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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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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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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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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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plViewTransform_inc
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#define plViewTransform_inc
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#include "hsMatrix44.h"
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#include "hsGeometry3.h"
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#include "hsPoint2.h"
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class hsBounds3;
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class hsStream;
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// There's a lot here, but there's a lot one might want to do with view transforms.
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// It's easiest to grab the structure thinking of it in terms of the different
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// spaces you might want a point in. The ones supported here are:
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// Screen - this is actual pixel values
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// NDC - Normalized Device Coordinates, these are post W divide, so the
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// valid range is x = [-1..1], y = [-1..1], z = [0..1]
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// Camera - relative to the camera, with (0,0,-1) directly in front of the camera,
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// and (0, 1, 0) directly above the camera.
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// World - Universal world space.
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// Map - arbitrary mapping of NDC. Like from [(-1,-1,0)..(1,1,1)] => [(0,0,0)..(1,1,1)] (default).
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// Note that there is no object space here. There could be, but I wanted something more constant, more
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// world independent, so the ViewTransform remains constant unless the view changes. Whatever.
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//
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// So we're broken into functional sections:
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// 1) Queries on the state of this view transform, properties, matrix values, whatever. Note that you
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// generally shouldn't be reading a value (e.g. matrix) out of the ViewTransform, but let the
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// ViewTransform perform the operation you would with the matrix.
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// 2) Setting state, properties, matrix values, whatever. There's a couple of really bizarre variants
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// (like the union and intersection of view frustums). Full support is available for perspective
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// or orthogonal views. An additional capability (not necessary) is offset transforms, useful
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// for rendering textures. If you don't what good they are, they probably aren't any good to you.
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// 3) Conversions of points from one space to another. You may notice that there are a whole lot of them.
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// There is a conversion from each of the spaces above to each of the other spaces. That's 12
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// transformations right there. But Points and Vectors actually transform differently, so there
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// are different versions for those. Where they could be treated the same, there is an hsScalarTriple
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// version that does the actual work, and then casting versions to come and go from the right type.
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// 4) Read and write (note these are NOT virtual).
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//
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// More Notes:
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// This class has no virtual functions.
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// You must set the width and height for Screen queries to work (duh!).
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// ViewPort defaults to cover the entire width and height. Viewport only affects mapping, not clipping
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// (i.e. reducing the viewport width will still render the same stuff, just skinnier).
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// The actual data here is very small, this is mostly a collection of functions, so where possible,
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// just keep one of these to pass around, (e.g. rather than keeping track of FOV etc and passing
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// those around).
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//
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class plViewTransform
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{
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public:
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plViewTransform();
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~plViewTransform() {}
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void Reset(); // resets to default state
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// Queries
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bool GetOrthogonal() const { return IHasFlag(kOrthogonal); }
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bool GetPerspective() const { return !GetOrthogonal(); }
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bool GetViewPortRelative() const { return IHasFlag(kViewPortRelative); }
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// Next, all our matrices.
