mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 19:04:32 +02:00
Support for eye offset position/orientation in camera/frustum.
This commit is contained in:
parent
58a9a05ef7
commit
dd3e8d524a
7 changed files with 257 additions and 177 deletions
|
@ -18,6 +18,8 @@
|
|||
#include <ifaddrs.h>
|
||||
#endif
|
||||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <QActionGroup>
|
||||
#include <QColorDialog>
|
||||
#include <QDesktopWidget>
|
||||
|
@ -356,6 +358,14 @@ void Application::paintGL() {
|
|||
whichCamera = _viewFrustumOffsetCamera;
|
||||
}
|
||||
|
||||
// transform by eye offset
|
||||
|
||||
glm::vec3 eyeOffsetPos = whichCamera.getEyeOffsetPosition();
|
||||
glm::quat eyeOffsetOrient = whichCamera.getEyeOffsetOrientation();
|
||||
glm::vec3 eyeOffsetAxis = glm::axis(eyeOffsetOrient);
|
||||
glRotatef(-glm::angle(eyeOffsetOrient), eyeOffsetAxis.x, eyeOffsetAxis.y, eyeOffsetAxis.z);
|
||||
glTranslatef(-eyeOffsetPos.x, -eyeOffsetPos.y, -eyeOffsetPos.z);
|
||||
|
||||
// transform view according to whichCamera
|
||||
// could be myCamera (if in normal mode)
|
||||
// or could be viewFrustumOffsetCamera if in offset mode
|
||||
|
@ -451,11 +461,10 @@ void Application::resizeGL(int width, int height) {
|
|||
|
||||
// On window reshape, we need to tell OpenGL about our new setting
|
||||
float left, right, bottom, top, nearVal, farVal;
|
||||
glm::vec3 eyeOffset = camera.getEyeOffsetPosition();
|
||||
computeOffsetFrustum(fov, aspectRatio, nearClip, farClip, eyeOffset.x, eyeOffset.y, eyeOffset.z,
|
||||
left, right, bottom, top, nearVal, farVal);
|
||||
glm::vec4 nearClipPlane, farClipPlane;
|
||||
loadViewFrustum(camera, _viewFrustum);
|
||||
_viewFrustum.computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
|
||||
glFrustum(left, right, bottom, top, nearVal, farVal);
|
||||
glTranslatef(-eyeOffset.x, -eyeOffset.y, -eyeOffset.z);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
@ -607,32 +616,62 @@ void Application::keyPressEvent(QKeyEvent* event) {
|
|||
break;
|
||||
|
||||
case Qt::Key_I:
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0.001, 0));
|
||||
if (shifted) {
|
||||
_myCamera.setEyeOffsetOrientation(glm::normalize(
|
||||
glm::quat(glm::vec3(0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation()));
|
||||
} else {
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0.001, 0));
|
||||
}
|
||||
resizeGL(_glWidget->width(), _glWidget->height());
|
||||
break;
|
||||
|
||||
case Qt::Key_K:
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, -0.001, 0));
|
||||
if (shifted) {
|
||||
_myCamera.setEyeOffsetOrientation(glm::normalize(
|
||||
glm::quat(glm::vec3(-0.002f, 0, 0)) * _myCamera.getEyeOffsetOrientation()));
|
||||
} else {
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, -0.001, 0));
|
||||
}
|
||||
resizeGL(_glWidget->width(), _glWidget->height());
|
||||
break;
|
||||
|
||||
case Qt::Key_J:
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(-0.001, 0, 0));
|
||||
if (shifted) {
|
||||
_myCamera.setEyeOffsetOrientation(glm::normalize(
|
||||
glm::quat(glm::vec3(0, 0.002f, 0)) * _myCamera.getEyeOffsetOrientation()));
|
||||
} else {
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(-0.001, 0, 0));
|
||||
}
|
||||
resizeGL(_glWidget->width(), _glWidget->height());
|
||||
break;
|
||||
|
||||
case Qt::Key_L:
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0.001, 0, 0));
|
||||
if (shifted) {
|
||||
_myCamera.setEyeOffsetOrientation(glm::normalize(
|
||||
glm::quat(glm::vec3(0, -0.002f, 0)) * _myCamera.getEyeOffsetOrientation()));
|
||||
} else {
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0.001, 0, 0));
|
||||
}
|
||||
resizeGL(_glWidget->width(), _glWidget->height());
|
||||
break;
|
||||
|
||||
case Qt::Key_U:
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, 0.001));
|
||||
if (shifted) {
|
||||
_myCamera.setEyeOffsetOrientation(glm::normalize(
|
||||
glm::quat(glm::vec3(0, 0, -0.002f)) * _myCamera.getEyeOffsetOrientation()));
|
||||
} else {
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, -0.001));
|
||||
}
|
||||
resizeGL(_glWidget->width(), _glWidget->height());
|
||||
break;
|
||||
|
||||
case Qt::Key_Y:
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, -0.001));
|
||||
if (shifted) {
|
||||
_myCamera.setEyeOffsetOrientation(glm::normalize(
|
||||
glm::quat(glm::vec3(0, 0, 0.002f)) * _myCamera.getEyeOffsetOrientation()));
|
||||
} else {
|
||||
_myCamera.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition() + glm::vec3(0, 0, 0.001));
|
||||
}
|
||||
resizeGL(_glWidget->width(), _glWidget->height());
|
||||
break;
|
||||
|
||||
|
@ -1048,12 +1087,12 @@ void Application::doFalseRandomizeEveryOtherVoxelColors() {
|
|||
}
|
||||
|
||||
void Application::doFalseColorizeByDistance() {
|
||||
loadViewFrustum(_viewFrustum);
|
||||
loadViewFrustum(_myCamera, _viewFrustum);
|
||||
_voxels.falseColorizeDistanceFromView(&_viewFrustum);
|
||||
}
|
||||
|
||||
void Application::doFalseColorizeInView() {
|
||||
loadViewFrustum(_viewFrustum);
|
||||
loadViewFrustum(_myCamera, _viewFrustum);
|
||||
// we probably want to make sure the viewFrustum is initialized first
|
||||
_voxels.falseColorizeInView(&_viewFrustum);
|
||||
}
|
||||
|
@ -1354,7 +1393,7 @@ void Application::updateAvatar(float deltaTime) {
|
|||
// We could optimize this to not actually load the viewFrustum, since we don't
|
||||
// actually need to calculate the view frustum planes to send these details
|
||||
// to the server.
