mirror of https://github.com/axmolengine/axmol.git
560 lines
14 KiB
C++
560 lines
14 KiB
C++
/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2019 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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Code based GamePlay3D's Camera: http://gameplay3d.org
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****************************************************************************/
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#include "2d/Camera.h"
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#include "2d/CameraBackgroundBrush.h"
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#include "platform/GLView.h"
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#include "2d/Scene.h"
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#include "renderer/Renderer.h"
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#include "renderer/QuadCommand.h"
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namespace ax
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{
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Camera* Camera::_visitingCamera = nullptr;
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Viewport Camera::_defaultViewport;
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// start static methods
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Camera* Camera::create()
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{
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Camera* camera = new Camera();
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camera->initDefault();
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camera->autorelease();
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return camera;
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}
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Camera* Camera::createPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane)
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{
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auto ret = new Camera();
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ret->initPerspective(fieldOfView, aspectRatio, nearPlane, farPlane);
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ret->autorelease();
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return ret;
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}
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Camera* Camera::createOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane)
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{
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auto ret = new Camera();
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ret->initOrthographic(zoomX, zoomY, nearPlane, farPlane);
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ret->autorelease();
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return ret;
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}
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Camera* Camera::getDefaultCamera()
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{
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// camera nullptr scene init fix #690
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auto scene = Director::getInstance()->getRunningScene();
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AXASSERT(scene, "Scene is not done initializing, please use this->_defaultCamera instead.");
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return scene->getDefaultCamera();
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}
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const Viewport& Camera::getDefaultViewport()
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{
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return _defaultViewport;
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}
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void Camera::setDefaultViewport(const Viewport& vp)
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{
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_defaultViewport = vp;
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}
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const Camera* Camera::getVisitingCamera()
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{
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return _visitingCamera;
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}
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// end static methods
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Camera::Camera()
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: _eyeZdistance(1)
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, _zoomFactor(1)
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, _nearPlane(-1024)
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, _farPlane(1024)
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, _zoomFactorNearPlane(10)
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, _zoomFactorFarPlane(1024)
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{
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// minggo comment
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// _frustum.setClipZ(true);
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}
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Camera::~Camera()
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{
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AX_SAFE_RELEASE(_clearBrush);
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}
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const Mat4& Camera::getProjectionMatrix() const
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{
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return _projection;
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}
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const Mat4& Camera::getViewMatrix() const
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{
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Mat4 viewInv(getNodeToWorldTransform());
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static int count = sizeof(float) * 16;
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if (memcmp(viewInv.m, _viewInv.m, count) != 0)
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{
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_viewProjectionDirty = true;
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#if defined(AX_ENABLE_3D)
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_frustumDirty = true;
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#endif
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_viewInv = viewInv;
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_view = viewInv.getInversed();
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}
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return _view;
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}
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void Camera::lookAt(const Vec3& lookAtPos, const Vec3& up)
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{
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Vec3 upv = up;
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upv.normalize();
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Vec3 zaxis;
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Vec3::subtract(this->getPosition3D(), lookAtPos, &zaxis);
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zaxis.normalize();
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Vec3 xaxis;
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Vec3::cross(upv, zaxis, &xaxis);
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xaxis.normalize();
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Vec3 yaxis;
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Vec3::cross(zaxis, xaxis, &yaxis);
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yaxis.normalize();
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Mat4 rotation;
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rotation.m[0] = xaxis.x;
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rotation.m[1] = xaxis.y;
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rotation.m[2] = xaxis.z;
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rotation.m[3] = 0;
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rotation.m[4] = yaxis.x;
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rotation.m[5] = yaxis.y;
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rotation.m[6] = yaxis.z;
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rotation.m[7] = 0;
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rotation.m[8] = zaxis.x;
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rotation.m[9] = zaxis.y;
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rotation.m[10] = zaxis.z;
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rotation.m[11] = 0;