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const hsMatrix44& GetCameraToWorld() const { return fCameraToWorld; }
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const hsMatrix44& GetWorldToCamera() const { return fWorldToCamera; }
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const hsMatrix44& GetCameraToNDC() const { return ICheckCameraToNDC(); }
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const hsMatrix44& GetWorldToNDC() const { return ICheckWorldToNDC(); }
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hsPoint3 GetPosition() const { return GetCameraToWorld().GetTranslate(); }
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hsVector3 GetDirection() const { return *((hsVector3 *)&GetWorldToCamera().fMap[2]); }
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hsVector3 GetUp() const { return *((hsVector3*)&GetWorldToCamera().fMap[1]); }
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hsVector3 GetAcross() const { return *((hsVector3*)&GetWorldToCamera().fMap[0]); }
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uint16_t GetScreenWidth() const { return fWidth; }
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uint16_t GetScreenHeight() const { return fHeight; }
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void GetViewPort(hsPoint2& mins, hsPoint2& maxs) const;
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void GetViewPort(int& loX, int& loY, int& hiX, int& hiY) const;
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int GetViewPortWidth() const { return GetViewPortRight() - GetViewPortLeft(); }
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int GetViewPortHeight() const { return GetViewPortBottom() - GetViewPortTop(); }
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int GetViewPortLeft() const { return int(GetViewPortLoX()); }
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int GetViewPortTop() const { return int(GetViewPortLoY()); }
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int GetViewPortRight() const { return int(GetViewPortHiX()); }
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int GetViewPortBottom() const { return int(GetViewPortHiY()); }
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float GetViewPortLoX() const { return GetViewPortRelative() ? fViewPortX.fX * fWidth : fViewPortX.fX; }
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float GetViewPortLoY() const { return GetViewPortRelative() ? fViewPortY.fX * fHeight : fViewPortY.fX; }
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float GetViewPortHiX() const { return GetViewPortRelative() ? fViewPortX.fY * fWidth : fViewPortX.fY; }
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float GetViewPortHiY() const { return GetViewPortRelative() ? fViewPortY.fY * fHeight : fViewPortY.fY; }
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hsPoint3 GetMapMin() const { return fMapMin; }
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hsPoint3 GetMapMax() const { return fMapMax; }
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void GetMapping(hsPoint3& mapMin, hsPoint3& mapMax) const { mapMin = fMapMin; mapMax = fMapMax; }
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float GetFovX() const;
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float GetFovY() const;
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float GetFovXDeg() const { return hsRadiansToDegrees(GetFovX()); }
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float GetFovYDeg() const { return hsRadiansToDegrees(GetFovY()); }
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float GetOrthoWidth() const { return fMax.fX - fMin.fX; }
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float GetOrthoHeight() const { return fMax.fY - fMin.fY; }
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float GetHither() const { return fMin.fZ; }
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float GetYon() const { return fMax.fZ; }
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void GetDepth(float& hither, float& yon) const { hither = GetHither(); yon = GetYon(); }
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// Setup.
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// First, our world to camera and back again.
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void SetCameraTransform(const hsMatrix44& w2c, const hsMatrix44& c2w) { fWorldToCamera = w2c; fCameraToWorld = c2w; ISetFlag(kWorldToNDCSet, false); }
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// Next, what kind of projection.
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void SetOrthogonal(bool on) { ISetFlag(kOrthogonal, on); InvalidateTransforms(); }
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void SetPerspective(bool on) { SetOrthogonal(!on); }
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// Next, setting the scree/window/rendertarget size
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void SetWidth(uint16_t w) { fWidth = w; }
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void SetHeight(uint16_t h) { fHeight = h; }
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void SetScreenSize(uint16_t w, uint16_t h) { SetWidth(w); SetHeight(h); }
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// Next, setting the viewport. You only need to do this if you want to use the screen functions above.
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// If you're passing in and getting out normalized device coordinates, skip this. If you don't set viewport,
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// Defaults to 0,0,width,height (i.e. the whole screen).
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void SetViewPort(const hsPoint2& mins, const hsPoint2& maxs, bool relative=true);
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void SetViewPort(float loX, float loY, float hiX, float hiY, bool relative=true) { SetViewPort(hsPoint2().Set(loX, loY), hsPoint2().Set(hiX, hiY), relative); }
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void SetViewPort(uint16_t left, uint16_t top, uint16_t right, uint16_t bottom) { SetViewPort(float(left), float(top), float(right), float(bottom), false); }
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void SetMapping(const hsPoint3& mins, const hsPoint3& maxs) { SetMapMin(mins); SetMapMax(maxs); }
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void SetMapMin(const hsPoint3& mins) { fMapMin = mins; }
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void SetMapMax(const hsPoint3& maxs) { fMapMax = maxs; }
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// Next, variants on setting up our projection matrix.
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// Depth is pretty uniform.
