1 | #include "math/ProjectionMatrix.h" |
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2 | |
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3 | using namespace projection; |
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4 | using namespace gmtl; |
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5 | |
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6 | /** |
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7 | * Constructor. |
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8 | * |
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9 | * Default projection matrix value is : FOV=30.0, |
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10 | * AspectRatio=4/3, Near=0.1, Far=100.0 |
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11 | */ |
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12 | ProjectionMatrix::ProjectionMatrix() |
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13 | { |
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14 | m_fov = 30.0f; |
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15 | m_aspectRatio = 1024.0f / 768.0f; |
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16 | m_near = 0.1f; |
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17 | m_far = 100.0f; |
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18 | m_offaxisX = 0.0f; |
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19 | m_offaxisY = 0.0f; |
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20 | } |
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21 | |
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22 | /** |
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23 | * Destructor. |
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24 | */ |
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25 | ProjectionMatrix::~ProjectionMatrix() |
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26 | { |
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27 | } |
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28 | |
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29 | /** |
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30 | * Copy constructor. |
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31 | * |
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32 | * @param matrix Copy source matrix. |
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33 | */ |
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34 | ProjectionMatrix::ProjectionMatrix(const ProjectionMatrix &matrix) |
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35 | { |
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36 | m_fov = matrix.getFOV(); |
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37 | m_aspectRatio = matrix.getAspectRatio(); |
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38 | m_near = matrix.getNear(); |
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39 | m_far = matrix.getFar(); |
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40 | m_offaxisX = matrix.getOffaxisX(); |
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41 | m_offaxisY = matrix.getOffaxisY(); |
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42 | } |
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43 | |
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44 | /** |
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45 | * Retrieve matrix values for glMultMatrixd(). |
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46 | * |
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47 | * @return Matrix values. |
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48 | */ |
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49 | float* ProjectionMatrix::getMatrix() |
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50 | { |
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51 | // glMultMatrixd(getMatrix()) is same as glFrustum(). |
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52 | float left = (-tanf(Math::deg2Rad(m_fov) / 2.0f * m_aspectRatio) - m_offaxisX) * m_near; |
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53 | float right = ( tanf(Math::deg2Rad(m_fov) / 2.0f * m_aspectRatio) - m_offaxisX) * m_near; |
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54 | float top = ( tanf(Math::deg2Rad(m_fov) / 2.0f) + m_offaxisY) * m_near; |
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55 | float bottom = (-tanf(Math::deg2Rad(m_fov) / 2.0f) + m_offaxisY) * m_near; |
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56 | m_mat[ 0] = (2.0f * m_near) / (right - left); |
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57 | m_mat[ 1] = 0.0f; |
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58 | m_mat[ 2] = 0.0f; |
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59 | m_mat[ 3] = 0.0f; |
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60 | m_mat[ 4] = 0.0f; |
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61 | m_mat[ 5] = (2.0f * m_near) / (top - bottom); |
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62 | m_mat[ 6] = 0.0f; |
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63 | m_mat[ 7] = 0.0f; |
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64 | m_mat[ 8] = (right + left) / (right - left); |
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65 | m_mat[ 9] = (top + bottom) / (top - bottom); |
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66 | m_mat[10] = -(m_far + m_near) / (m_far - m_near); |
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67 | m_mat[11] = -1.0f; |
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68 | m_mat[12] = 0.0f; |
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69 | m_mat[13] = 0.0f; |
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70 | m_mat[14] = -(2.0f * m_far * m_near) / (m_far - m_near); |
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71 | m_mat[15] = 0.0f; |
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72 | |
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73 | return m_mat; |
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74 | } |
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75 | |
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76 | /** |
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77 | * Retrieve four corner vectors. |
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78 | * |
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79 | * @param Four corner vectors. |
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80 | */ |
