Example #1
0
static void nav_set_zoom_trans_2d(GF_VisualManager *visual, Fixed zoom, Fixed dx, Fixed dy)
{
	compositor_2d_set_user_transform(visual->compositor, zoom, visual->compositor->trans_x + dx, visual->compositor->trans_y + dy, 0);
#ifndef GPAC_DISABLE_3D
	if (visual->type_3d) camera_changed(visual->compositor, &visual->camera);
#endif
}
Example #2
0
static void view_orbit_x(GF_Compositor *compositor, GF_Camera *cam, Fixed dx)
{
	GF_Matrix mx;
	if (!dx) return;
	gf_mx_rotation_matrix(&mx, cam->target, cam->up, dx);
	gf_mx_apply_vec(&mx, &cam->position);
	camera_changed(compositor, cam);
}
Example #3
0
static void view_translate_y(GF_Compositor *compositor, GF_Camera *cam, Fixed dy)
{
	SFVec3f v;
	if (!dy) return;
	if (cam->jumping) dy *= JUMP_SCALE_FACTOR;
	v = gf_vec_scale(cam->up, dy);
	gf_vec_add(cam->target, cam->target, v);
	gf_vec_add(cam->position, cam->position, v);
	camera_changed(compositor, cam);
}
Example #4
0
static void view_translate_x(GF_Compositor *compositor, GF_Camera *cam, Fixed dx)
{
	SFVec3f v;
	if (!dx) return;
	if (cam->jumping) dx *= JUMP_SCALE_FACTOR;
	v = gf_vec_scale(camera_get_right_dir(cam), dx);
	gf_vec_add(cam->target, cam->target, v);
	gf_vec_add(cam->position, cam->position, v);
	camera_changed(compositor, cam);
}
Example #5
0
static void view_translate_z(GF_Compositor *compositor, GF_Camera *cam, Fixed dz)
{
	SFVec3f v;
	if (!dz) return;
	if (cam->jumping) dz *= JUMP_SCALE_FACTOR;
	dz = gf_mulfix(dz, cam->speed);
	v = gf_vec_scale(camera_get_target_dir(cam), dz);
	gf_vec_add(cam->target, cam->target, v);
	gf_vec_add(cam->position, cam->position, v);
	camera_changed(compositor, cam);
}
Example #6
0
static void view_roll(GF_Compositor *compositor, GF_Camera *cam, Fixed dd)
{
	GF_Matrix mx;
	SFVec3f delta;
	if (!dd) return;
	gf_vec_add(delta, cam->target, cam->up);
	gf_mx_rotation_matrix(&mx, cam->target, camera_get_pos_dir(cam), dd);
	gf_mx_apply_vec(&mx, &delta);
	gf_vec_diff(cam->up, delta, cam->target);
	gf_vec_norm(&cam->up);
	camera_changed(compositor, cam);
}
Example #7
0
static void view_zoom(GF_Compositor *compositor, GF_Camera *cam, Fixed z)
{
	Fixed oz;
	if ((z>FIX_ONE) || (z<-FIX_ONE)) return;
	oz = gf_divfix(cam->vp_fov, cam->fieldOfView);
	if (oz<FIX_ONE) z/=4; oz += z;
	if (oz<=0) return;

	cam->fieldOfView = gf_divfix(cam->vp_fov, oz);
	if (cam->fieldOfView>GF_PI) cam->fieldOfView=GF_PI;
	camera_changed(compositor, cam);
}
Example #8
0
static void view_orbit_y(GF_Compositor *compositor, GF_Camera *cam, Fixed dy)
{
	GF_Matrix mx;
	SFVec3f axis;
	if (!dy) return;
	axis = camera_get_right_dir(cam);
	gf_mx_rotation_matrix(&mx, cam->target, axis, dy);
	gf_mx_apply_vec(&mx, &cam->position);
	/*update up vector*/
	cam->up = gf_vec_cross(camera_get_pos_dir(cam), axis);
	gf_vec_norm(&cam->up);
	camera_changed(compositor, cam);
}
Example #9
0
static void update_pan_up(GF_Compositor *compositor, GF_Camera *cam)
{
	SFVec3f axis, dir;
	/*update up vector so that right is always horizontal (no y component)*/
	dir = camera_get_pos_dir(cam);
	axis = camera_get_right_dir(cam);
	axis.y = 0;
	gf_vec_norm(&axis);
	cam->up = gf_vec_cross(dir, axis);
	gf_vec_norm(&cam->up);

