CC3Vector CC3Camera::getProjectLocation( const CC3Vector& a3DLocation ) { // Convert specified location to a 4D homogeneous location vector // and transform it using the modelview and projection matrices. CC3Vector4 hLoc; hLoc.fromLocation(a3DLocation); hLoc = getViewMatrix()->transformHomogeneousVector( hLoc ); hLoc = getProjectionMatrix()->transformHomogeneousVector( hLoc ); // Convert projected 4D vector back to 3D. CC3Vector projectedLoc = hLoc.homogenizedCC3Vector(); // The projected vector is in a projection coordinate space between -1 and +1 on all axes. // Normalize the vector so that each component is between 0 and 1 by calculating ( v = (v + 1) / 2 ). projectedLoc = projectedLoc.average( CC3Vector::kCC3VectorUnitCube ); CCAssert(_viewport.h > 0 && _viewport.w > 0, "%CC3Camera does not have a valid viewport"); // Map the X & Y components of the projected location (now between 0 and 1) to display coordinates. GLfloat g2p = 1.0f / CCDirector::sharedDirector()->getContentScaleFactor(); projectedLoc.x *= ((GLfloat)_viewport.w * g2p); projectedLoc.y *= ((GLfloat)_viewport.h * g2p); // Using the vector from the camera to the 3D location, determine whether or not the // 3D location is in front of the camera by using the dot-product of that vector and // the direction the camera is pointing. Set the Z-component of the projected location // to be the signed distance from the camera to the 3D location, with a positive sign // indicating the location is in front of the camera, and a negative sign indicating // the location is behind the camera. CC3Vector camToLocVector = a3DLocation - getGlobalLocation(); GLfloat camToLocDist = camToLocVector.length(); GLfloat frontOrBack = (GLfloat)SIGN( camToLocVector.dot( getGlobalForwardDirection() ) ); projectedLoc.z = frontOrBack * camToLocDist; //LogTrace(@"%@ projecting location %@ to %@ and orienting with device to %@ using viewport %@", // self, NSStringFromCC3Vector(a3DLocation), NSStringFromCC3Vector(projectedLoc), // NSStringFromCC3Vector(orientedLoc), NSStringFromCC3Viewport(_viewport)); return projectedLoc; }
CC3Vector CC3Camera::calculateLocationToShowAllOf( CC3Node* aNode, const CC3Vector& targLoc, const CC3Vector& aDirection, GLfloat padding, bool checkScene ) { ensureSceneUpdated( checkScene ); // Complementary unit vectors pointing towards camera from node, and vice versa CC3Vector camDir = aDirection.normalize(); CC3Vector viewDir = camDir.negate(); // The camera's new forward direction will be viewDir. Use a matrix to detrmine // the camera's new up and right directions assuming the same scene up direction. CC3Matrix3x3 rotMtx; CC3Matrix3x3PopulateToPointTowards(&rotMtx, viewDir, getReferenceUpDirection()); CC3Vector upDir = CC3Matrix3x3ExtractUpDirection(&rotMtx); CC3Vector rtDir = CC3Matrix3x3ExtractRightDirection(&rotMtx); // Determine the eight vertices, of the node's bounding box, in the global coordinate system CC3Box gbb = aNode->getGlobalBoundingBox(); CC3Vector targetLoc = targLoc; // If a target location has not been specified, use the center of the node's global bounding box if ( targetLoc.isNull() ) targetLoc = gbb.getCenter(); CC3Vector bbMin = gbb.minimum; CC3Vector bbMax = gbb.maximum; CC3Vector bbVertices[8]; bbVertices[0] = cc3v(bbMin.x, bbMin.y, bbMin.z); bbVertices[1] = cc3v(bbMin.x, bbMin.y, bbMax.z); bbVertices[2] = cc3v(bbMin.x, bbMax.y, bbMin.z); bbVertices[3] = cc3v(bbMin.x, bbMax.y, bbMax.z); bbVertices[4] = cc3v(bbMax.x, bbMin.y, bbMin.z); bbVertices[5] = cc3v(bbMax.x, bbMin.y, bbMax.z); bbVertices[6] = cc3v(bbMax.x, bbMax.y, bbMin.z); bbVertices[7] = cc3v(bbMax.x, bbMax.y, bbMax.z); // Express the camera's FOV in terms of ratios of the near clip bounds to // the near clip distance, so we can determine distances using similar triangles. CCSize fovRatios = getFovRatios(); // Iterate through all eight vertices of the node's bounding box, and calculate // the largest distance required to place the camera away from the center of the // node in order to fit all eight vertices within the camera's frustum. // Simultaneously, calculate the extra distance from the center of the node to // the vertex that will be farthest from the camera, so we can ensure that all // vertices will fall within the frustum's far end. GLfloat maxCtrDist = 0; GLfloat maxVtxDeltaDist = 0; GLfloat minVtxDeltaDist = 0; for (int i = 0; i < 8; i++) { // Get a vector from the target location to the vertex CC3Vector relVtx = bbVertices[i] - targetLoc; // Project that vector onto each of the camera's new up and right directions, // and use similar triangles to determine the distance at which to place the // camera so that the vertex will fit in both the up and right directions. GLfloat vtxDistUp = fabs(relVtx.dot( upDir ) / fovRatios.height); GLfloat vtxDistRt = fabs(relVtx.dot( rtDir ) / fovRatios.width); GLfloat vtxDist = MAX(vtxDistUp, vtxDistRt); // Calculate how far along the view direction the vertex is from the center GLfloat vtxDeltaDist = relVtx.dot( viewDir ); GLfloat ctrDist = vtxDist - vtxDeltaDist; // Accumulate the maximum distance from the node's center to the camera // required to fit all eight points, and the distance from the node's // center to the vertex that will be farthest away from the camera. maxCtrDist = MAX(maxCtrDist, ctrDist); maxVtxDeltaDist = MAX(maxVtxDeltaDist, vtxDeltaDist); minVtxDeltaDist = MIN(minVtxDeltaDist, vtxDeltaDist); } // Add some padding so we will have a bit of space around the node when it fills the view. maxCtrDist *= (1 + padding); // Determine if we need to move the far end of the camera frustum farther away GLfloat farClip = viewDir.scaleUniform(maxCtrDist + maxVtxDeltaDist).length(); farClip *= (GLfloat)(1 + kCC3FrustumFitPadding); // Include a little bit of padding if (farClip > getFarClippingDistance()) setFarClippingDistance( farClip ); // Determine if we need to move the near end of the camera frustum closer GLfloat nearClip = viewDir.scaleUniform(maxCtrDist + minVtxDeltaDist).length(); nearClip *= (GLfloat)(1 - kCC3FrustumFitPadding); // Include a little bit of padding if (nearClip < getNearClippingDistance()) setNearClippingDistance( nearClip ); //LogTrace(@"%@ moving to %@ to show %@ at %@ within %@ with new farClip: %.3f", self, // NSStringFromCC3Vector(CC3VectorAdd(targLoc, CC3VectorScaleUniform(camDir, maxCtrDist))), // aNode, NSStringFromCC3Vector(targLoc), _frustum, self.farClippingDistance); // Return the new location of the camera, return targetLoc.add( camDir.scaleUniform( maxCtrDist ) ); }