6e8fbca745
match the genesis editor version 1.3.0.653.
145 lines
6.0 KiB
C++
145 lines
6.0 KiB
C++
/****************************************************************************
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Copyright (c) 2009,Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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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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****************************************************************************/
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#include "stdneb.h"
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#include "apputil/mouserayutil.h"
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namespace AppUtil
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{
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using namespace Math;
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//------------------------------------------------------------------------------
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/**
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Utility function which computes a ray in world space between the eye
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and the current mouse position on the near plane.
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Mouse position is expected in the range 0..1.
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*/
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line
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MouseRayUtil::ComputeWorldMouseRay(const float2& mousePos, float length, const matrix44& invViewMatrix, const matrix44& invProjMatrix, float nearPlane)
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{
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// Compute mouse position in world coordinates.
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point screenCoord3D((mousePos.x() - 0.5f) * 2.0f, (mousePos.y() - 0.5f) * 2.0f, 1.0f);
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vector viewCoord = matrix44::transform(invProjMatrix,screenCoord3D);
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point localMousePos = viewCoord * nearPlane * 1.1f;
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localMousePos.y() = -1 * localMousePos.y();
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point worldMousePos = matrix44::transform(invViewMatrix,localMousePos);
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vector worldMouseDir = worldMousePos - point(invViewMatrix.get_position());
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worldMouseDir = vector::normalize(worldMouseDir);
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worldMouseDir *= length;
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return line(worldMousePos, worldMousePos + worldMouseDir);
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}
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Math::line
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MouseRayUtil::ComputeWorldMouseLine(const float2& mousePos, const matrix44& invViewMatrix, float nearPlaneDist,
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float nearPlaneWidth, float nearPlaneHeight, Graphic::Camera::ViewType viewType /*= Graphic::Camera::VT_persp*/, float length /*= 10000*/)
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{
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float4 camPos = invViewMatrix.get_position();
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// we think invViewMatrix is not including scale information.If it doesn't contain scale information,
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// then the vector would be normalized, If it contains scale information, then the data blow is not right.
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float4 camBackDir = vector::normalize(invViewMatrix.get_zaxis());
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float4 camUpDir = vector::normalize(invViewMatrix.get_yaxis());
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float4 camRightDir = vector::normalize(invViewMatrix.get_xaxis());
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float4 bias = camBackDir * (-nearPlaneDist)
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+ camUpDir * ((0.5f - mousePos.y()) * nearPlaneHeight)
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+ camRightDir * ((mousePos.x() - 0.5f) * nearPlaneWidth);
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float4 worldMousePos = camPos + bias;
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float3 dir;
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if (Graphic::Camera::VT_ortho == viewType)
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{
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dir.set(-camBackDir.x(), -camBackDir.y(), -camBackDir.z());
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}
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else
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{
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dir.setFromFloat4(bias);
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dir.normalise();
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}
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float3 endPos = dir * length;
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return line(worldMousePos, point(endPos.x(), endPos.y(), endPos.z()));
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}
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//------------------------------------------------------------------------
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Math::Ray
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MouseRayUtil::ComputeWorldMouseRay(const Math::float2& mousePos, const Math::matrix44& invViewMatrix, const Math::matrix44& invProjMatrix, float nearPlane,Graphic::Camera::ViewType viewType)
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{
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// Compute mouse position in world coordinates.
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point screenCoord3D((mousePos.x() - 0.5f) * 2.0f, (mousePos.y() - 0.5f) * 2.0f, 1.0f);
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vector viewCoord = matrix44::transform( invProjMatrix,screenCoord3D);
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point localMousePos = viewCoord * nearPlane * 1.0f;
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localMousePos.y() = -1 * localMousePos.y();
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point worldMousePos = matrix44::transform(invViewMatrix,localMousePos);
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vector worldMouseDir = worldMousePos - point(invViewMatrix.get_position());
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if(Graphic::Camera::VT_ortho == viewType)
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{
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worldMouseDir = vector(0.0f,0.0f,1.0f);
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worldMouseDir = matrix44::transform(invViewMatrix,worldMouseDir);
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}
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worldMouseDir = vector::normalize(worldMouseDir);
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float3 dir;
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dir.setFromFloat4(worldMouseDir);
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dir = float3::normalize(dir);
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if (float3::isNormalize(dir))
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{
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return Ray( float3(worldMousePos.x(), worldMousePos.y(), worldMousePos.z() ), dir);
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}
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return Ray( float3(0,100000000,0), float3(0,1,0));
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}
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//------------------------------------------------------------------------
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Math::Ray
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MouseRayUtil::ComputeWorldMouseRay(const Math::float2& mouseScreenPos, const Math::matrix44& invViewMatrix, float nearPlaneWidth, float nearPlaneHeight, float neardistane, Graphic::Camera::ViewType viewType)
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{
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float4 camPos = invViewMatrix.get_position();
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// we think invViewMatrix is not including scale information.If it doesn't contain scale information,
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// then the vector would be normalized, If it contains scale information, then the data blow is not right.
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float4 camBackDir = invViewMatrix.get_zaxis();
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float4 camUpDir = invViewMatrix.get_yaxis();
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float4 camRightDir = invViewMatrix.get_xaxis();
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float4 bias = camBackDir * (-neardistane)
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+ camUpDir * ((0.5f - mouseScreenPos.y()) * nearPlaneHeight)
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+ camRightDir * ((mouseScreenPos.x() - 0.5f) * nearPlaneWidth);
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float4 worldMousePos = camPos + bias;
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float3 dir;
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if (Graphic::Camera::VT_ortho == viewType)
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{
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dir.set(-camBackDir.x(), -camBackDir.y(), -camBackDir.z());
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dir.normalise();
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}
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else
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{
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dir.setFromFloat4(bias);
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dir.normalise();
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}
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return Ray( float3(worldMousePos.x(), worldMousePos.y(), worldMousePos.z()), dir);
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}
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} // namespace RenderUtil
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