From c6149a1e9f488f790378969ff655e6bc94369d16 Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Mon, 25 Nov 2013 16:21:57 +0200 Subject: [PATCH] Make better use of matrix operations in Camera --- source/camera.cpp | 68 ++++++++++++----------------------------------- source/camera.h | 17 +++++++++--- 2 files changed, 31 insertions(+), 54 deletions(-) diff --git a/source/camera.cpp b/source/camera.cpp index 274604f2..0afa033c 100644 --- a/source/camera.cpp +++ b/source/camera.cpp @@ -42,21 +42,19 @@ void Camera::set_frustum_axis(float x, float y) void Camera::set_position(const Vector3 &p) { position = p; - compute_matrix(); + update_object_matrix(); } void Camera::set_up_direction(const Vector3 &u) { up_dir = normalize(u); - - compute_matrix(); + update_object_matrix(); } void Camera::set_look_direction(const Vector3 &l) { look_dir = normalize(l); - - compute_matrix(); + update_object_matrix(); } void Camera::look_at(const Vector3 &p) @@ -66,14 +64,8 @@ void Camera::look_at(const Vector3 &p) Vector3 Camera::project(const Vector4 &p) const { - float frustum_h = tan(fov/2.0f); - float frustum_w = frustum_h*aspect; - float z_range = clip_far-clip_near; - - Vector4 eye = matrix*p; - - return Vector3(eye.x/frustum_w/-eye.z, eye.y/frustum_h/-eye.z, - (clip_far+clip_near)/z_range+2*clip_far*clip_near/(eye.z*z_range)); + Vector4 r = proj_matrix*(view_matrix*p); + return Vector3(r)/r.w; } Vector3 Camera::project(const Vector3 &p) const @@ -83,18 +75,9 @@ Vector3 Camera::project(const Vector3 &p) const Vector4 Camera::unproject(const Vector4 &p) const { - float frustum_h = tan(fov/2.0f); - float frustum_w = frustum_h*aspect; - float z_range = clip_far-clip_near; - - float z = (2*clip_far*clip_near)/(p.z*z_range-(clip_far+clip_near))-matrix[14]*p.w; - float x = p.x*-z*frustum_w-matrix[12]*p.w; - float y = p.y*-z*frustum_h-matrix[13]*p.w; - - return Vector4(matrix[0]*x+matrix[1]*y+matrix[2]*z, - matrix[4]*x+matrix[5]*y+matrix[6]*z, - matrix[8]*x+matrix[9]*y+matrix[10]*z, - p.w); + Vector4 r = invert(proj_matrix)*LinAl::Vector(p.x, p.y, p.z, 1.0f); + r = object_matrix*Vector4(r.x, r.y, r.z, p.w); + return r; } void Camera::apply() const @@ -106,36 +89,19 @@ void Camera::apply() const float bottom = frustum_h*(frustum_y-1.0f); float top = frustum_h*(frustum_y+1.0f); MatrixStack::projection() = Matrix::frustum(left, right, bottom, top, clip_near, clip_far); - MatrixStack::modelview() = matrix; + MatrixStack::modelview() = view_matrix; } -void Camera::compute_matrix() +void Camera::update_object_matrix() { Vector3 right_dir = normalize(cross(look_dir, up_dir)); - double mdata[16]; - - mdata[0] = right_dir.x; - mdata[4] = right_dir.y; - mdata[8] = right_dir.z; - - mdata[1] = right_dir.y*look_dir.z-right_dir.z*look_dir.y; - mdata[5] = right_dir.z*look_dir.x-right_dir.x*look_dir.z; - mdata[9] = right_dir.x*look_dir.y-right_dir.y*look_dir.x; - - mdata[2] = -look_dir.x; - mdata[6] = -look_dir.y; - mdata[10] = -look_dir.z; - - mdata[12] = -position.x*mdata[0]-position.y*mdata[4]-position.z*mdata[8]; - mdata[13] = -position.x*mdata[1]-position.y*mdata[5]-position.z*mdata[9]; - mdata[14] = -position.x*mdata[2]-position.y*mdata[6]-position.z*mdata[10]; - - mdata[3] = 0; - mdata[7] = 0; - mdata[11] = 0; - mdata[15] = 1; - - matrix = mdata; + LinAl::Vector columns[4]; + columns[0] = LinAl::Vector(right_dir, 0.0f); + columns[1] = LinAl::Vector(cross(right_dir, look_dir), 0.0f); + columns[2] = LinAl::Vector(-look_dir, 0.0f); + columns[3] = LinAl::Vector(position, 1.0f); + object_matrix = Matrix::from_columns(columns); + view_matrix = invert(object_matrix); } } // namespace GL diff --git a/source/camera.h b/source/camera.h index a0e4d6f6..63455760 100644 --- a/source/camera.h +++ b/source/camera.h @@ -20,7 +20,8 @@ private: Vector3 position; Vector3 look_dir; Vector3 up_dir; - Matrix matrix; + Matrix view_matrix; + Matrix object_matrix; public: Camera(); @@ -41,7 +42,17 @@ public: const Vector3 &get_position() const { return position; } const Vector3 &get_look_direction() const { return look_dir; } const Vector3 &get_up_direction() const { return up_dir; } - const Matrix &get_matrix() const { return matrix; } + + /** Deprecated alias for get_view_matrix. */ + const Matrix &get_matrix() const { return get_view_matrix(); } + + /** Returns the view matrix, used to transform coordinates from world space + to eye space. */ + const Matrix &get_view_matrix() const { return view_matrix; } + + /** Returns the object matrix, used to transform coordinates from eye space + to world space. */ + const Matrix &get_object_matrix() const { return object_matrix; } Vector3 project(const Vector4 &) const; Vector3 project(const Vector3 &) const; @@ -50,7 +61,7 @@ public: void apply() const; private: - void compute_matrix(); + void update_object_matrix(); }; } // namespace GL -- 2.43.0