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void SetDepth(float hither, float yon) { fMin.fZ = hither; fMax.fZ = yon; InvalidateTransforms(); }
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void SetDepth(const hsPoint2& d) { SetDepth(d.fX, d.fY); }
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void SetHither(float hither) { fMin.fZ = hither; InvalidateTransforms(); }
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void SetYon(float yon) { fMax.fZ = yon; InvalidateTransforms(); }
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// Garden variety symmetric fov uses either of this first batch. Unless you're doing some funky projection, you don't even
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// need to look through the rest.
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// Degrees - all are full angles, < 180 degrees
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void SetFovDeg(const hsPoint2& deg) { SetFovDeg(deg.fX, deg.fY); }
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void SetFovDeg(float degX, float degY) { SetFovXDeg(degX); SetFovYDeg(degY); }
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void SetFovXDeg(float deg) { SetFovX(hsDegreesToRadians(deg)); }
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void SetFovYDeg(float deg) { SetFovY(hsDegreesToRadians(deg)); }
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// Radians - all are full angles, < PI
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void SetFov(const hsPoint2& rad) { SetFov(rad.fX, rad.fY); }
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void SetFov(float radX, float radY) { SetFovX(radX); SetFovY(radY); }
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void SetFovX(float rad) { SetHalfWidth(tan(rad * 0.5f)); }
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void SetFovY(float rad) { SetHalfHeight(tan(rad * 0.5f)); }
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// For orthogonal projection, don't call SetWidth(tan(fovRads)), because tan(f)/2 != tan(f/2)
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// For non-centered, call SetWidths/Heights() directly.
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void SetWidth(float w) { SetHalfWidth(w * 0.5f); }
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void SetHeight(float h) { SetHalfHeight(h * 0.5f); }
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// The rest do no interpretation, just stuff the values passed in.
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void SetHalfWidth(float hw) { SetWidths(-hw, hw); }
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void SetHalfHeight(float hh) { SetHeights(-hh, hh); }
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void SetWidths(float minW, float maxW) { fMin.fX = minW; fMax.fX = maxW; InvalidateTransforms(); }
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void SetHeights(float minH, float maxH) { fMin.fY = minH; fMax.fY = maxH; InvalidateTransforms(); }
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void SetWidths(const hsPoint2& w) { SetWidths(w.fX, w.fY); }
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void SetHeights(const hsPoint2& h) { SetHeights(h.fX, h.fY); }
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void SetView(const hsPoint3& mins, const hsPoint3& maxs) { fMax = maxs; fMin = mins; InvalidateTransforms(); }
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// Take a CAMERA SPACE bounding box and sets up the projection to just surround it.
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// Note this doesn't swivel the camera around to see the box, it offsets the projection.
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// Return false if there isn't a projection that will capture any of the bnd. This
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// can be from the bnd being behind the camera.
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bool SetProjection(const hsBounds3& cBnd);
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bool SetProjectionWorld(const hsBounds3& wBnd);
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// This lets you create insane projection matrices. Note that it won't change the answer on anything like
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// GetFov().
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void PreMultCameraToNDC(const hsMatrix44& m) { fCameraToNDC = m * GetCameraToNDC(); }
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void PostMultCameraToNDC(const hsMatrix44& m) { fCameraToNDC = GetCameraToNDC() * m; }
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void Recalc() { InvalidateTransforms(); }
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// These do the obvious, constructing a single view that encompasses either the intersection or union
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// of what the two views will see. The boolean is performed in axis aligned camera space, which lines
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// up nicely with screen space. Note that this only makes sense for two ViewTransforms with identical
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// CameraToWorld's (which isn't checked).
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bool Intersect(const plViewTransform& view);
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bool Union(const plViewTransform& view);
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// Convenience to move from one space to another.
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// Screen means pixels - Default is mapping NDC -> [0..1]. Z value of pixel is NDC Z.
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// NDC is the ([-1..1],[-1..1],[0..1]) Normalized device coordinates.
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// Camera is camera space.
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// World is world space.
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// Past that, you're on your own.