	camera_changed(compositor, cam);
}
Example #10
0
static Bool compositor_handle_navigation_3d(GF_Compositor *compositor, GF_Event *ev)
{
	Fixed x, y, trans_scale;
	Fixed dx, dy, key_trans, key_pan, key_exam;
	s32 key_inv;
	u32 keys;
#ifdef SCALE_NAV
	Bool is_pixel_metrics;
#endif
	GF_Camera *cam;
	Fixed zoom = compositor->zoom;

	cam = NULL;
#ifndef GPAC_DISABLE_VRML
	if (compositor->active_layer) {
		cam = compositor_layer3d_get_camera(compositor->active_layer);
#ifdef SCALE_NAV
		is_pixel_metrics = gf_sg_use_pixel_metrics(gf_node_get_graph(compositor->active_layer));
#endif
	}
#endif

	if (!cam) {
		cam = &compositor->visual->camera;
		assert(compositor);
		assert(compositor->scene);
#ifdef SCALE_NAV
		is_pixel_metrics = compositor->traverse_state->pixel_metrics;
#endif
	}
	if (!cam || (cam->navigate_mode==GF_NAVIGATE_NONE)) return 0;

	keys = compositor->key_states;
	if (!cam->navigate_mode && !(keys & GF_KEY_MOD_ALT) ) return 0;
	x = y = 0;
	/*renorm between -1, 1*/
	if (ev->type<=GF_EVENT_MOUSEWHEEL) {
		x = gf_divfix( INT2FIX(ev->mouse.x - (s32) compositor->visual->width/2), INT2FIX(compositor->visual->width));
		y = gf_divfix( INT2FIX(ev->mouse.y - (s32) compositor->visual->height/2), INT2FIX(compositor->visual->height));
	}

	dx = (x - compositor->grab_x);
	dy = (compositor->grab_y - y);

#ifdef SCALE_NAV
	trans_scale = is_pixel_metrics ? cam->width/2 : INT2FIX(10);
	key_trans = is_pixel_metrics ? INT2FIX(10) : cam->avatar_size.x;
#else
	trans_scale = cam->width/20;
	key_trans = cam->avatar_size.x/2;
	//if default VP is quite far from center use larger dz/dy moves
	if (cam->vp_dist>100) trans_scale *= 10;
#endif

	if (cam->world_bbox.is_set && (key_trans*5 > cam->world_bbox.radius)) {
		key_trans = cam->world_bbox.radius / 100;
	}

	key_pan = FIX_ONE/25;
	key_exam = FIX_ONE/20;
	key_inv = 1;

	if (keys & GF_KEY_MOD_SHIFT) {
		dx *= 4;
		dy *= 4;
		key_pan *= 4;
		key_exam *= 4;
		key_trans*=4;
	}

	switch (ev->type) {
	case GF_EVENT_MOUSEDOWN:
		/*left*/
		if (ev->mouse.button==GF_MOUSE_LEFT) {
			compositor->grab_x = x;
			compositor->grab_y = y;
			compositor->navigation_state = 1;

			/*change vp and examine center to current location*/
			if ((keys & GF_KEY_MOD_CTRL) && compositor->hit_square_dist) {
				cam->vp_position = cam->position;
				cam->vp_orientation = camera_get_orientation(cam->position, cam->target, cam->up);
				cam->vp_fov = cam->fieldOfView;
				cam->examine_center = compositor->hit_world_point;
				camera_changed(compositor, cam);
				return 1;
			}
		}
		/*right*/
		else if (ev->mouse.button==GF_MOUSE_RIGHT) {
			if (compositor->navigation_state && (cam->navigate_mode==GF_NAVIGATE_WALK)) {
				camera_jump(cam);
				gf_sc_invalidate(compositor, NULL);
				return 1;
			}
			else if (keys & GF_KEY_MOD_CTRL) gf_sc_fit_world_to_screen(compositor);
		}
		break;

