |
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132 | float worldToScreenSpaceArea(float area, float z, const class Rect2D& viewport) const; |
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133 | |
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134 | /** |
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135 | Returns the world space 3D viewport corners. These |
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136 | are at the near clipping plane. The corners are constructed |
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137 | from the nearPlaneZ, getViewportWidth, and getViewportHeight. |
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138 | "left" and "right" are from the GCamera's perspective. |
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139 | */ |
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140 | void get3DViewportCorners( |
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141 | const class Rect2D& viewport, |
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142 | Vector3& outUR, |
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143 | Vector3& outUL, |
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144 | Vector3& outLL, |
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145 | Vector3& outLR) const; |
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146 | |
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147 | /** |
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148 | Returns the image plane depth, <I>s'</I>, given the current field |
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149 | of view for film of dimensions width x height. See |
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150 | setImagePlaneDepth for a discussion of worldspace values width and height. |
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151 | */ |
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152 | float getImagePlaneDepth( |
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153 | const class Rect2D& viewport) const; |
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154 | |
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155 | |
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156 | /** |
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157 | Returns the world space ray passing through the center of pixel |
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158 | (x, y) on the image plane. The pixel x and y axes are opposite |
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159 | the 3D object space axes: (0,0) is the upper left corner of the screen. |
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160 | They are in viewport coordinates, not screen coordinates. |
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161 | |
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162 | |
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163 | Integer (x, y) values correspond to |
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164 | the upper left corners of pixels. If you want to cast rays |
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165 | through pixel centers, add 0.5 to x and y. |
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166 | */ |
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167 | Ray worldRay( |
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168 | float x, |
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169 | float y, |
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170 | const class Rect2D& viewport) const; |
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171 | |
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172 | |
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173 | /** |
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174 | Returns a negative z-value. |
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175 | */ |
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176 | inline float getNearPlaneZ() const { |
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177 | return -nearPlane; |
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178 | } |
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179 | |
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180 | /** |
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181 | Returns a negative z-value. |
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182 | */ |
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183 | inline float getFarPlaneZ() const { |
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184 | return -farPlane; |
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185 | } |
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186 | |
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187 | inline void setFarPlaneZ(float z) { |
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188 | debugAssert(z < 0); |
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189 | farPlane = -z; |
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190 | } |
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191 | |
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192 | inline void setNearPlaneZ(float z) { |
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193 | debugAssert(z < 0); |
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194 | nearPlane = -z; |
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195 | } |
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196 | |
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197 | /** |
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198 | Returns the GCamera space width of the viewport. |
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199 | */ |
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200 | float getViewportWidth( |
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201 | const class Rect2D& viewport) const; |
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202 | |
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203 | /** |
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204 | Returns the GCamera space height of the viewport. |
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205 | */ |
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206 | float getViewportHeight( |
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207 | const class Rect2D& viewport) const; |
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208 | |
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209 | /** |
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210 | Read back a GCamera space z-value at pixel (x, y) from the depth buffer. |
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211 | double getZValue( |
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212 | double x, |
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213 | double y, |
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214 | const class Rect2D& viewport, |
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215 | double polygonOffset = 0) const; |
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216 | */ |
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217 | |
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218 | void setPosition(const Vector3& t); |
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219 | |
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220 | void lookAt(const Vector3& position, const Vector3& up = Vector3::unitY()); |
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221 | |
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222 | /** |
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223 | Returns the clipping planes of the frustum, in world space. |
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224 | The planes have normals facing <B>into</B> the view frustum. |
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225 | |
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226 | The plane order is guaranteed to be: |
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227 | Near, Right, Left, Top, Bottom, [Far] |
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228 | |
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229 | If the far plane is at infinity, the resulting array will have |
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230 | 5 planes, otherwise there will be 6. |
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231 | |
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232 | The viewport is used only to determine the aspect ratio of the screen; the |
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233 | absolute dimensions and xy values don't matter. |
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234 | */ |
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235 | void getClipPlanes( |
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236 | const Rect2D& viewport, |
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237 | Array<Plane>& outClip) const; |
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238 | |
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239 | /** |
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240 | Returns the world space view frustum, which is a truncated pyramid describing |
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241 | the volume of space seen by this camera. |
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242 | */ |
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243 | void getFrustum(const Rect2D& viewport, GCamera::Frustum& f) const; |
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244 | |
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245 | GCamera::Frustum frustum(const Rect2D& viewport) const; |
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246 | |
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247 | }; |
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248 | |
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249 | } // namespace G3D |
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250 | |
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251 | #endif |
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