|
||||
loadViewFrustum(_viewFrustum);
|
||||
loadViewFrustum(_myCamera, _viewFrustum);
|
||||
_myAvatar.setCameraPosition(_viewFrustum.getPosition());
|
||||
_myAvatar.setCameraDirection(_viewFrustum.getDirection());
|
||||
_myAvatar.setCameraUp(_viewFrustum.getUp());
|
||||
|
@ -1406,7 +1445,7 @@ void Application::updateAvatar(float deltaTime) {
|
|||
// Description: this will load the view frustum bounds for EITHER the head
|
||||
// or the "myCamera".
|
||||
//
|
||||
void Application::loadViewFrustum(ViewFrustum& viewFrustum) {
|
||||
void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
|
||||
// We will use these below, from either the camera or head vectors calculated above
|
||||
glm::vec3 position;
|
||||
glm::vec3 direction;
|
||||
|
@ -1416,16 +1455,16 @@ void Application::loadViewFrustum(ViewFrustum& viewFrustum) {
|
|||
|
||||
// Camera or Head?
|
||||
if (_cameraFrustum->isChecked()) {
|
||||
position = _myCamera.getPosition();
|
||||
position = camera.getPosition();
|
||||
} else {
|
||||
position = _myAvatar.getHeadPosition();
|
||||
}
|
||||
|
||||
fov = _myCamera.getFieldOfView();
|
||||
nearClip = _myCamera.getNearClip();
|
||||
farClip = _myCamera.getFarClip();
|
||||
fov = camera.getFieldOfView();
|
||||
nearClip = camera.getNearClip();
|
||||
farClip = camera.getFarClip();
|
||||
|
||||
Orientation o = _myCamera.getOrientation();
|
||||
Orientation o = camera.getOrientation();
|
||||
|
||||
direction = o.getFront();
|
||||
up = o.getUp();
|
||||
|
@ -1450,8 +1489,8 @@ void Application::loadViewFrustum(ViewFrustum& viewFrustum) {
|
|||
viewFrustum.setFieldOfView(fov);
|
||||
viewFrustum.setNearClip(nearClip);
|
||||
viewFrustum.setFarClip(farClip);
|
||||
viewFrustum.setEyeOffsetPosition(_myCamera.getEyeOffsetPosition());
|
||||
viewFrustum.setEyeOffsetOrientation(_myCamera.getEyeOffsetOrientation());
|
||||
viewFrustum.setEyeOffsetPosition(camera.getEyeOffsetPosition());
|
||||
viewFrustum.setEyeOffsetOrientation(camera.getEyeOffsetOrientation());
|
||||
|
||||
// Ask the ViewFrustum class to calculate our corners
|
||||
viewFrustum.calculate();
|
||||
|
@ -1862,12 +1901,12 @@ void Application::displayStats() {
|
|||
// * Far Plane - draws only the far plane
|
||||
void Application::renderViewFrustum(ViewFrustum& viewFrustum) {
|
||||
// Load it with the latest details!
