vectozavr-shooter/engine/Camera.cpp

257 lines
8.8 KiB
C++
Executable File

//
// Created by Иван Ильин on 14.01.2021.
//
#include "Camera.h"
#include "utils/Log.h"
std::vector<Triangle> &Camera::project(Mesh& mesh, Screen::ViewMode mode) {
if(!ready) {
Log::log("Camera::project(): cannot project tris without camera initialization ( Camera::init() ) ");
return this->triangles;
}
if(!mesh.isVisible())
return this->triangles;
// Model transform matrix: translate tris in the origin of mesh.
Matrix4x4 M = Matrix4x4::Translation(mesh.position());
VM = V * M;
// We don't want to waste time re-allocating memory every time
std::vector<Triangle> clippedTriangles, tempBuffer;
for(auto& t : mesh.triangles()) {
double dot = t.norm().dot((mesh.position() + t[0] - p_position).normalize());
if(dot > 0)
continue;
Triangle clipped[2];
// It needs to be cleared because it's reused through iterations. Usually it doesn't free memory.
clippedTriangles.clear();
// In the beginning we need to to translate triangle from world coordinate to our camera system:
// After that we apply clipping for all planes from clipPlanes
clippedTriangles.emplace_back(t * VM);
for(auto& plane : clipPlanes)
{
while(!clippedTriangles.empty())
{
clipped[0] = clippedTriangles.back();
clipped[1] = clipped[0];
clippedTriangles.pop_back();
int additional = plane.clip(clipped[0], clipped[1]);
for(int i = 0; i < additional; i++)
tempBuffer.emplace_back(clipped[i]);
}
clippedTriangles.swap(tempBuffer);
}
for(auto& clippedTriangle : clippedTriangles) {
if(mode != Screen::ViewMode::Clipped) {
clippedTriangle.color = sf::Color(clippedTriangle.color.r * (0.3 * std::abs(dot) + 0.7),
clippedTriangle.color.g * (0.3 * std::abs(dot) + 0.7),
clippedTriangle.color.b * (0.3 * std::abs(dot) + 0.7),
(mode == Screen::ViewMode::Transparency ||
mode == Screen::ViewMode::Normals) ? 100 : clippedTriangle.color.a);
}
// Finally its time to project our clipped colored triangle from 3D -> 2D
// and transform it's coordinate to screen space (in pixels):
clippedTriangle *= SP;
clippedTriangle[0] /= clippedTriangle[0].w();
clippedTriangle[1] /= clippedTriangle[1].w();
clippedTriangle[2] /= clippedTriangle[2].w();
triangles.emplace_back(clippedTriangle);
}
}
return this->triangles;
}
void Camera::init(int width, int height, double fov, double ZNear, double ZFar) {
// We need to init camera only after creation or changing width, height, fov, ZNear or ZFar.
// Because here we calculate matrix that does not change during the motion of _objects or camera
w = width; h = height;
aspect = (double)width / (double)height;
P = Matrix4x4::Projection(fov, aspect, ZNear, ZFar);
S = Matrix4x4::ScreenSpace(width, height);
SP = S * P; // screen-space-projections matrix
// This is planes for clipping tris.
// Motivation: we are not interest in tris that we cannot see.
clipPlanes.emplace_back(Plane(Point4D{0, 0, 1}, Point4D{0, 0, ZNear})); // near plane
clipPlanes.emplace_back(Plane(Point4D{0, 0, -1}, Point4D{0, 0, ZFar})); // far plane
double thetta1 = M_PI*fov*0.5/180.0;
double thetta2 = atan(aspect*tan(thetta1));
clipPlanes.emplace_back(Plane(Point4D{-cos(thetta2), 0, sin(thetta2)}, Point4D{0, 0, 0})); // left plane
clipPlanes.emplace_back(Plane(Point4D{cos(thetta2), 0, sin(thetta2)}, Point4D{0, 0, 0})); // right plane
clipPlanes.emplace_back(Plane(Point4D{0, cos(thetta1), sin(thetta1)}, Point4D{0, 0, 0})); // down plane
clipPlanes.emplace_back(Plane(Point4D{0, -cos(thetta1), sin(thetta1)},Point4D{0, 0, 0})); // up plane
ready = true;
Log::log("Camera::init(): camera successfully initialized.");
}
std::vector<Triangle> &Camera::sorted() {
// Sort tris from back to front
// This is some replacement for Z-buffer
std::sort(triangles.begin(), triangles.end(), [](Triangle &t1, Triangle &t2)
{
std::vector<double> v_z1({t1[0].z(), t1[1].z(), t1[2].z()});
std::vector<double> v_z2({t2[0].z(), t2[1].z(), t2[2].z()});
std::sort(v_z1.begin(), v_z1.end());
std::sort(v_z2.begin(), v_z2.end());
double a = 1;
double b = 1;
double c = 1;
double z1 = (a*v_z1[0] + b*v_z1[1] + c*v_z1[2]);
double z2 = (a*v_z2[0] + b*v_z2[1] + c*v_z2[2]);
return z1 > z2;
});
return triangles;
}
void Camera::record() {
// Cleaning all tris and recalculation of View matrix
// That is like preparation for new camera shot: we need to set
// the position of camera and insert new cartridge for photo.
