khanat-code-old/code/ryzom/client/src/camera.cpp
2014-01-28 11:41:26 -08:00

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2.8 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h>
#include "camera.h"
#include <nel/3d/stereo_display.h>
#include "global.h"
#include "misc.h"
using namespace NLMISC;
using namespace NL3D;
//---------------------------------------------------
// update the camera perspective setup
//---------------------------------------------------
void updateCameraPerspective()
{
float fov, aspectRatio;
computeCurrentFovAspectRatio(fov, aspectRatio);
// change the perspective of the scene
if(!MainCam.empty())
MainCam.setPerspective(fov, aspectRatio, CameraSetupZNear, ClientCfg.Vision);
// change the perspective of the root scene
if(SceneRoot)
{
UCamera cam= SceneRoot->getCam();
cam.setPerspective(fov, aspectRatio, SceneRootCameraZNear, SceneRootCameraZFar);
}
}
void buildCameraClippingPyramid(std::vector<CPlane> &planes)
{
if (StereoDisplay) StereoDisplay->getClippingFrustum(0, &MainCam);
// Compute pyramid in view basis.
CVector pfoc(0,0,0);
const CFrustum &frustum = MainCam.getFrustum();
InvMainSceneViewMatrix = MainCam.getMatrix();
MainSceneViewMatrix = InvMainSceneViewMatrix;
MainSceneViewMatrix.invert();
CVector lb(frustum.Left, frustum.Near, frustum.Bottom );
CVector lt(frustum.Left, frustum.Near, frustum.Top );
CVector rb(frustum.Right, frustum.Near, frustum.Bottom );
CVector rt(frustum.Right, frustum.Near, frustum.Top );
CVector lbFar(frustum.Left, ClientCfg.CharacterFarClip, frustum.Bottom);
CVector ltFar(frustum.Left, ClientCfg.CharacterFarClip, frustum.Top );
CVector rtFar(frustum.Right, ClientCfg.CharacterFarClip, frustum.Top );
planes.resize (4);
// planes[0].make(lbFar, ltFar, rtFar);
planes[0].make(pfoc, lt, lb);
planes[1].make(pfoc, rt, lt);
planes[2].make(pfoc, rb, rt);
planes[3].make(pfoc, lb, rb);
// Compute pyramid in World basis.
// The vector transformation M of a plane p is computed as p*M-1.
// Here, ViewMatrix== CamMatrix-1. Hence the following formula.
uint i;
for (i = 0; i < 4; i++)
{
planes[i] = planes[i]*MainSceneViewMatrix;
}
}
/* end of file */