|
||||
loadViewFrustum(viewFrustum);
|
||||
loadViewFrustum(_myCamera, viewFrustum);
|
||||
|
||||
glm::vec3 position = viewFrustum.getPosition();
|
||||
glm::vec3 direction = viewFrustum.getDirection();
|
||||
glm::vec3 up = viewFrustum.getUp();
|
||||
glm::vec3 right = viewFrustum.getRight();
|
||||
glm::vec3 position = viewFrustum.getOffsetPosition();
|
||||
glm::vec3 direction = viewFrustum.getOffsetDirection();
|
||||
glm::vec3 up = viewFrustum.getOffsetUp();
|
||||
glm::vec3 right = viewFrustum.getOffsetRight();
|
||||
|
||||
// Get ready to draw some lines
|
||||
glDisable(GL_LIGHTING);
|
||||
|
|
|
@ -105,7 +105,7 @@ private:
|
|||
void init();
|
||||
|
||||
void updateAvatar(float deltaTime);
|
||||
void loadViewFrustum(ViewFrustum& viewFrustum);
|
||||
void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
|
||||
|
||||
void displayOculus(Camera& whichCamera);
|
||||
void displaySide(Camera& whichCamera);
|
||||
|
|
|
@ -25,18 +25,8 @@ void Environment::renderAtmosphere(Camera& camera) {
|
|||
glPushMatrix();
|
||||
glTranslatef(getAtmosphereCenter().x, getAtmosphereCenter().y, getAtmosphereCenter().z);
|
||||
|
||||
// use the camera distance to reset the near and far distances to keep the atmosphere in the frustum
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
|
||||
float projection[16];
|
||||
glGetFloatv(GL_PROJECTION_MATRIX, projection);
|
||||
glm::vec3 relativeCameraPos = camera.getPosition() - getAtmosphereCenter();
|
||||
float height = glm::length(relativeCameraPos);
|
||||
float near = camera.getNearClip(), far = height + getAtmosphereOuterRadius();
|
||||
projection[10] = (far + near) / (near - far);
|
||||
projection[14] = (2.0f * far * near) / (near - far);
|
||||
glLoadMatrixf(projection);
|
||||
|
||||
// use the appropriate shader depending on whether we're inside or outside
|
||||
ProgramObject* program;
|
||||
|
|
|
@ -409,18 +409,3 @@ int insertIntoSortedArrays(void* value, float key, int originalIndex,
|
|||
return -1; // error case
|
||||
}
|
||||
|
||||
// Takes a set of perspective parameters (as one would pass to gluPerspective) and an eye offset (in view space) and writes
|
||||
// out the parameters to pass to glFrustum to effect the possibly skewed view frustum
|
||||
void computeOffsetFrustum(float fovy, float aspect, float zNear, float zFar, float xOffset, float yOffset, float zOffset,
|
||||
float& left, float& right, float& bottom, float& top, float& nearVal, float& farVal) {
|
||||
// adjust near and far distances by z offset
|
||||
nearVal = zNear + zOffset;
|
||||
farVal = zFar + zOffset;
|
||||
|
||||
float hheight = zNear * tanf(fovy * 0.5f * PI_OVER_180);
|
||||
top = hheight - yOffset;
|
||||
bottom = -hheight - yOffset;
|
||||
float hwidth = aspect * hheight;
|
||||
left = -hwidth - xOffset;
|
||||
right = hwidth - xOffset;
|
||||
}
|
||||
|
|
|
@ -78,7 +78,4 @@ int insertIntoSortedArrays(void* value, float key, int originalIndex,
|
|||
void** valueArray, float* keyArray, int* originalIndexArray,
|
||||
int currentCount, int maxCount);
|
||||
|
||||
void computeOffsetFrustum(float fovy, float aspect, float zNear, float zFar, float xOffset, float yOffset, float zOffset,
|
||||
float& left, float& right, float& bottom, float& top, float& nearVal, float& farVal);
|
||||
|
||||
#endif /* defined(__hifi__SharedUtil__) */
|
||||
|
|
|
@ -8,11 +8,16 @@
|
|||
//
|
||||
//
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include <glm/gtx/transform.hpp>
|
||||
|
||||
#include "ViewFrustum.h"
|
||||
#include "SharedUtil.h"
|
||||
#include "voxels_Log.h"
|
||||
|
||||
using voxels_lib::printLog;
|
||||
using namespace std;
|
||||
|
||||
ViewFrustum::ViewFrustum() :
|
||||
_position(glm::vec3(0,0,0)),
|
||||
|
@ -23,10 +28,6 @@ ViewFrustum::ViewFrustum() :
|
|||
_aspectRatio(1.0),
|
||||
_nearClip(0.1),
|
||||
_farClip(500.0),
|
||||
_nearHeight(0.0),
|
||||
_nearWidth(0.0),
|
||||
_farHeight(0.0),
|
||||
_farWidth(0.0),
|
||||
_farCenter(glm::vec3(0,0,0)),
|
||||
_farTopLeft(glm::vec3(0,0,0)),
|
||||
_farTopRight(glm::vec3(0,0,0)),
|
||||
|
@ -42,77 +43,76 @@ ViewFrustum::ViewFrustum() :
|
|||
// ViewFrustum::calculateViewFrustum()
|
||||
//
|
||||
// Description: this will calculate the view frustum bounds for a given position
|
||||
// and direction
|
||||
// and direction
|
||||
//
|
||||
// Notes on how/why this works:
|
||||
// http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/
|
||||
//
|
||||
void ViewFrustum::calculate() {
|
||||