triangles.clear();
V = Matrix4x4::View(p_left, p_up, p_lookAt, p_position);
}
void Camera::rotateX(double rx) {
p_angle = Point4D{p_angle.x() + rx, p_angle.y(), p_angle.z()};
p_left = Matrix4x4::RotationX(rx) * p_left;
p_up = Matrix4x4::RotationX(rx) * p_up;
p_lookAt = Matrix4x4::RotationX(rx) * p_lookAt;
}
void Camera::rotateY(double ry) {
p_angle = Point4D{p_angle.x(), p_angle.y() + ry, p_angle.z()};
p_left = Matrix4x4::RotationY(ry) * p_left;
p_up = Matrix4x4::RotationY(ry) * p_up;
p_lookAt = Matrix4x4::RotationY(ry) * p_lookAt;
}
void Camera::rotateZ(double rz) {
p_angle = Point4D{p_angle.x(), p_angle.y(), p_angle.z() + rz};
p_left = Matrix4x4::RotationZ(rz) * p_left;
p_up = Matrix4x4::RotationZ(rz) * p_up;
p_lookAt = Matrix4x4::RotationZ(rz) * p_lookAt;
}
void Camera::rotate(double rx, double ry, double rz) {
rotateX(rx);
rotateY(ry);
rotateZ(rz);
if(v_attached.empty())
return;
for(auto& attached : v_attached)
attached->rotateRelativePoint(position(), Point4D{rx, ry, rz});
}
void Camera::rotate(const Point4D& r) {
rotate(r.x(), r.y(), r.z());
}
void Camera::rotate(const Point4D& v, double rv) {
p_left = Matrix4x4::Rotation(v, rv) * p_left;
p_up = Matrix4x4::Rotation(v, rv) * p_up;
p_lookAt = Matrix4x4::Rotation(v, rv) * p_lookAt;
if(v_attached.empty())
return;
for(auto& attached : v_attached)
attached->rotateRelativePoint(position(), v, rv);
}
void Camera::rotateLeft(double rl) {
p_angleLeftUpLookAt = Point4D{p_angleLeftUpLookAt.x() + rl, p_angleLeftUpLookAt.y(), p_angleLeftUpLookAt.z()};
rotate(p_left, rl);
if(v_attached.empty())
return;
for(auto& attached : v_attached)
attached->rotateRelativePoint(position(), p_left, rl);
}
void Camera::rotateUp(double ru) {
p_angleLeftUpLookAt = Point4D{p_angleLeftUpLookAt.x(), p_angleLeftUpLookAt.y() + ru, p_angleLeftUpLookAt.z()};
rotate(p_up, ru);
if(v_attached.empty())
return;
for(auto& attached : v_attached)
attached->rotateRelativePoint(position(), p_up, ru);
}
void Camera::rotateLookAt(double rlAt) {
p_angleLeftUpLookAt = Point4D{p_angleLeftUpLookAt.x(), p_angleLeftUpLookAt.y(), p_angleLeftUpLookAt.z() + rlAt};
rotate(p_lookAt, rlAt);
if(v_attached.empty())
return;
for(auto& attached : v_attached)
attached->rotateRelativePoint(position(), p_lookAt, rlAt);
}
void Camera::rotateRelativePoint(const Point4D &s, double rx, double ry, double rz) {
p_angle += Point4D{rx, ry, rz};
// Translate XYZ by vector r1
Point4D r1 = p_position - s;
// In translated coordinate system we rotate camera and position
Point4D r2 = Matrix4x4::Rotation(rx, ry, rz)*r1;
rotate(rx, ry, rz);
// After rotation we translate XYZ by vector -r2 and recalculate position
p_position = s + r2;
if(v_attached.empty())
return;
for(auto& attached : v_attached)
attached->rotateRelativePoint(s, Point4D{rx, ry, rz});
}
void Camera::rotateRelativePoint(const Point4D &s, const Point4D &r) {
rotateRelativePoint(s, r.x(), r.y(), r.z());
}
void Camera::rotateRelativePoint(const Point4D &s, const Point4D &v, double r) {
// Translate XYZ by vector r1
Point4D r1 = p_position - s;
// In translated coordinate system we rotate camera and position
Point4D r2 = Matrix4x4::Rotation(v, r)*r1;
rotate(v, r);
// After rotation we translate XYZ by vector -r2 and recalculate position
p_position = s + r2;
if(v_attached.empty())
return;
for(auto& attached : v_attached)
attached->rotateRelativePoint(s, v, r);
}
void Camera::translateToPoint(const Point4D &point) {
translate(point - p_position);
}