	/* note: shortcuts are mostly the same as blaxxun contact, I don't feel like remembering 2 sets...*/
	case GF_EVENT_MOUSEMOVE:
		if (!compositor->navigation_state) {
			if (cam->navigate_mode==GF_NAVIGATE_GAME) {
				/*init mode*/
				compositor->grab_x = x;
				compositor->grab_y = y;
				compositor->navigation_state = 1;
			}
			return 0;
		}
		compositor->navigation_state++;

		switch (cam->navigate_mode) {
		/*FIXME- we'll likely need a "step" value for walk at some point*/
		case GF_NAVIGATE_WALK:
		case GF_NAVIGATE_FLY:
			view_pan_x(compositor, cam, -dx);
			if (keys & GF_KEY_MOD_CTRL) view_pan_y(compositor, cam, dy);
			else view_translate_z(compositor, cam, gf_mulfix(dy, trans_scale));
			break;
		case GF_NAVIGATE_VR:
			view_pan_x(compositor, cam, -dx);
			if (keys & GF_KEY_MOD_CTRL) view_zoom(compositor, cam, dy);
			else view_pan_y(compositor, cam, dy);
			break;
		case GF_NAVIGATE_PAN:
			view_pan_x(compositor, cam, -dx);
			if (keys & GF_KEY_MOD_CTRL) view_translate_z(compositor, cam, gf_mulfix(dy, trans_scale));
			else view_pan_y(compositor, cam, dy);
			break;
		case GF_NAVIGATE_SLIDE:
			view_translate_x(compositor, cam, gf_mulfix(dx, trans_scale));
			if (keys & GF_KEY_MOD_CTRL) view_translate_z(compositor, cam, gf_mulfix(dy, trans_scale));
			else view_translate_y(compositor, cam, gf_mulfix(dy, trans_scale));
			break;
		case GF_NAVIGATE_EXAMINE:
			if (keys & GF_KEY_MOD_CTRL) {
				view_translate_z(compositor, cam, gf_mulfix(dy, trans_scale));
				view_roll(compositor, cam, gf_mulfix(dx, trans_scale));
			} else {
				if (ABS(dx) > ABS(dy)) {
					view_exam_x(compositor, cam, -gf_mulfix(GF_PI, dx));
				} else {
					view_exam_y(compositor, cam, gf_mulfix(GF_PI, dy));
				}
			}
			break;
		case GF_NAVIGATE_ORBIT:
			if (keys & GF_KEY_MOD_CTRL) {
				view_translate_z(compositor, cam, gf_mulfix(dy, trans_scale));
			} else {
				view_orbit_x(compositor, cam, -gf_mulfix(GF_PI, dx));
				view_orbit_y(compositor, cam, gf_mulfix(GF_PI, dy));
			}
			break;
		case GF_NAVIGATE_GAME:
			view_pan_x(compositor, cam, -dx);
			view_pan_y(compositor, cam, dy);
			break;
		}
		compositor->grab_x = x;
		compositor->grab_y = y;
		return 1;

	case GF_EVENT_MOUSEWHEEL:
		switch (cam->navigate_mode) {
		/*FIXME- we'll likely need a "step" value for walk at some point*/
		case GF_NAVIGATE_WALK:
		case GF_NAVIGATE_FLY:
			view_pan_y(compositor, cam, gf_mulfix(key_pan, ev->mouse.wheel_pos));
			break;
		case GF_NAVIGATE_VR:
			view_zoom(compositor, cam, gf_mulfix(key_pan, ev->mouse.wheel_pos));
			break;
		case GF_NAVIGATE_SLIDE:
		case GF_NAVIGATE_EXAMINE:
		case GF_NAVIGATE_ORBIT:
		case GF_NAVIGATE_PAN:
			if (cam->is_3D) {
				view_translate_z(compositor, cam, gf_mulfix(trans_scale, ev->mouse.wheel_pos) * ((keys & GF_KEY_MOD_SHIFT) ? 4 : 1));
			} else {
				nav_set_zoom_trans_2d(compositor->visual, zoom + INT2FIX(ev->mouse.wheel_pos)/10, 0, 0);
			}
		}
		return 1;

	case GF_EVENT_MOUSEUP:
		if (ev->mouse.button==GF_MOUSE_LEFT) compositor->navigation_state = 0;
		break;