// compute the off-axis frustum parameters as we would for glFrustum
|
||||
float left, right, bottom, top, nearVal, farVal;
|
||||
glm::vec4 nearClipPlane, farClipPlane;
|
||||
computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);
|
||||
|
||||
// start with the corners of the near frustum window
|
||||
glm::vec3 topLeft(left, top, -nearVal);
|
||||
glm::vec3 topRight(right, top, -nearVal);
|
||||
glm::vec3 bottomLeft(left, bottom, -nearVal);
|
||||
glm::vec3 bottomRight(right, bottom, -nearVal);
|
||||
|
||||
// find the intersections of the rays through the corners with the clip planes in view space
|
||||
_farTopLeft = topLeft * (-farClipPlane.w / glm::dot(topLeft, glm::vec3(farClipPlane)));
|
||||
_farTopRight = topRight * (-farClipPlane.w / glm::dot(topRight, glm::vec3(farClipPlane)));
|
||||
_farBottomLeft = bottomLeft * (-farClipPlane.w / glm::dot(bottomLeft, glm::vec3(farClipPlane)));
|
||||
_farBottomRight = bottomRight * (-farClipPlane.w / glm::dot(bottomRight, glm::vec3(farClipPlane)));
|
||||
_nearTopLeft = topLeft * (-nearClipPlane.w / glm::dot(topLeft, glm::vec3(nearClipPlane)));
|
||||
_nearTopRight = topRight * (-nearClipPlane.w / glm::dot(topRight, glm::vec3(nearClipPlane)));
|
||||
_nearBottomLeft = bottomLeft * (-nearClipPlane.w / glm::dot(bottomLeft, glm::vec3(nearClipPlane)));
|
||||
_nearBottomRight = bottomRight * (-nearClipPlane.w / glm::dot(bottomRight, glm::vec3(nearClipPlane)));
|
||||
|
||||
// compute the offset position and axes in world space
|
||||
_offsetPosition = _position + _eyeOffsetPosition.x * _right + _eyeOffsetPosition.y * _up -
|
||||
_eyeOffsetPosition.z * _direction;
|
||||
_offsetDirection = _eyeOffsetOrientation * _direction;
|
||||
_offsetUp = _eyeOffsetOrientation * _up;
|
||||
_offsetRight = _eyeOffsetOrientation * _right;
|
||||
|
||||
// now transform the intersections to world space
|
||||
_farTopLeft = _offsetPosition + _farTopLeft.x * _offsetRight + _farTopLeft.y * _offsetUp -
|
||||
_farTopLeft.z * _offsetDirection;
|
||||
_farTopRight = _offsetPosition + _farTopRight.x * _offsetRight + _farTopRight.y * _offsetUp -
|
||||
_farTopRight.z * _offsetDirection;
|
||||
_farBottomLeft = _offsetPosition + _farBottomLeft.x * _offsetRight + _farBottomLeft.y * _offsetUp -
|
||||
_farBottomLeft.z * _offsetDirection;
|
||||
_farBottomRight = _offsetPosition + _farBottomRight.x * _offsetRight + _farBottomRight.y * _offsetUp -
|
||||
_farBottomRight.z * _offsetDirection;
|
||||
_nearTopLeft = _offsetPosition + _nearTopLeft.x * _offsetRight + _nearTopLeft.y * _offsetUp -
|
||||
_nearTopLeft.z * _offsetDirection;
|
||||
_nearTopRight = _offsetPosition + _nearTopRight.x * _offsetRight + _nearTopRight.y * _offsetUp -
|
||||
_nearTopRight.z * _offsetDirection;
|
||||
_nearBottomLeft = _offsetPosition + _nearBottomLeft.x * _offsetRight + _nearBottomLeft.y * _offsetUp -
|
||||
_nearBottomLeft.z * _offsetDirection;
|
||||
_nearBottomRight = _offsetPosition + _nearBottomRight.x * _offsetRight + _nearBottomRight.y * _offsetUp -
|
||||
_nearBottomRight.z * _offsetDirection;
|
||||
|
||||
// compute the six planes
|
||||
// The planes are defined such that the normal points towards the inside of the view frustum.
|
||||
// Testing if an object is inside the view frustum is performed by computing on which side of
|
||||
// the plane the object resides. This can be done computing the signed distance from the point
|
||||
// to the plane. If it is on the side that the normal is pointing, i.e. the signed distance
|
||||
// is positive, then it is on the right side of the respective plane. If an object is on the
|
||||
// right side of all six planes then the object is inside the frustum.
|
||||
|
||||
static const double PI_OVER_180 = 3.14159265359 / 180.0; // would be better if this was in a shared location
|
||||
|
||||
glm::vec3 front = _direction;
|
||||
|
||||
float left, right, bottom, top, nearVal, farVal;
|
||||
computeOffsetFrustum(_fieldOfView, _aspectRatio, _nearClip, _farClip,
|
||||
_eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z,
|
||||
left, right, bottom, top, nearVal, farVal);
|
||||
|
||||
_nearHeight = top - bottom;
|
||||
_nearWidth = right - left;
|
||||
_farHeight = _nearHeight * (farVal / nearVal);
|
||||
_farWidth = _nearWidth * (farVal / nearVal);
|
||||
|
||||
// Calculating field of view.
|
||||
float fovInRadians = _fieldOfView * PI_OVER_180;
|
||||
|
||||
float twoTimesTanHalfFOV = 2.0f * tan(fovInRadians/2.0f);
|
||||
|
||||
// Do we need this?