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Quaternion quaternion;
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Quaternion::createFromRotationMatrix(rotation, &quaternion);
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quaternion.normalize();
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setRotationQuat(quaternion);
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}
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const Mat4& Camera::getViewProjectionMatrix() const
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{
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getViewMatrix();
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if (_viewProjectionDirty)
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{
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_viewProjectionDirty = false;
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Mat4::multiply(_projection, _view, &_viewProjection);
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}
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return _viewProjection;
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}
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void Camera::setAdditionalProjection(const Mat4& mat)
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{
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_projection = mat * _projection;
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getViewProjectionMatrix();
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}
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void Camera::initDefault()
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{
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auto& size = _director->getWinSize();
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switch (_director->getProjection())
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{
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case Director::Projection::_2D:
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{
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_fieldOfView = 60.0F;
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_nearPlane = -1024.0F;
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_farPlane = 1024.0F;
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initOrthographic(size.width, size.height, _nearPlane, _farPlane);
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setPosition3D(Vec3(size.width / 2.0F, size.height / 2.0F, 0.f));
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setRotation3D(Vec3(0.f, 0.f, 0.f));
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break;
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}
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case Director::Projection::_3D:
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{
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float zeye = _director->getZEye();
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_fieldOfView = 60.0F;
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_nearPlane = 0.5F;
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_farPlane = zeye + size.height / 2.0f;
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initPerspective(_fieldOfView, (float)size.width / size.height, _nearPlane, _farPlane);
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Vec3 eye(size.width / 2.0f, size.height / 2.0f, zeye), center(size.width / 2.0f, size.height / 2.0f, 0.0f),
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up(0.0f, 1.0f, 0.0f);
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setPosition3D(eye);
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lookAt(center, up);
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_eyeZdistance = eye.z;
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break;
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}
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}
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setDepth(0);
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if (_zoomFactor != 1.0F)
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applyZoom();
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}
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void Camera::updateTransform()
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{
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auto& size = _director->getWinSize();
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// create default camera
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switch (_director->getProjection())
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{
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case Director::Projection::_2D:
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{
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initOrthographic(size.width, size.height, _nearPlane, _farPlane);
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break;
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}
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case Director::Projection::_3D:
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{
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float zeye = _director->getZEye();
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initPerspective(_fieldOfView, (float)size.width / size.height, _nearPlane, _farPlane);
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Vec3 eye(size.width / 2.0f, size.height / 2.0f, zeye), center(size.width / 2.0f, size.height / 2.0f, 0.0f),
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up(0.0f, 1.0f, 0.0f);
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_eyeZdistance = eye.z;
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break;
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}
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}
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}
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bool Camera::initPerspective(float fieldOfView, float aspectRatio, float nearPlane, float farPlane)
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{
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_fieldOfView = fieldOfView;
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_nearPlane = nearPlane;
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_farPlane = farPlane;
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if (_zoomFactorFarPlane == 1024)
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_zoomFactorFarPlane = farPlane;
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if (_zoomFactorNearPlane == 10)
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_zoomFactorNearPlane = nearPlane;
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Mat4::createPerspective(_fieldOfView, aspectRatio, _nearPlane, _farPlane, &_projection);
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_viewProjectionDirty = true;
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#if defined(AX_ENABLE_3D)
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_frustumDirty = true;
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#endif
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return true;
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}
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bool Camera::initOrthographic(float zoomX, float zoomY, float nearPlane, float farPlane)
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{
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_zoom[0] = zoomX;
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_zoom[1] = zoomY;
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_nearPlane = nearPlane;
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_farPlane = farPlane;
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Mat4::createOrthographic(_zoom[0] * _zoomFactor, _zoom[1] * _zoomFactor, _nearPlane, _farPlane, &_projection);
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_viewProjectionDirty = true;
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#if defined(AX_ENABLE_3D)
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_frustumDirty = true;
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#endif
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return true;
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}
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Vec2 Camera::project(const Vec3& src) const
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{
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Vec2 screenPos;
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auto viewport = _director->getWinSize();
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Vec4 clipPos;
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getViewProjectionMatrix().transformVector(Vec4(src.x, src.y, src.z, 1.0f), &clipPos);
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AXASSERT(clipPos.w != 0.0f, "clipPos.w can't be 0.0f!");