	case GF_EVENT_KEYDOWN:
		switch (ev->key.key_code) {
		case GF_KEY_BACKSPACE:
			gf_sc_reset_graphics(compositor);
			return 1;
		case GF_KEY_C:
			compositor->collide_mode = compositor->collide_mode  ? GF_COLLISION_NONE : GF_COLLISION_DISPLACEMENT;
			return 1;
		case GF_KEY_J:
			if (cam->navigate_mode==GF_NAVIGATE_WALK) {
				camera_jump(cam);
				gf_sc_invalidate(compositor, NULL);
				return 1;
			}
			break;
		case GF_KEY_HOME:
			if (!compositor->navigation_state) {
				compositor->visual->camera.start_zoom = compositor->zoom;
				compositor->zoom = FIX_ONE;
				compositor->interoccular_offset = 0;
				compositor->focus_distance = 0;
				compositor->interoccular_offset = 0;
				compositor->focus_distance = 0;
				compositor_3d_reset_camera(compositor);
			}
			break;
		case GF_KEY_END:
			if (cam->navigate_mode==GF_NAVIGATE_GAME) {
				cam->navigate_mode = GF_NAVIGATE_WALK;
				compositor->navigation_state = 0;
				return 1;
			}
			break;
		case GF_KEY_LEFT:
			key_inv = -1;
		case GF_KEY_RIGHT:
			if (keys & GF_KEY_MOD_ALT) {
				if ( (keys & GF_KEY_MOD_SHIFT) && (compositor->visual->nb_views > 1) ) {
					/*+ or - 10 cm*/
					compositor->focus_distance += INT2FIX(key_inv);
					cam->flags |= CAM_IS_DIRTY;
					fprintf(stderr, "AutoStereo view distance %f - focus %f\n", FIX2FLT(compositor->video_out->view_distance)/100, FIX2FLT(compositor->focus_distance)/100);
					gf_sc_invalidate(compositor, NULL);
					return 1;
				}
				return 0;
			}


			switch (cam->navigate_mode) {
			case GF_NAVIGATE_SLIDE:
				if (keys & GF_KEY_MOD_CTRL) view_pan_x(compositor, cam, key_inv * key_pan);
				else view_translate_x(compositor, cam, key_inv * key_trans);
				break;
			case GF_NAVIGATE_EXAMINE:
				if (keys & GF_KEY_MOD_CTRL) view_roll(compositor, cam, gf_mulfix(dx, trans_scale));
				else view_exam_x(compositor, cam, -key_inv * key_exam);
				break;
			case GF_NAVIGATE_ORBIT:
				if (keys & GF_KEY_MOD_CTRL) view_translate_x(compositor, cam, key_inv * key_trans);
				else view_orbit_x(compositor, cam, -key_inv * key_exam);
				break;
			case GF_NAVIGATE_GAME:
				view_translate_x(compositor, cam, key_inv * key_trans);
				break;
			case GF_NAVIGATE_VR:
				view_pan_x(compositor, cam, -key_inv * key_pan);
				break;
			/*walk/fly/pan*/
			default:
				if (keys & GF_KEY_MOD_CTRL) view_translate_x(compositor, cam, key_inv * key_trans);
				else view_pan_x(compositor, cam, -key_inv * key_pan);
				break;
			}
			return 1;
		case GF_KEY_DOWN:
			key_inv = -1;
		case GF_KEY_UP:
			if (keys & GF_KEY_MOD_ALT) {
				if ( (keys & GF_KEY_MOD_SHIFT) && (compositor->visual->nb_views > 1) ) {
					compositor->interoccular_offset += FLT2FIX(0.5) * key_inv;
					fprintf(stderr, "AutoStereo interoccular distance %f\n", FIX2FLT(compositor->interoccular_distance + compositor->interoccular_offset));
					cam->flags |= CAM_IS_DIRTY;
					gf_sc_invalidate(compositor, NULL);
					return 1;
				}
				return 0;
			}
			switch (cam->navigate_mode) {
			case GF_NAVIGATE_SLIDE:
				if (keys & GF_KEY_MOD_CTRL) view_translate_z(compositor, cam, key_inv * key_trans);
				else view_translate_y(compositor, cam, key_inv * key_trans);
				break;
			case GF_NAVIGATE_EXAMINE:
				if (keys & GF_KEY_MOD_CTRL) view_translate_z(compositor, cam, key_inv * key_trans);
				else view_exam_y(compositor, cam, -key_inv * key_exam);
				break;
			case GF_NAVIGATE_ORBIT:
				if (keys & GF_KEY_MOD_CTRL) view_translate_y(compositor, cam, key_inv * key_trans);
				else view_orbit_y(compositor, cam, -key_inv * key_exam);
				break;
			case GF_NAVIGATE_PAN:
				if (keys & GF_KEY_MOD_CTRL) view_translate_y(compositor, cam, key_inv * key_trans);
				else view_pan_y(compositor, cam, key_inv * key_pan);
				break;
			case GF_NAVIGATE_GAME:
				view_translate_z(compositor, cam, key_inv * key_trans);
				break;
			case GF_NAVIGATE_VR:
				if (keys & GF_KEY_MOD_CTRL) view_zoom(compositor, cam, key_inv * key_pan);
				else view_pan_y(compositor, cam, key_inv * key_pan);
				break;
			/*walk/fly*/
			default:
				if (keys & GF_KEY_MOD_CTRL) view_pan_y(compositor, cam, key_inv * key_pan);
				else view_translate_z(compositor, cam, key_inv * key_trans);
				break;
			}
			return 1;