|
||||
//tang = (float)tan(ANG2RAD * angle * 0.5) ;
|
||||
|
||||
float nearClip = _nearClip;
|
||||
float farClip = _farClip;
|
||||
|
||||
_nearHeight = (twoTimesTanHalfFOV * nearClip);
|
||||
_nearWidth = _nearHeight * _aspectRatio;
|
||||
_farHeight = (twoTimesTanHalfFOV * farClip);
|
||||
_farWidth = _farHeight * _aspectRatio;
|
||||
|
||||
float farHalfHeight = (_farHeight * 0.5f);
|
||||
float farHalfWidth = (_farWidth * 0.5f);
|
||||
_farCenter = _position+front * farClip;
|
||||
_farTopLeft = _farCenter + (_up * farHalfHeight) - (_right * farHalfWidth);
|
||||
_farTopRight = _farCenter + (_up * farHalfHeight) + (_right * farHalfWidth);
|
||||
_farBottomLeft = _farCenter - (_up * farHalfHeight) - (_right * farHalfWidth);
|
||||
_farBottomRight = _farCenter - (_up * farHalfHeight) + (_right * farHalfWidth);
|
||||
|
||||
float nearHalfHeight = (_nearHeight * 0.5f);
|
||||
float nearHalfWidth = (_nearWidth * 0.5f);
|
||||
_nearCenter = _position+front * nearClip;
|
||||
_nearTopLeft = _nearCenter + (_up * nearHalfHeight) - (_right * nearHalfWidth);
|
||||
_nearTopRight = _nearCenter + (_up * nearHalfHeight) + (_right * nearHalfWidth);
|
||||
_nearBottomLeft = _nearCenter - (_up * nearHalfHeight) - (_right * nearHalfWidth);
|
||||
_nearBottomRight = _nearCenter - (_up * nearHalfHeight) + (_right * nearHalfWidth);
|
||||
|
||||
// compute the six planes
|
||||
// The planes are defined such that the normal points towards the inside of the view frustum.
|
||||
// Testing if an object is inside the view frustum is performed by computing on which side of
|
||||
// the plane the object resides. This can be done computing the signed distance from the point
|
||||
// to the plane. If it is on the side that the normal is pointing, i.e. the signed distance
|
||||
// is positive, then it is on the right side of the respective plane. If an object is on the
|
||||
// right side of all six planes then the object is inside the frustum.
|
||||
|
||||
// the function set3Points assumes that the points are given in counter clockwise order, assume you
|
||||
// are inside the frustum, facing the plane. Start with any point, and go counter clockwise for
|
||||
// three consecutive points
|
||||
|
||||
_planes[TOP_PLANE ].set3Points(_nearTopRight,_nearTopLeft,_farTopLeft);
|
||||
_planes[BOTTOM_PLANE].set3Points(_nearBottomLeft,_nearBottomRight,_farBottomRight);
|
||||
_planes[LEFT_PLANE ].set3Points(_nearBottomLeft,_farBottomLeft,_farTopLeft);
|
||||
_planes[RIGHT_PLANE ].set3Points(_farBottomRight,_nearBottomRight,_nearTopRight);
|
||||
_planes[NEAR_PLANE ].set3Points(_nearBottomRight,_nearBottomLeft,_nearTopLeft);
|
||||
_planes[FAR_PLANE ].set3Points(_farBottomLeft,_farBottomRight,_farTopRight);
|
||||
// the function set3Points assumes that the points are given in counter clockwise order, assume you
|
||||
// are inside the frustum, facing the plane. Start with any point, and go counter clockwise for
|
||||
// three consecutive points
|
||||
|
||||
_planes[TOP_PLANE ].set3Points(_nearTopRight,_nearTopLeft,_farTopLeft);
|
||||
_planes[BOTTOM_PLANE].set3Points(_nearBottomLeft,_nearBottomRight,_farBottomRight);
|
||||
_planes[LEFT_PLANE ].set3Points(_nearBottomLeft,_farBottomLeft,_farTopLeft);
|
||||
_planes[RIGHT_PLANE ].set3Points(_farBottomRight,_nearBottomRight,_nearTopRight);
|
||||
_planes[NEAR_PLANE ].set3Points(_nearBottomRight,_nearBottomLeft,_nearTopLeft);
|
||||
_planes[FAR_PLANE ].set3Points(_farBottomLeft,_farBottomRight,_farTopRight);
|
||||
|
||||
}
|
||||
|
||||
|
@ -124,34 +124,35 @@ void ViewFrustum::dump() const {
|
|||
printLog("right.x=%f, right.y=%f, right.z=%f\n", _right.x, _right.y, _right.z);
|
||||
|
||||
printLog("farDist=%f\n", _farClip);
|
||||
printLog("farHeight=%f\n", _farHeight);
|
||||
printLog("farWidth=%f\n", _farWidth);
|
||||
|
||||
printLog("nearDist=%f\n", _nearClip);
|
||||
printLog("nearHeight=%f\n", _nearHeight);
|
||||
printLog("nearWidth=%f\n", _nearWidth);
|
||||
|
||||
printLog("eyeOffsetPosition=%f,%f,%f\n", _eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z);
|
||||
|
||||
