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The head model visibility is now updated in preRender() Moved the near clip plane in a bit more Invalidate head bone vector on LOD switching. Removed _currentSkeletonModel pointer, instead use _prevShouldDrawHead to detect when we should flip the visibility bit.
156 lines
5.9 KiB
C++
156 lines
5.9 KiB
C++
//
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// ViewFrustum.h
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// libraries/octree/src
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//
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// Created by Brad Hefta-Gaub on 04/11/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Simple view frustum class.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_ViewFrustum_h
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#define hifi_ViewFrustum_h
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <GLMHelpers.h>
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#include <RegisteredMetaTypes.h>
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#include "Transform.h"
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#include "AABox.h"
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#include "AACube.h"
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#include "Plane.h"
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#include "OctreeConstants.h"
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#include "OctreeProjectedPolygon.h"
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const float DEFAULT_KEYHOLE_RADIUS = 3.0f;
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const float DEFAULT_FIELD_OF_VIEW_DEGREES = 45.0f;
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const float DEFAULT_ASPECT_RATIO = 16.0f/9.0f;
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const float DEFAULT_NEAR_CLIP = 0.08f;
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const float DEFAULT_FAR_CLIP = (float)TREE_SCALE;
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class ViewFrustum {
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public:
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// setters for camera attributes
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void setPosition(const glm::vec3& position);
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void setOrientation(const glm::quat& orientation);
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// getters for camera attributes
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const glm::vec3& getPosition() const { return _position; }
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const glm::quat& getOrientation() const { return _orientation; }
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const glm::vec3& getDirection() const { return _direction; }
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const glm::vec3& getUp() const { return _up; }
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const glm::vec3& getRight() const { return _right; }
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// setters for lens attributes
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void setProjection(const glm::mat4 & projection);
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void getFocalLength(float focalLength) { _focalLength = focalLength; }
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// getters for lens attributes
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const glm::mat4& getProjection() const { return _projection; }
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const glm::mat4& getView() const { return _view; }
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float getWidth() const { return _width; }
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float getHeight() const { return _height; }
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float getFieldOfView() const { return _fieldOfView; }
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float getAspectRatio() const { return _aspectRatio; }
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float getNearClip() const { return _nearClip; }
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float getFarClip() const { return _farClip; }
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float getFocalLength() const { return _focalLength; }
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const glm::vec3& getFarTopLeft() const { return _cornersWorld[TOP_LEFT_FAR]; }
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const glm::vec3& getFarTopRight() const { return _cornersWorld[TOP_RIGHT_FAR]; }
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const glm::vec3& getFarBottomLeft() const { return _cornersWorld[BOTTOM_LEFT_FAR]; }
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const glm::vec3& getFarBottomRight() const { return _cornersWorld[BOTTOM_RIGHT_FAR]; }
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const glm::vec3& getNearTopLeft() const { return _cornersWorld[TOP_LEFT_NEAR]; }
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const glm::vec3& getNearTopRight() const { return _cornersWorld[TOP_RIGHT_NEAR]; }
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const glm::vec3& getNearBottomLeft() const { return _cornersWorld[BOTTOM_LEFT_NEAR]; }
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const glm::vec3& getNearBottomRight() const { return _cornersWorld[BOTTOM_RIGHT_NEAR]; }
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// get/set for keyhole attribute
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void setKeyholeRadius(float keyholdRadius) { _keyholeRadius = keyholdRadius; }
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float getKeyholeRadius() const { return _keyholeRadius; }
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void calculate();
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typedef enum {OUTSIDE, INTERSECT, INSIDE} location;
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ViewFrustum::location pointInFrustum(const glm::vec3& point) const;
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ViewFrustum::location sphereInFrustum(const glm::vec3& center, float radius) const;
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ViewFrustum::location cubeInFrustum(const AACube& cube) const;
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ViewFrustum::location boxInFrustum(const AABox& box) const;
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// some frustum comparisons
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bool matches(const ViewFrustum& compareTo, bool debug = false) const;
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bool matches(const ViewFrustum* compareTo, bool debug = false) const { return matches(*compareTo, debug); }
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bool isVerySimilar(const ViewFrustum& compareTo, bool debug = false) const;
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bool isVerySimilar(const ViewFrustum* compareTo, bool debug = false) const { return isVerySimilar(*compareTo, debug); }
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PickRay computePickRay(float x, float y);
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void computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const;
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void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearValue, float& farValue,
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glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
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void printDebugDetails() const;
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glm::vec2 projectPoint(glm::vec3 point, bool& pointInView) const;
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OctreeProjectedPolygon getProjectedPolygon(const AACube& box) const;
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void getFurthestPointFromCamera(const AACube& box, glm::vec3& furthestPoint) const;
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float distanceToCamera(const glm::vec3& point) const;
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void evalProjectionMatrix(glm::mat4& proj) const;
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void evalViewTransform(Transform& view) const;
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private:
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// Used for keyhole calculations
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ViewFrustum::location pointInKeyhole(const glm::vec3& point) const;
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ViewFrustum::location sphereInKeyhole(const glm::vec3& center, float radius) const;
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ViewFrustum::location cubeInKeyhole(const AACube& cube) const;
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ViewFrustum::location boxInKeyhole(const AABox& box) const;
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// camera location/orientation attributes
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glm::vec3 _position; // the position in world-frame
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glm::quat _orientation;
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glm::mat4 _view;
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// Lens attributes
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glm::mat4 _projection;
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// calculated for orientation
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glm::vec3 _direction = IDENTITY_FRONT;
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glm::vec3 _up = IDENTITY_UP;
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glm::vec3 _right = IDENTITY_RIGHT;
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// keyhole attributes
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float _keyholeRadius = DEFAULT_KEYHOLE_RADIUS;
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AACube _keyholeBoundingCube;
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// Calculated values
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glm::mat4 _inverseProjection;
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float _width = 1.0f;
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float _height = 1.0f;
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float _aspectRatio = 1.0f;
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float _nearClip = DEFAULT_NEAR_CLIP;
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float _farClip = DEFAULT_FAR_CLIP;
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float _focalLength = 0.25f;
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float _fieldOfView = DEFAULT_FIELD_OF_VIEW_DEGREES;
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glm::vec4 _corners[8];
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glm::vec3 _cornersWorld[8];
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enum { TOP_PLANE = 0, BOTTOM_PLANE, LEFT_PLANE, RIGHT_PLANE, NEAR_PLANE, FAR_PLANE };
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::Plane _planes[6]; // How will this be used?
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const char* debugPlaneName (int plane) const;
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// Used to project points
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glm::mat4 _ourModelViewProjectionMatrix;
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};
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#endif // hifi_ViewFrustum_h
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