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81 | void ProjectionMatrix::getCorners(gmtl::Vec3f vecs[4]) const |
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82 | { |
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83 | float left = (-tanf(Math::deg2Rad(m_fov) / 2.0f * m_aspectRatio) + m_offaxisX); |
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84 | float right = ( tanf(Math::deg2Rad(m_fov) / 2.0f * m_aspectRatio) + m_offaxisX); |
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85 | float top = ( tanf(Math::deg2Rad(m_fov) / 2.0f) + m_offaxisY); |
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86 | float bottom = (-tanf(Math::deg2Rad(m_fov) / 2.0f) + m_offaxisY); |
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87 | vecs[0].set(left, 1.0f, top); |
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88 | vecs[1].set(right, 1.0f, top); |
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89 | vecs[2].set(right, 1.0f, bottom); |
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90 | vecs[3].set(left, 1.0f, bottom); |
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91 | normalize(vecs[0]); |
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92 | normalize(vecs[1]); |
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93 | normalize(vecs[2]); |
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94 | normalize(vecs[3]); |
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95 | } |
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96 | |
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97 | /** |
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98 | * Retrieve frustum parameters as 'Frustum left right bottom top near far;'. |
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99 | * |
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100 | * @param numSpaces Number of space characters for indent. |
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101 | * @return Frustum params. |
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102 | */ |
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103 | QString ProjectionMatrix::getParams(int numSpaces) const |
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104 | { |
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105 | QString spc; |
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106 | spc.fill(' ', numSpaces); |
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107 | double left = (-tan(Math::deg2Rad(m_fov) / 2.0 * m_aspectRatio) + m_offaxisX); |
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108 | double right = ( tan(Math::deg2Rad(m_fov) / 2.0 * m_aspectRatio) + m_offaxisX); |
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109 | double top = ( tan(Math::deg2Rad(m_fov) / 2.0) + m_offaxisY); |
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110 | double bottom = (-tan(Math::deg2Rad(m_fov) / 2.0) + m_offaxisY); |
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111 | return spc + QString("Frustum %1 %2 %3 %4 %5 %6;").arg(left*m_near).arg(right*m_near).arg(bottom*m_near).arg(top*m_near).arg(m_near).arg(m_far); |
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112 | } |
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113 | |
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114 | /** |
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115 | * Restore the projection matrix from XML data. |
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116 | * |
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117 | * @param element Parent XML element of the projection matrix data. |
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118 | */ |
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119 | void ProjectionMatrix::initFromDOMElement(const QDomElement& element) |
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120 | { |
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121 | m_fov = element.attribute("fov").toFloat(); |
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122 | m_aspectRatio = element.attribute("aspectRatio").toFloat(); |
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123 | m_near = element.attribute("near").toFloat(); |
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124 | m_far = element.attribute("far").toFloat(); |
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125 | m_offaxisX = element.attribute("offaxisX").toFloat(); |
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126 | m_offaxisY = element.attribute("offaxisY").toFloat(); |
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127 | } |
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128 | |
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129 | /** |
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130 | * Store the current projection matrix as XML data. |
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131 | * |
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132 | * @param name XML node name of the data. |
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133 | * @param doc XML document to store the data. |
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134 | * @return Current screen shape data as XML data. |
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135 | */ |
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136 | QDomElement ProjectionMatrix::domElement(const QString& name, QDomDocument& doc) const |
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137 | { |
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138 | QDomElement de = doc.createElement(name); |
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139 | |
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140 | de.setAttribute("fov", QString::number(m_fov)); |
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141 | de.setAttribute("aspectRatio", QString::number(m_aspectRatio)); |
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142 | de.setAttribute("near", QString::number(m_near)); |
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143 | de.setAttribute("far", QString::number(m_far)); |
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144 | de.setAttribute("offaxisX", QString::number(m_offaxisX)); |
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145 | de.setAttribute("offaxisY", QString::number(m_offaxisY)); |
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146 | |
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147 | return de; |
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148 | } |
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