printLog("eyeOffsetOrientation=%f,%f,%f,%f\n", _eyeOffsetOrientation.x, _eyeOffsetOrientation.y,
|
||||
_eyeOffsetOrientation.z, _eyeOffsetOrientation.w);
|
||||
|
||||
printLog("farCenter.x=%f, farCenter.y=%f, farCenter.z=%f\n",
|
||||
_farCenter.x, _farCenter.y, _farCenter.z);
|
||||
_farCenter.x, _farCenter.y, _farCenter.z);
|
||||
printLog("farTopLeft.x=%f, farTopLeft.y=%f, farTopLeft.z=%f\n",
|
||||
_farTopLeft.x, _farTopLeft.y, _farTopLeft.z);
|
||||
_farTopLeft.x, _farTopLeft.y, _farTopLeft.z);
|
||||
printLog("farTopRight.x=%f, farTopRight.y=%f, farTopRight.z=%f\n",
|
||||
_farTopRight.x, _farTopRight.y, _farTopRight.z);
|
||||
_farTopRight.x, _farTopRight.y, _farTopRight.z);
|
||||
printLog("farBottomLeft.x=%f, farBottomLeft.y=%f, farBottomLeft.z=%f\n",
|
||||
_farBottomLeft.x, _farBottomLeft.y, _farBottomLeft.z);
|
||||
_farBottomLeft.x, _farBottomLeft.y, _farBottomLeft.z);
|
||||
printLog("farBottomRight.x=%f, farBottomRight.y=%f, farBottomRight.z=%f\n",
|
||||
_farBottomRight.x, _farBottomRight.y, _farBottomRight.z);
|
||||
_farBottomRight.x, _farBottomRight.y, _farBottomRight.z);
|
||||
|
||||
printLog("nearCenter.x=%f, nearCenter.y=%f, nearCenter.z=%f\n",
|
||||
_nearCenter.x, _nearCenter.y, _nearCenter.z);
|
||||
_nearCenter.x, _nearCenter.y, _nearCenter.z);
|
||||
printLog("nearTopLeft.x=%f, nearTopLeft.y=%f, nearTopLeft.z=%f\n",
|
||||
_nearTopLeft.x, _nearTopLeft.y, _nearTopLeft.z);
|
||||
_nearTopLeft.x, _nearTopLeft.y, _nearTopLeft.z);
|
||||
printLog("nearTopRight.x=%f, nearTopRight.y=%f, nearTopRight.z=%f\n",
|
||||
_nearTopRight.x, _nearTopRight.y, _nearTopRight.z);
|
||||
_nearTopRight.x, _nearTopRight.y, _nearTopRight.z);
|
||||
printLog("nearBottomLeft.x=%f, nearBottomLeft.y=%f, nearBottomLeft.z=%f\n",
|
||||
_nearBottomLeft.x, _nearBottomLeft.y, _nearBottomLeft.z);
|
||||
_nearBottomLeft.x, _nearBottomLeft.y, _nearBottomLeft.z);
|
||||
printLog("nearBottomRight.x=%f, nearBottomRight.y=%f, nearBottomRight.z=%f\n",
|
||||
_nearBottomRight.x, _nearBottomRight.y, _nearBottomRight.z);
|
||||
_nearBottomRight.x, _nearBottomRight.y, _nearBottomRight.z);
|
||||
}
|
||||
|
||||
|
||||
|
@ -174,30 +175,30 @@ ViewFrustum::location ViewFrustum::pointInFrustum(const glm::vec3& point) const
|
|||
//printf("ViewFrustum::pointInFrustum() point=%f,%f,%f\n",point.x,point.y,point.z);
|
||||
//dump();
|
||||
|
||||
ViewFrustum::location result = INSIDE;
|
||||
for(int i=0; i < 6; i++) {
|
||||
float distance = _planes[i].distance(point);
|
||||
ViewFrustum::location result = INSIDE;
|
||||
for(int i=0; i < 6; i++) {
|
||||
float distance = _planes[i].distance(point);
|
||||
|
||||
//printf("plane[%d] %s -- distance=%f \n",i,debugPlaneName(i),distance);
|
||||
|
||||
if (distance < 0) {
|
||||
return OUTSIDE;
|
||||
}
|
||||
}
|
||||
return(result);
|
||||
|
||||
if (distance < 0) {
|
||||
return OUTSIDE;
|
||||
}
|
||||
}
|
||||
return(result);
|
||||
}
|
||||
|
||||
ViewFrustum::location ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) const {
|
||||
ViewFrustum::location result = INSIDE;
|
||||
float distance;
|
||||
for(int i=0; i < 6; i++) {
|
||||
distance = _planes[i].distance(center);
|
||||
if (distance < -radius)
|
||||
return OUTSIDE;
|
||||
else if (distance < radius)
|
||||
result = INTERSECT;
|
||||
}
|
||||
return(result);
|
||||
ViewFrustum::location result = INSIDE;
|
||||
float distance;
|
||||
for(int i=0; i < 6; i++) {
|
||||
distance = _planes[i].distance(center);
|
||||
if (distance < -radius)
|
||||
return OUTSIDE;
|
||||
else if (distance < radius)
|
||||
result = INTERSECT;
|
||||
}
|
||||
return(result);
|
||||
}
|
||||
|
||||
|
||||
|
@ -205,8 +206,8 @@ ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const {
|
|||
|
||||
//printf("ViewFrustum::boxInFrustum() box.corner=%f,%f,%f x=%f\n",
|
||||
// box.getCorner().x,box.getCorner().y,box.getCorner().z,box.getSize().x);
|
||||
ViewFrustum::location result = INSIDE;
|
||||
for(int i=0; i < 6; i++) {
|
||||
ViewFrustum::location result = INSIDE;
|
||||
for(int i=0; i < 6; i++) {
|
||||
|
||||
//printf("plane[%d] -- point(%f,%f,%f) normal(%f,%f,%f) d=%f \n",i,
|
