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physx/samples/samplebase/SampleCamera.h
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physx/samples/samplebase/SampleCamera.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef SAMPLE_CAMERA_H
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#define SAMPLE_CAMERA_H
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#include "SampleAllocator.h"
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#include "RendererProjection.h"
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#include "foundation/PxPlane.h"
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class RenderPhysX3Debug;
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struct Viewport : public SampleAllocateable
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{
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Viewport() : mClientWidth(0), mClientHeight(0), mWindowWidth(0), mWindowHeight(0) {}
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PxU32 mClientWidth;
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PxU32 mClientHeight;
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PxU32 mWindowWidth;
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PxU32 mWindowHeight;
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PX_FORCE_INLINE PxReal computeRatio() const { return PxReal(mWindowWidth)/PxReal(mWindowHeight); }
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};
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enum PlaneAABBCode
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{
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PLANEAABB_EXCLUSION,
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PLANEAABB_INTERSECT,
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PLANEAABB_INCLUSION
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};
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class Camera : public SampleAllocateable
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{
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public:
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Camera();
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~Camera();
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///////////////////////////////////////////////////////////////////////////////
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// Projection part
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PX_FORCE_INLINE PxReal getFOV() const { return mFOV; }
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PX_FORCE_INLINE PxReal getNearPlane() const { return mNearPlane; }
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PX_FORCE_INLINE PxReal getFarPlane() const { return mFarPlane; }
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PX_FORCE_INLINE PxU32 getScreenWidth() const { return mViewport.mClientWidth; }
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PX_FORCE_INLINE PxU32 getScreenHeight() const { return mViewport.mClientHeight; }
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PX_FORCE_INLINE void setFOV(PxReal fov) { mFOV = fov; mDirtyProj = true; }
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PX_FORCE_INLINE void setNearPlane(PxReal d) { mNearPlane = d; mDirtyProj = true; }
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PX_FORCE_INLINE void setFarPlane(PxReal d) { mFarPlane = d; mDirtyProj = true; }
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PX_FORCE_INLINE void setScreenSize(PxU32 clientWidth, PxU32 clientHeight, PxU32 windowWidth, PxU32 windowHeight)
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{
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mViewport.mClientWidth = clientWidth;
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mViewport.mClientHeight = clientHeight;
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mViewport.mWindowWidth = windowWidth;
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mViewport.mWindowHeight = windowHeight;
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mDirtyProj = true;
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}
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PX_FORCE_INLINE const SampleRenderer::RendererProjection&
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getProjMatrix() const
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{
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if(mDirtyProj)
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const_cast<Camera*>(this)->updateInternals();
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return mProjMatrix;
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}
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///////////////////////////////////////////////////////////////////////////////
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// View part
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PX_FORCE_INLINE const PxVec3& getPos() const { return mPos; }
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PX_FORCE_INLINE const PxVec3& getRot() const { return mRot; }
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PX_FORCE_INLINE void setPos(const PxVec3& pos) { mPos = pos; mDirtyView = true; }
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PX_FORCE_INLINE void setRot(const PxVec3& rot) { mRot = rot; mDirtyView = true; }
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PX_FORCE_INLINE void setView(const PxTransform& view) { mViewMatrix = view; mPos = view.p; mDirtyView = false; }
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PX_FORCE_INLINE const PxTransform& getViewMatrix() const
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{
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if(mDirtyView)
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const_cast<Camera*>(this)->updateInternals();
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return mViewMatrix;
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}
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PxVec3 getViewDir() const;
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void lookAt(const PxVec3& position, const PxVec3& target);
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///////////////////////////////////////////////////////////////////////////////
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PX_FORCE_INLINE const PxVec3* getFrustumVerts() const { return mFrustum; }
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///////////////////////////////////////////////////////////////////////////////
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// Culling
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PlaneAABBCode cull(const PxBounds3& aabb) const;
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bool mDrawDebugData;
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bool mFreezeFrustum;
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bool mPerformVFC;
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///////////////////////////////////////////////////////////////////////////////
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void drawDebug(RenderPhysX3Debug*);
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private:
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mutable SampleRenderer::RendererProjection
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mProjMatrix;
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mutable PxTransform mViewMatrix;
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PxVec3 mPos;
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PxVec3 mRot;
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Viewport mViewport;
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PxReal mFOV;
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PxReal mNearPlane;
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PxReal mFarPlane;
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PxVec3 mFrustum[8]; //!< Frustum's vertices
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PxPlane mPlanes[6]; //!< Frustum's planes
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bool mDirtyProj;
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bool mDirtyView;
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void updateInternals();
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public:
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void BuildFrustum();
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};
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#endif
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