		case GF_KEY_PAGEDOWN:
			if (keys & GF_KEY_MOD_CTRL) {
				view_zoom(compositor, cam, FIX_ONE/10);
				return 1;
			}
			break;
		case GF_KEY_PAGEUP:
			if (keys & GF_KEY_MOD_CTRL) {
				view_zoom(compositor, cam, -FIX_ONE/10);
				return 1;
			}
			break;
		}
		break;
	}
	return 0;
}
Example #11
0
Bool gf_sc_fit_world_to_screen(GF_Compositor *compositor)
{
	GF_TraverseState tr_state;
	SFVec3f pos, diff;
	Fixed dist, d;
	GF_Camera *cam;
	GF_Node *top;

#ifndef GPAC_DISABLE_VRML
//	if (gf_list_count(compositor->visual->back_stack)) return;
	if (gf_list_count(compositor->visual->view_stack)) return 0;
#endif

	gf_mx_p(compositor->mx);
	top = gf_sg_get_root_node(compositor->scene);
	if (!top) {
		gf_mx_v(compositor->mx);
		return 0;
	}
	memset(&tr_state, 0, sizeof(GF_TraverseState));
	gf_mx_init(tr_state.model_matrix);
	tr_state.traversing_mode = TRAVERSE_GET_BOUNDS;
	tr_state.visual = compositor->visual;
	gf_node_traverse(top, &tr_state);
	if (gf_node_dirty_get(top)) {
		tr_state.bbox.is_set = 0;
	}

	if (!tr_state.bbox.is_set) {
		gf_mx_v(compositor->mx);
		/*empty world ...*/
		if (tr_state.bbox.radius==-1) return 1;
		/*2D world with 3D camera forced*/
		if (tr_state.bounds.width&&tr_state.bounds.height) return 1;
		return 0;
	}

	cam = &compositor->visual->camera;

	cam->world_bbox = tr_state.bbox;
	/*fit is based on bounding sphere*/
	dist = gf_divfix(tr_state.bbox.radius, gf_sin(cam->fieldOfView/2) );
	gf_vec_diff(diff, cam->center, tr_state.bbox.center);
	/*do not update if camera is outside the scene bounding sphere and dist is too close*/
	if (gf_vec_len(diff) > tr_state.bbox.radius + cam->radius) {
		gf_vec_diff(diff, cam->vp_position, tr_state.bbox.center);
		d = gf_vec_len(diff);
		if (d<dist) {
			gf_mx_v(compositor->mx);
			return 1;
		}
	}

	diff = gf_vec_scale(camera_get_pos_dir(cam), dist);
	gf_vec_add(pos, tr_state.bbox.center, diff);
	diff = cam->position;
	camera_set_vectors(cam, pos, cam->vp_orientation, cam->fieldOfView);
	cam->position = diff;
	camera_move_to(cam, pos, cam->target, cam->up);
	cam->examine_center = tr_state.bbox.center;
	cam->flags |= CF_STORE_VP;
	if (cam->z_far < dist) cam->z_far = 10*dist;
	camera_changed(compositor, cam);
	gf_mx_v(compositor->mx);
	return 1;
}