||||
// _planes[i].getPoint().x, _planes[i].getPoint().y, _planes[i].getPoint().z,
|
||||
|
@ -214,26 +215,26 @@ ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const {
|
|||
// _planes[i].getDCoefficient()
|
||||
//);
|
||||
|
||||
glm::vec3 normal = _planes[i].getNormal();
|
||||
glm::vec3 boxVertexP = box.getVertexP(normal);
|
||||
float planeToBoxVertexPDistance = _planes[i].distance(boxVertexP);
|
||||
glm::vec3 normal = _planes[i].getNormal();
|
||||
glm::vec3 boxVertexP = box.getVertexP(normal);
|
||||
float planeToBoxVertexPDistance = _planes[i].distance(boxVertexP);
|
||||
|
||||
glm::vec3 boxVertexN = box.getVertexN(normal);
|
||||
float planeToBoxVertexNDistance = _planes[i].distance(boxVertexN);
|
||||
|
||||
glm::vec3 boxVertexN = box.getVertexN(normal);
|
||||
float planeToBoxVertexNDistance = _planes[i].distance(boxVertexN);
|
||||
|
||||
//printf("plane[%d] normal=(%f,%f,%f) bVertexP=(%f,%f,%f) planeToBoxVertexPDistance=%f boxVertexN=(%f,%f,%f) planeToBoxVertexNDistance=%f\n",i,
|
||||
// normal.x,normal.y,normal.z,
|
||||
// boxVertexP.x,boxVertexP.y,boxVertexP.z,planeToBoxVertexPDistance,
|
||||
// boxVertexN.x,boxVertexN.y,boxVertexN.z,planeToBoxVertexNDistance
|
||||
// );
|
||||
|
||||
if (planeToBoxVertexPDistance < 0) {
|
||||
return OUTSIDE;
|
||||
} else if (planeToBoxVertexNDistance < 0) {
|
||||
result = INTERSECT;
|
||||
}
|
||||
}
|
||||
return(result);
|
||||
if (planeToBoxVertexPDistance < 0) {
|
||||
return OUTSIDE;
|
||||
} else if (planeToBoxVertexNDistance < 0) {
|
||||
result = INTERSECT;
|
||||
}
|
||||
}
|
||||
return(result);
|
||||
}
|
||||
|
||||
bool ViewFrustum::matches(const ViewFrustum& compareTo) const {
|
||||
|
@ -245,7 +246,9 @@ bool ViewFrustum::matches(const ViewFrustum& compareTo) const {
|
|||
compareTo._fieldOfView == _fieldOfView &&
|
||||
compareTo._aspectRatio == _aspectRatio &&
|
||||
compareTo._nearClip == _nearClip &&
|
||||
compareTo._farClip == _farClip;
|
||||
compareTo._farClip == _farClip &&
|
||||
compareTo._eyeOffsetPosition == _eyeOffsetPosition &&
|
||||
compareTo._eyeOffsetOrientation == _eyeOffsetOrientation;
|
||||
|
||||
if (!result && debug) {
|
||||
printLog("ViewFrustum::matches()... result=%s\n", (result ? "yes" : "no"));
|
||||
|
@ -277,6 +280,15 @@ bool ViewFrustum::matches(const ViewFrustum& compareTo) const {
|
|||
printLog("%s -- compareTo._farClip=%f _farClip=%f\n",
|
||||
(compareTo._farClip == _farClip ? "MATCHES " : "NO MATCH"),
|
||||
compareTo._farClip, _farClip);
|
||||
printLog("%s -- compareTo._eyeOffsetPosition=%f,%f,%f _eyeOffsetPosition=%f,%f,%f\n",
|
||||
(compareTo._eyeOffsetPosition == _eyeOffsetPosition ? "MATCHES " : "NO MATCH"),
|
||||
compareTo._eyeOffsetPosition.x, compareTo._eyeOffsetPosition.y, compareTo._eyeOffsetPosition.z,
|
||||
_eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z);
|
||||
printLog("%s -- compareTo._eyeOffsetOrientation=%f,%f,%f,%f _eyeOffsetOrientation=%f,%f,%f,%f\n",
|
||||
(compareTo._eyeOffsetOrientation == _eyeOffsetOrientation ? "MATCHES " : "NO MATCH"),
|
||||
compareTo._eyeOffsetOrientation.x, compareTo._eyeOffsetOrientation.y,
|
||||
compareTo._eyeOffsetOrientation.z, compareTo._eyeOffsetOrientation.w,
|
||||
_eyeOffsetOrientation.x, _eyeOffsetOrientation.y, _eyeOffsetOrientation.z, _eyeOffsetOrientation.w);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
@ -288,6 +300,51 @@ void ViewFrustum::computePickRay(float x, float y, glm::vec3& origin, glm::vec3&
|
|||
direction = glm::normalize(origin - _position);
|
||||
}
|
||||
|
||||
void ViewFrustum::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near, float& far,
|
||||
glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const {
|
||||
// compute our dimensions the usual way
|
||||
float hheight = _nearClip * tanf(_fieldOfView * 0.5f * PI_OVER_180);
|
||||
float hwidth = _aspectRatio * hheight;
|
||||
|
||||
// get our frustum corners in view space
|
||||
glm::mat4 eyeMatrix = glm::mat4_cast(glm::inverse(_eyeOffsetOrientation)) * glm::translate(-_eyeOffsetPosition);
|
||||
glm::vec4 corners[8];
|
||||
float farScale = _farClip / _nearClip;
