Пример #1
0
//----------------------------------------------------------------//
void ZLFrustum::Init ( const ZLMatrix4x4& invViewProjMtx ) {

	// set up the homogenous coordinates of the canonical view volume
	ZLVec3D nlt ( -1.0f, 1.0f, -1.0f );
	ZLVec3D nrt ( 1.0f, 1.0f, -1.0f );
	ZLVec3D nrb ( 1.0f, -1.0f, -1.0f );
	ZLVec3D nlb ( -1.0f, -1.0f, -1.0f );

	ZLVec3D flt ( -1.0f, 1.0f, 1.0f );
	ZLVec3D frt ( 1.0f, 1.0f, 1.0f );
	ZLVec3D frb ( 1.0f, -1.0f, 1.0f );
	ZLVec3D flb ( -1.0f, -1.0f, 1.0f );

	// compute the corners of the frustum
	invViewProjMtx.Project ( nlt );
	invViewProjMtx.Project ( nrt );
	invViewProjMtx.Project ( nrb );
	invViewProjMtx.Project ( nlb );
	
	invViewProjMtx.Project ( flt );
	invViewProjMtx.Project ( frt );
	invViewProjMtx.Project ( frb );
	invViewProjMtx.Project ( flb );

	this->mPoints [ NEAR_LT_POINT ].Init ( nlt.mX, nlt.mY, nlt.mZ );
	this->mPoints [ NEAR_RT_POINT ].Init ( nrt.mX, nrt.mY, nrt.mZ );
	this->mPoints [ NEAR_RB_POINT ].Init ( nrb.mX, nrb.mY, nrb.mZ );
	this->mPoints [ NEAR_LB_POINT ].Init ( nlb.mX, nlb.mY, nlb.mZ );
	
	this->mPoints [ FAR_LT_POINT ].Init ( flt.mX, flt.mY, flt.mZ );
	this->mPoints [ FAR_RT_POINT ].Init ( frt.mX, frt.mY, frt.mZ );
	this->mPoints [ FAR_RB_POINT ].Init ( frb.mX, frb.mY, frb.mZ );
	this->mPoints [ FAR_LB_POINT ].Init ( flb.mX, flb.mY, flb.mZ );

	// Compute the frustum's axis-aligned bounding box
	this->mAABB.Init ( nlt );
	this->mAABB.Grow ( nrt );
	this->mAABB.Grow ( nrb );
	this->mAABB.Grow ( nlb );
	
	this->mAABB.Grow ( flt );
	this->mAABB.Grow ( frt );
	this->mAABB.Grow ( frb );
	this->mAABB.Grow ( flb );
	
	// intialize the planes
	this->mPlanes [ LEFT_PLANE ].Init ( nlt, flt, flb );
	this->mPlanes [ RIGHT_PLANE ].Init ( nrb, frb, frt );
	
	this->mPlanes [ TOP_PLANE ].Init ( nrt, frt, flt );
	this->mPlanes [ BOTTOM_PLANE ].Init ( nlb, flb, frb );
	
	this->mPlanes [ NEAR_PLANE ].Init ( nrt, nlt, nlb );
	this->mPlanes [ FAR_PLANE ].Init ( flt, frt, frb );
	
	double frustArea = _frustArea ( *this );
	double boxArea = this->mAABB.Area ();
	
	this->mUsePlanesForCull = (( float )( frustArea / boxArea )) < MIN_FILL_RATIO;
}
Пример #2
0
//----------------------------------------------------------------//
void ZLPrism::Transform ( const ZLMatrix4x4& mtx ) {

	mtx.Transform ( mLoc );
	mtx.TransformVec ( mXAxis );
	mtx.TransformVec ( mYAxis );
	mtx.TransformVec ( mZAxis );
}
Пример #3
0
//----------------------------------------------------------------//
ZLRect MOAILayoutFrame::GetScissorRect () {

    ZLRect scissorRect = this->GetFrame ();

    ZLMatrix4x4 mtx;

    // TODO:
    mtx.Init ( this->mLocalToWorldMtx );
    //mtx.Append ( MOAIGfxDevice::Get ().GetWorldToWndMtx ( 1.0f, 1.0f ));
    mtx.Transform ( scissorRect );

    return scissorRect;
}
Пример #4
0
//----------------------------------------------------------------//
ZLRect MOAIScissorRect::GetScissorRect ( const ZLMatrix4x4& worldToWndMtx ) const {

	ZLVec3D vtx3D [ 4 ];

	vtx3D [ 0 ].mX = this->mRect.mXMin;
	vtx3D [ 0 ].mY = this->mRect.mYMin;
	vtx3D [ 0 ].mZ = 0.0f;

	vtx3D [ 1 ].mX = this->mRect.mXMin;
	vtx3D [ 1 ].mY = this->mRect.mYMax;
	vtx3D [ 1 ].mZ = 0.0f;
	
	vtx3D [ 2 ].mX = this->mRect.mXMax;
	vtx3D [ 2 ].mY = this->mRect.mYMax;
	vtx3D [ 2 ].mZ = 0.0f;

	vtx3D [ 3 ].mX = this->mRect.mXMax;
	vtx3D [ 3 ].mY = this->mRect.mYMin;
	vtx3D [ 3 ].mZ = 0.0f;