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hsScalarTriple ScreenToNDC(const hsScalarTriple& scrP) const;
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hsScalarTriple ScreenToCamera(const hsScalarTriple& scrP) const { return NDCToCamera(ScreenToNDC(scrP)); }
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hsPoint3 ScreenToNDC(const hsPoint3& scrP) const { return hsPoint3(ScreenToNDC(hsScalarTriple(scrP))); }
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hsPoint3 ScreenToCamera(const hsPoint3& scrP) const { return hsPoint3(ScreenToCamera(hsScalarTriple(scrP))); }
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hsPoint3 ScreenToWorld(const hsPoint3& scrP) const { return CameraToWorld(ScreenToCamera(scrP)); }
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hsVector3 ScreenToNDC(const hsVector3& scrV) const { return hsVector3(ScreenToNDC(hsScalarTriple(scrV))); }
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hsVector3 ScreenToCamera(const hsVector3& scrV) const { return hsVector3(ScreenToCamera(hsScalarTriple(scrV))); }
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hsVector3 ScreenToWorld(const hsVector3& scrV) const { return CameraToWorld(ScreenToCamera(scrV)); }
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hsScalarTriple NDCToScreen(const hsScalarTriple& ndc) const;
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hsScalarTriple NDCToCamera(const hsScalarTriple& ndc) const;
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hsPoint3 NDCToScreen(const hsPoint3& ndc) const { return hsPoint3(NDCToScreen(hsScalarTriple(ndc))); }
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hsPoint3 NDCToCamera(const hsPoint3& ndc) const { return hsPoint3(NDCToCamera(hsScalarTriple(ndc))); }
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hsPoint3 NDCToWorld(const hsPoint3& ndc) const { return CameraToWorld(NDCToCamera(ndc)); }
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hsVector3 NDCToScreen(const hsVector3& ndc) const { return hsVector3(NDCToScreen(hsScalarTriple(ndc))); }
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hsVector3 NDCToCamera(const hsVector3& ndc) const { return hsVector3(NDCToCamera(hsScalarTriple(ndc))); }
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hsVector3 NDCToWorld(const hsVector3& ndc) const { return CameraToWorld(NDCToCamera(ndc)); }
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hsScalarTriple CameraToScreen(const hsScalarTriple& camP) const { return NDCToScreen(CameraToNDC(camP)); }
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hsScalarTriple CameraToNDC(const hsScalarTriple& camP) const;
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hsPoint3 CameraToScreen(const hsPoint3& camP) const { return hsPoint3(CameraToScreen(hsScalarTriple(camP))); }
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hsPoint3 CameraToNDC(const hsPoint3& camP) const { return hsPoint3(CameraToNDC(hsScalarTriple(camP))); }
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hsPoint3 CameraToWorld(const hsPoint3& camP) const { return GetCameraToWorld() * camP; }
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hsVector3 CameraToScreen(const hsVector3& camP) const { return hsVector3(CameraToScreen(hsScalarTriple(camP))); }
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hsVector3 CameraToNDC(const hsVector3& camP) const { return hsVector3(CameraToNDC(hsScalarTriple(camP))); }
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hsVector3 CameraToWorld(const hsVector3& camV) const { return GetCameraToWorld() * camV; }
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hsPoint3 WorldToScreen(const hsPoint3& worldP) const { return (hsPoint3)CameraToScreen(WorldToCamera(worldP)); }
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hsPoint3 WorldToNDC(const hsPoint3& worldP) const { return CameraToNDC(WorldToCamera(worldP)); }
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hsPoint3 WorldToCamera(const hsPoint3& worldP) const { return GetWorldToCamera() * worldP; }
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hsVector3 WorldToScreen(const hsVector3& worldV) const { return (hsVector3)CameraToScreen(WorldToCamera(worldV)); }
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hsVector3 WorldToNDC(const hsVector3& worldP) const { return CameraToNDC(WorldToCamera(worldP)); }
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hsVector3 WorldToCamera(const hsVector3& worldV) const { return GetWorldToCamera() * worldV; }
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hsScalarTriple NDCToMap(const hsScalarTriple& ndcP) const;
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hsScalarTriple CameraToMap(const hsScalarTriple& camP) const { return NDCToMap(CameraToNDC(camP)); }
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hsPoint3 NDCToMap(const hsPoint3& ndcP) const { return hsPoint3(NDCToMap(hsScalarTriple(ndcP))); }
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hsPoint3 CameraToMap(const hsPoint3& camP) const { return hsPoint3(CameraToMap(hsScalarTriple(camP))); }