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float ndcX = clipPos.x / clipPos.w;
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float ndcY = clipPos.y / clipPos.w;
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screenPos.x = (ndcX + 1.0f) * 0.5f * viewport.width;
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screenPos.y = (1.0f - (ndcY + 1.0f) * 0.5f) * viewport.height;
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return screenPos;
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}
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Vec2 Camera::projectGL(const Vec3& src) const
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{
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Vec2 screenPos;
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auto viewport = _director->getWinSize();
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Vec4 clipPos;
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getViewProjectionMatrix().transformVector(Vec4(src.x, src.y, src.z, 1.0f), &clipPos);
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if (clipPos.w == 0.0f)
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AXLOGW("WARNING: Camera's clip position w is 0.0! a black screen should be expected.");
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float ndcX = clipPos.x / clipPos.w;
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float ndcY = clipPos.y / clipPos.w;
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screenPos.x = (ndcX + 1.0f) * 0.5f * viewport.width;
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screenPos.y = (ndcY + 1.0f) * 0.5f * viewport.height;
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return screenPos;
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}
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Vec3 Camera::unproject(const Vec3& src) const
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{
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Vec3 dst;
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unproject(_director->getWinSize(), &src, &dst);
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return dst;
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}
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Vec3 Camera::unprojectGL(const Vec3& src) const
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{
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Vec3 dst;
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unprojectGL(_director->getWinSize(), &src, &dst);
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return dst;
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}
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void Camera::unproject(const Vec2& viewport, const Vec3* src, Vec3* dst) const
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{
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AXASSERT(src && dst, "vec3 can not be null");
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Vec4 screen(src->x / viewport.width, ((viewport.height - src->y)) / viewport.height, src->z, 1.0f);
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screen.x = screen.x * 2.0f - 1.0f;
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screen.y = screen.y * 2.0f - 1.0f;
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screen.z = screen.z * 2.0f - 1.0f;
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getViewProjectionMatrix().getInversed().transformVector(screen, &screen);
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if (screen.w != 0.0f)
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{
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screen.x /= screen.w;
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screen.y /= screen.w;
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screen.z /= screen.w;
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}
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dst->set(screen.x, screen.y, screen.z);
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}
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void Camera::unprojectGL(const Vec2& viewport, const Vec3* src, Vec3* dst) const
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{
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AXASSERT(src && dst, "vec3 can not be null");
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Vec4 screen(src->x / viewport.width, src->y / viewport.height, src->z, 1.0f);
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screen.x = screen.x * 2.0f - 1.0f;
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screen.y = screen.y * 2.0f - 1.0f;
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screen.z = screen.z * 2.0f - 1.0f;
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getViewProjectionMatrix().getInversed().transformVector(screen, &screen);
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if (screen.w != 0.0f)
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{
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screen.x /= screen.w;
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screen.y /= screen.w;
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screen.z /= screen.w;
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}
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dst->set(screen.x, screen.y, screen.z);
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}
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#if defined(AX_ENABLE_3D)
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bool Camera::isVisibleInFrustum(const AABB* aabb) const
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{
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if (_frustumDirty)
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{
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_frustum.initFrustum(this);
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_frustumDirty = false;
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}
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return !_frustum.isOutOfFrustum(*aabb);
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}
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#endif
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float Camera::getDepthInView(const Mat4& transform) const
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{
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Mat4 camWorldMat = getNodeToWorldTransform();
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const Mat4& viewMat = camWorldMat.getInversed();
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float depth = -(viewMat.m[2] * transform.m[12] + viewMat.m[6] * transform.m[13] + viewMat.m[10] * transform.m[14] +
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viewMat.m[14]);
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return depth;
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}
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void Camera::setDepth(int8_t depth)
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{
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if (_depth != depth)
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{
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_depth = depth;
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if (_scene)
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{
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// notify scene that the camera order is dirty
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_scene->setCameraOrderDirty();
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}
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}
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}
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void Camera::setZoom(float factor)
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{
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_zoomFactor = factor;
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applyZoom();
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}
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void Camera::applyZoom()
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{
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switch (_director->getProjection())
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{
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case ax::Director::Projection::_2D:
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{
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Mat4::createOrthographic(_zoom[0] * _zoomFactor, _zoom[1] * _zoomFactor, _nearPlane, _farPlane, &_projection);
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break;
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}
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case ax::Director::Projection::_3D:
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{
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// Push the far plane farther the more we zoom out.