	ZLMatrix4x4 mtx;
	
	mtx.Init ( this->GetLocalToWorldMtx ());
	mtx.Append ( worldToWndMtx );
	
	mtx.Project ( vtx3D [ 0 ]);
	mtx.Project ( vtx3D [ 1 ]);
	mtx.Project ( vtx3D [ 2 ]);
	mtx.Project ( vtx3D [ 3 ]);
	
	ZLRect scissorRect;

	scissorRect.Init ( vtx3D [ 0 ]);
	scissorRect.Grow ( vtx3D [ 1 ]);
	scissorRect.Grow ( vtx3D [ 2 ]);
	scissorRect.Grow ( vtx3D [ 3 ]);

	if ( this->mScissorRect ) {
		ZLRect parentRect = this->mScissorRect->GetScissorRect ( worldToWndMtx );
		parentRect.Clip ( scissorRect );
	}

	return scissorRect;
}
Пример #5
0
//----------------------------------------------------------------//
void MOAIDraw::DrawRay ( float x, float y, float dx, float dy ) {
	
	USVec2D loc ( x, y );
	USVec2D vec ( dx, dy );
	
	ZLMatrix4x4 mtx = MOAIGfxDevice::Get ().GetViewProjMtx ();
	
	ZLMatrix4x4 invMtx;
	invMtx.Inverse ( mtx );
	
	mtx.Transform ( loc );
	mtx.TransformVec ( vec );
	
	ZLRect viewRect;
	viewRect.Init ( -1.0f, -1.0f, 1.0f, 1.0f );
	
	USVec2D p0;
	USVec2D p1;
	
	if ( viewRect.GetIntersection ( loc, vec, p0, p1 )) {
		
		invMtx.Transform ( p0 );
		invMtx.Transform ( p1 );
		
		MOAIGfxDevice& gfxDevice = MOAIGfxDevice::Get ();
		
		gfxDevice.BeginPrim ( ZGL_PRIM_LINES );
		
			gfxDevice.WriteVtx ( p0.mX, p0.mY, 0.0f );
			gfxDevice.WriteFinalColor4b ();
			
			gfxDevice.WriteVtx ( p1.mX, p1.mY, 0.0f );
			gfxDevice.WriteFinalColor4b ();

		gfxDevice.EndPrim ();
	}
}
Пример #6
0
//----------------------------------------------------------------//
void ZLQuaternion::Get ( ZLMatrix4x4& m ) const {
	
	ZLAffine3D affine;
	this->Get ( affine );
	m.Init ( affine );
}
Пример #7
0
//----------------------------------------------------------------//
void MOAIDraw::DrawAxisGrid ( USVec2D loc, USVec2D vec, float size ) {

	ZLMatrix4x4 mtx = MOAIGfxDevice::Get ().GetViewProjMtx ();
	
	ZLMatrix4x4 invMtx;
	invMtx.Inverse ( mtx );
	
	// Set the axis to the grid length so we can get the length back post-transform
	vec.SetLength ( size );
	
	mtx.Transform ( loc );
	mtx.TransformVec ( vec );

	// Get the axis unit vector
	USVec2D norm = vec;
	size = norm.NormSafe ();
	
	// Get the axis normal
	USVec2D perpNorm ( norm.mY, -norm.mX );
	
	// Project the corners of the viewport onto the axis to get the mix/max bounds
	float dot;
	float min;
	float max;
	
	USVec2D corner;
	
	// left, top
	corner.Init ( -1.0f, 1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = dot;
	max = dot;
	
	// right, top
	corner.Init ( 1.0f, 1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = ( dot < min ) ? dot : min;
	max = ( dot > max ) ? dot : max;
	
	// right, bottom
	corner.Init ( 1.0f, -1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = ( dot < min ) ? dot : min;
	max = ( dot > max ) ? dot : max;
	
	// left, bottom
	corner.Init ( -1.0f, -1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = ( dot < min ) ? dot : min;
	max = ( dot > max ) ? dot : max;
	
	// Get the start andstop grids
	s32 start = ( s32 )( min / size ) - 1;
	s32 stop = ( s32 )( max / size ) + 1;
	
	// Set the pen to the first...
	USVec2D pen = norm;
	pen.Scale (( float )start * size );
	pen.Add ( loc );
	
	// Step along the axis to draw perpendicular grid lines
	ZLRect viewRect;
	viewRect.Init ( -1.0f, -1.0f, 1.0f, 1.0f );
	
	for ( ; start < stop; ++start ) {
		
		USVec2D p0;
		USVec2D p1;
		
		if ( viewRect.GetIntersection ( pen, perpNorm, p0, p1 )) {
			
			invMtx.Transform ( p0 );
			invMtx.Transform ( p1 );
			
			MOAIDraw::DrawLine ( p0, p1 );
		}
		
		pen.Add ( vec );
	}
}