235 lines
16 KiB
C++
235 lines
16 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/projector.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 6/21/01 10:33a $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* ProjectorClass::ProjectorClass -- Constructor *
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* ProjectorClass::~ProjectorClass -- Destructor *
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* ProjectorClass::Set_Transform -- Set the transform for the projector *
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* ProjectorClass::Get_Transform -- Returns the current transform *
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* ProjectorClass::Set_Perspective_Projection -- Set up a perspective projection *
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* ProjectorClass::Set_Ortho_Projection -- Set up an orthographic projection *
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* ProjectorClass::Compute_Texture_Coordinate -- computes texcoord for given world-space poi *
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* ProjectorClass::Update_WS_Bounding_Volume -- Recalculate the world-space bounding box *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "projector.h"
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#include "refcount.h"
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#include "matrixmapper.h"
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/***********************************************************************************************
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* ProjectorClass::ProjectorClass -- Constructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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*=============================================================================================*/
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ProjectorClass::ProjectorClass(void) :
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Transform(1),
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Projection(1),
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LocalBoundingVolume(Vector3(0,0,0),Vector3(1,1,1)),
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WorldBoundingVolume(Vector3(0,0,0),Vector3(1,1,1),Matrix3(1))
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{
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Mapper=NEW_REF(MatrixMapperClass,(0));
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}
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/***********************************************************************************************
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* ProjectorClass::~ProjectorClass -- Destructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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*=============================================================================================*/
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ProjectorClass::~ProjectorClass(void)
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{
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REF_PTR_RELEASE(Mapper);
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}
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/***********************************************************************************************
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* ProjectorClass::Set_Transform -- Set the transform for the projector *
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* *
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* Projectors can be positioned in world space just like cameras! Just point the -Z axis *
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* at the target. *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 1/11/00 gth : Created. *
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* 1/27/00 gth : Created. *
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*=============================================================================================*/
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void ProjectorClass::Set_Transform(const Matrix3D & tm)
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{
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Transform = tm;
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Update_WS_Bounding_Volume();
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}
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/***********************************************************************************************
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* ProjectorClass::Get_Transform -- Returns the current transform *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 1/11/00 gth : Created. *
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*=============================================================================================*/
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const Matrix3D & ProjectorClass::Get_Transform(void) const
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{
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return Transform;
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}
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/***********************************************************************************************
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* ProjectorClass::Set_Perspective_Projection -- Set up a perspective projection *
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* *
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* INPUT: *
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* hfov - radians, horizontal field of view of the projection *
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* vfov - radians, vertical field of view of the projection *
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* znear - distance to near clipping plane *
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* zfar - distance to far clipping plane *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* Remember that znear and zfar are *distances*. They are positive numbers as in the OpenGL *
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* convention even though the coordinates will be negative. *
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* *
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* HISTORY: *
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* 1/11/00 gth : Created. *
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*=============================================================================================*/
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void ProjectorClass::Set_Perspective_Projection(float hfov,float vfov,float znear,float zfar)
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{
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Mapper->Set_Type(MatrixMapperClass::PERSPECTIVE_PROJECTION);
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Projection.Init_Perspective(hfov,vfov,0.1f,zfar); // don't use znear for the projection matrix
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float tan_hfov2 = tan(hfov) * 0.5f;
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float tan_vfov2 = tan(vfov) * 0.5f;
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LocalBoundingVolume.Center.Set(0.0f,0.0f,-(zfar+znear)*0.5f); // note, zcenter is negative
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LocalBoundingVolume.Extent.X = zfar * tan_hfov2;
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LocalBoundingVolume.Extent.Y = zfar * tan_vfov2;
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LocalBoundingVolume.Extent.Z = (zfar-znear)*0.5f;
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Update_WS_Bounding_Volume();
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}
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/***********************************************************************************************
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* ProjectorClass::Set_Ortho_Projection -- Set up an orthographic projection *
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* *
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* INPUT: *
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* xmin - "left" x coordinate in texture (camera) space *
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* xmax - "right" x coordinate *
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* ymin - "bottom" y coordinate *
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* ymax - "top" y coordinate *
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* znear - distance to near clipping plane *
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* zfar - distance to far clipping plane *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* Remember that znear and zfar are *distances*. They are positive numbers as in the OpenGL *
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* convention even though the coordinates will be negative. *
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* *
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* HISTORY: *
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* 1/11/00 gth : Created. *
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*=============================================================================================*/
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void ProjectorClass::Set_Ortho_Projection(float xmin,float xmax,float ymin,float ymax,float znear,float zfar)
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{
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Mapper->Set_Type(MatrixMapperClass::ORTHO_PROJECTION);
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Projection.Init_Ortho(xmin,xmax,ymin,ymax,0.1f,zfar); // don't use znear for the projection matrix
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LocalBoundingVolume.Center.Set((xmax+xmin)*0.5f, (ymax+ymin)*0.5f, -(zfar+znear)*0.5f);
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LocalBoundingVolume.Extent.Set((xmax-xmin)*0.5f, (ymax-ymin)*0.5f, (zfar-znear)*0.5f);
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Update_WS_Bounding_Volume();
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}
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/***********************************************************************************************
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* ProjectorClass::Compute_Texture_Coordinate -- computes texcoord for given world-space point *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 1/27/00 gth : Created. *
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*=============================================================================================*/
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void ProjectorClass::Compute_Texture_Coordinate(const Vector3 & point,Vector3 * set_stq)
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{
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Mapper->Compute_Texture_Coordinate(point,set_stq);
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}
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/***********************************************************************************************
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* ProjectorClass::Update_WS_Bounding_Volume -- Recalculate the world-space bounding box *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 1/11/00 gth : Created. *
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*=============================================================================================*/
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void ProjectorClass::Update_WS_Bounding_Volume(void)
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{
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/*
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** Recompute our world-space bounding volume
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*/
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OBBoxClass localbox(LocalBoundingVolume.Center,LocalBoundingVolume.Extent,Matrix3(1));
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OBBoxClass::Transform(Transform,localbox,&WorldBoundingVolume);
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}
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