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if (_zoomFactorFarPlane * _zoomFactor > _farPlane)
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{
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_farPlane = _zoomFactorFarPlane * _zoomFactor;
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Camera::updateTransform();
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}
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// Push the near plane closer the more we zoom in.
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if (_zoomFactorNearPlane * _zoomFactor < _nearPlane)
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{
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_nearPlane = _zoomFactorNearPlane * _zoomFactor;
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Camera::updateTransform();
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}
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this->setPositionZ(_eyeZdistance * _zoomFactor);
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break;
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}
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}
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}
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void Camera::onEnter()
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{
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if (_scene == nullptr)
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{
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auto scene = getScene();
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if (scene)
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{
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setScene(scene);
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}
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}
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Node::onEnter();
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}
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void Camera::onExit()
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{
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// remove this camera from scene
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setScene(nullptr);
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Node::onExit();
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}
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void Camera::setScene(Scene* scene)
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{
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if (_scene != scene)
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{
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// remove old scene
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if (_scene)
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{
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auto& cameras = _scene->_cameras;
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auto it = std::find(cameras.begin(), cameras.end(), this);
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if (it != cameras.end())
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cameras.erase(it);
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_scene = nullptr;
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}
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// set new scene
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if (scene)
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{
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_scene = scene;
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auto& cameras = _scene->_cameras;
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auto it = std::find(cameras.begin(), cameras.end(), this);
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if (it == cameras.end())
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{
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_scene->_cameras.emplace_back(this);
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// notify scene that the camera order is dirty
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_scene->setCameraOrderDirty();
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}
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}
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}
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}
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void Camera::clearBackground()
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{
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if (_clearBrush)
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{
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_clearBrush->drawBackground(this);
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}
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}
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void Camera::apply()
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{
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_viewProjectionUpdated = _transformUpdated;
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applyViewport();
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}
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void Camera::applyViewport()
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{
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_director->getRenderer()->setViewPort(_defaultViewport.x, _defaultViewport.y, _defaultViewport.width,
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_defaultViewport.height);
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}
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int Camera::getRenderOrder() const
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{
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int result(0);
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result = 127 << 8;
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result += _depth;
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return result;
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}
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void Camera::setFOV(float fieldOfView)
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{
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_fieldOfView = fieldOfView;
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Camera::updateTransform();
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}
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void Camera::setFarPlane(float farPlane)
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{
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_farPlane = farPlane;
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Camera::updateTransform();
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}
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void Camera::setNearPlane(float nearPlane)
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{
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_nearPlane = nearPlane;
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Camera::updateTransform();
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}
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void Camera::visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags)
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{
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_viewProjectionUpdated = _transformUpdated;
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return Node::visit(renderer, parentTransform, parentFlags);
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}
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void Camera::setBackgroundBrush(CameraBackgroundBrush* clearBrush)
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{
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AX_SAFE_RETAIN(clearBrush);
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AX_SAFE_RELEASE(_clearBrush);
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|
_clearBrush = clearBrush;
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}
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|
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bool Camera::isBrushValid()
|
|
{
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|
return _clearBrush != nullptr && _clearBrush->isValid();
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|
}
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|
|
|
}
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