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hsPoint3 WorldToMap(const hsPoint3& worldP) const { return CameraToMap(WorldToCamera(worldP)); }
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hsVector3 NDCToMap(const hsVector3& ndcP) const { return hsVector3(NDCToMap(hsScalarTriple(ndcP))); }
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hsVector3 CameraToMap(const hsVector3& camP) const { return hsVector3(CameraToMap(hsScalarTriple(camP))); }
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hsVector3 WorldToMap(const hsVector3& worldP) const { return CameraToMap(WorldToCamera(worldP)); }
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void Read(hsStream* s);
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void Write(hsStream* s);
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protected:
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enum
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{
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kNone = 0x0,
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kOrthogonal = 0x1,
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kSymmetric = 0x2,
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kCameraToNDCSet = 0x4,
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kWorldToNDCSet = 0x8,
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kSetMask = kCameraToNDCSet | kWorldToNDCSet,
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kViewPortRelative = 0x10
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};
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mutable uint32_t fFlags;
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hsMatrix44 fCameraToWorld;
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hsMatrix44 fWorldToCamera;
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hsPoint3 fMin; // minTanX/X, minTanY/Y, hither
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hsPoint3 fMax; // maxTanX/X, maxTanY/Y, yon
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// Screen (or rendertarget) dimensions in pixels.
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uint16_t fWidth;
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uint16_t fHeight;
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// Viewport can be stored as fraction of screen size, so the view transform's viewport
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// can be set up independent of the size of the window it's applied to.
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hsPoint3 fViewPortX; // min, max, 1 / (max-min)
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hsPoint3 fViewPortY; // min, max, 1 / (max-min)
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// For arbitrary mapping (unconfined to pixel coords or NDC), just set what you want
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// to map to.
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hsPoint3 fMapMin;
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hsPoint3 fMapMax;
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// Some mutables. These are just the calculated from the above (e.g. fov, depth, perspective, etc).
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mutable hsMatrix44 fCameraToNDC;
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mutable hsMatrix44 fWorldToNDC;
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// Have to set a limit here on the smallest the hither plane can be.
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static const float kMinHither;
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void ISetCameraToNDC() const;
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bool ICameraToNDCSet() const { return IHasFlag(kCameraToNDCSet); }
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const hsMatrix44& ICheckCameraToNDC() const { if( !ICameraToNDCSet() ) ISetCameraToNDC(); return fCameraToNDC; }
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void ISetWorldToNDC() const { fWorldToNDC = GetCameraToNDC() * fWorldToCamera; ISetFlag(kWorldToNDCSet); }
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bool IWorldToNDCSet() const { return IHasFlag(kWorldToNDCSet); }
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const hsMatrix44& ICheckWorldToNDC() const { if( !IWorldToNDCSet() ) ISetWorldToNDC(); return fWorldToNDC; }
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bool IGetMaxMinsFromBnd(const hsBounds3& bnd, hsPoint3& mins, hsPoint3& maxs) const;
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void InvalidateTransforms() { ISetFlag(kCameraToNDCSet|kWorldToNDCSet, false); }
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// Flags - generic
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bool IHasFlag(uint32_t f) const { return 0 != (fFlags & f); }
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void ISetFlag(uint32_t f, bool on=true) const { if(on) fFlags |= f; else fFlags &= ~f; }
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};
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#endif // plViewTransform_inc
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