|
||||
corners[0] = eyeMatrix * glm::vec4(-hwidth, -hheight, -_nearClip, 1.0f);
|
||||
corners[1] = eyeMatrix * glm::vec4(hwidth, -hheight, -_nearClip, 1.0f);
|
||||
corners[2] = eyeMatrix * glm::vec4(hwidth, hheight, -_nearClip, 1.0f);
|
||||
corners[3] = eyeMatrix * glm::vec4(-hwidth, hheight, -_nearClip, 1.0f);
|
||||
corners[4] = eyeMatrix * glm::vec4(-hwidth * farScale, -hheight * farScale, -_farClip, 1.0f);
|
||||
corners[5] = eyeMatrix * glm::vec4(hwidth * farScale, -hheight * farScale, -_farClip, 1.0f);
|
||||
corners[6] = eyeMatrix * glm::vec4(hwidth * farScale, hheight * farScale, -_farClip, 1.0f);
|
||||
corners[7] = eyeMatrix * glm::vec4(-hwidth * farScale, hheight * farScale, -_farClip, 1.0f);
|
||||
|
||||
// find the minimum and maximum z values, which will be our near and far clip distances
|
||||
near = FLT_MAX;
|
||||
far = -FLT_MAX;
|
||||
for (int i = 0; i < 8; i++) {
|
||||
near = min(near, -corners[i].z);
|
||||
far = max(far, -corners[i].z);
|
||||
}
|
||||
|
||||
// get the near/far normal and use it to find the clip planes
|
||||
glm::vec4 normal = eyeMatrix * glm::vec4(0.0f, 0.0f, 1.0f, 0.0f);
|
||||
nearClipPlane = glm::vec4(-normal.x, -normal.y, -normal.z, glm::dot(normal, corners[0]));
|
||||
farClipPlane = glm::vec4(normal.x, normal.y, normal.z, -glm::dot(normal, corners[4]));
|
||||
|
||||
// get the extents at Z = -near
|
||||
left = FLT_MAX;
|
||||
right = -FLT_MAX;
|
||||
bottom = FLT_MAX;
|
||||
top = -FLT_MAX;
|
||||
for (int i = 0; i < 4; i++) {
|
||||
glm::vec4 intersection = corners[i] * (-near / corners[i].z);
|
||||
left = min(left, intersection.x);
|
||||
right = max(right, intersection.x);
|
||||
bottom = min(bottom, intersection.y);
|
||||
top = max(top, intersection.y);
|
||||
}
|
||||
}
|
||||
|
||||
void ViewFrustum::printDebugDetails() const {
|
||||
printLog("ViewFrustum::printDebugDetails()... \n");
|
||||
|
@ -299,5 +356,8 @@ void ViewFrustum::printDebugDetails() const {
|
|||
printLog("_aspectRatio=%f\n", _aspectRatio);
|
||||
printLog("_nearClip=%f\n", _nearClip);
|
||||
printLog("_farClip=%f\n", _farClip);
|
||||
printLog("_eyeOffsetPosition=%f,%f,%f\n", _eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z );
|
||||
printLog("_eyeOffsetOrientation=%f,%f,%f,%f\n", _eyeOffsetOrientation.x, _eyeOffsetOrientation.y, _eyeOffsetOrientation.z,
|
||||
_eyeOffsetOrientation.w );
|
||||
}
|
||||
|
||||
|
|
|
@ -34,10 +34,10 @@ private:
|
|||
glm::quat _eyeOffsetOrientation;
|
||||
|
||||
// Calculated values
|
||||
float _nearHeight;
|
||||
float _nearWidth;
|
||||
float _farHeight;
|
||||
float _farWidth;
|
||||
glm::vec3 _offsetPosition;
|
||||
glm::vec3 _offsetDirection;
|
||||
glm::vec3 _offsetUp;
|
||||
glm::vec3 _offsetRight;
|
||||
glm::vec3 _farCenter;
|
||||
glm::vec3 _farTopLeft;
|
||||
glm::vec3 _farTopRight;
|
||||
|
@ -82,6 +82,11 @@ public:
|
|||
const glm::vec3& getEyeOffsetPosition() const { return _eyeOffsetPosition; };
|
||||
const glm::quat& getEyeOffsetOrientation() const { return _eyeOffsetOrientation;};
|
||||
|
||||
const glm::vec3& getOffsetPosition() const { return _offsetPosition; };
|
||||
const glm::vec3& getOffsetDirection() const { return _offsetDirection;};
|
||||
const glm::vec3& getOffsetUp() const { return _offsetUp; };
|
||||
const glm::vec3& getOffsetRight() const { return _offsetRight; };
|
||||
|
||||
const glm::vec3& getFarCenter() const { return _farCenter; };
|
||||
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
|
||||
const glm::vec3& getFarTopRight() const { return _farTopRight; };
|
||||
|
@ -109,8 +114,12 @@ public:
|
|||
// some frustum comparisons
|
||||
bool matches(const ViewFrustum& compareTo) const;
|
||||
bool matches(const ViewFrustum* compareTo) const { return matches(*compareTo); };
|
||||
|
||||
void computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const;
|
||||
|
||||
void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near, float& far,
|
||||
glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
|
||||
|
||||
void printDebugDetails() const;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue