Пример #1
0
void OpenGLRenderer::setupCameraPerspective(float pitch, float heading, float fov) {
	// TODO: Find a correct and exact formula for the FOV
	GLfloat glFOV = 0.63 * fov; // Approximative and experimental formula
	if (fov > 79.0 && fov < 81.0)
		glFOV = 50.5; // Somewhat good value for fov == 80
	else if (fov > 59.0 && fov < 61.0)
		glFOV = 36.0; // Somewhat good value for fov == 60

	Common::Rect frame = frameViewport();
	glViewport(frame.left, frame.top, frame.width(), frame.height());
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	Math::Matrix4 m = Math::makePerspectiveMatrix(glFOV, (GLfloat)kOriginalWidth / (GLfloat)kFrameHeight, 1.0, 10000.0);
	glMultMatrixf(m.getData());

	// Rotate the model to simulate the rotation of the camera
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glRotatef(pitch, -1.0f, 0.0f, 0.0f);
	glRotatef(heading - 180.0f, 0.0f, 1.0f, 0.0f);

	glGetDoublev(GL_MODELVIEW_MATRIX, _cubeModelViewMatrix);
	glGetDoublev(GL_PROJECTION_MATRIX, _cubeProjectionMatrix);
	glGetIntegerv(GL_VIEWPORT, (GLint *)_cubeViewport);
}
Пример #2
0
void Lua_V2::WorldToScreen() {
	lua_Object xObj = lua_getparam(1);
	lua_Object yObj = lua_getparam(2);
	lua_Object zObj = lua_getparam(3);
	if (!lua_isnumber(xObj) || !lua_isnumber(yObj) || !lua_isnumber(zObj)) {
		lua_pushnumber(0.0);
		lua_pushnumber(0.0);
		return;
	}

	float x = lua_getnumber(xObj);
	float y = lua_getnumber(yObj);
	float z = lua_getnumber(zObj);
	Math::Vector3d pos = Math::Vector3d(x, y, z);

	const Set::Setup *setup = g_emi->getCurrSet()->getCurrSetup();
	const Math::Vector3d interest = setup->_interest;
	const float roll = setup->_roll;
	const Math::Quaternion quat = Math::Quaternion(interest.x(), interest.y(), interest.z(), roll);
	Math::Matrix4 view = quat.toMatrix();
	view.transpose();

	pos -= setup->_pos;
	pos = view.getRotation() * pos;
	pos.z() = -pos.z();

	Math::Matrix4 proj = GfxBase::makeProjMatrix(setup->_fov, setup->_nclip, setup->_fclip);
	proj.transpose();
	Math::Vector4d screen = proj * Math::Vector4d(pos.x(), pos.y(), pos.z(), 1.0);
	screen /= screen.w();

	lua_pushnumber((screen.x() + 1) * 320);
	lua_pushnumber((1 - screen.y()) * 240);
}
Пример #3
0
void EMIModel::setSkeleton(Skeleton *skel) {
	if (_skeleton == skel) {
		return;
	}
	_skeleton = skel;
	if (!skel || !_numBoneInfos) {
		return;
	}
	int boneVert = 0;
	delete[] _vertexBoneInfo; _vertexBoneInfo = NULL;
	delete[] _vertexBone; _vertexBone = NULL;
	_vertexBoneInfo = new int[_numBoneInfos];
	_vertexBone = new int[_numBoneInfos]; // Oversized, but yeah.

	for (int i = 0; i < _numBoneInfos; i++) {
		_vertexBoneInfo[i] = _skeleton->findJointIndex(_boneNames[_boneInfos[i]._joint], _skeleton->_numJoints);

		if (_boneInfos[i]._incFac == 1) {
			_vertexBone[boneVert] = i;
			boneVert++;
		}
	}

	Math::Vector3d vertex;
	Math::Matrix4 mat;
	for (int i = 0; i < _numVertices; i++) {
		vertex = _vertices[i];
		if (_vertexBoneInfo[_vertexBone[i]] != -1) {
			mat = _skeleton->_joints[_vertexBoneInfo[_vertexBone[i]]]._absMatrix;
			mat.inverseTranslate(&vertex);
			mat.inverseRotate(&vertex);
		}
		_vertices[i] = vertex;
	}
}
Пример #4
0
void SoundTrack::updatePosition() {
    if (!_positioned)
        return;

    Set *set = g_grim->getCurrSet();
    Set::Setup *setup = set->getCurrSetup();
    Math::Vector3d cameraPos = setup->_pos;
    Math::Vector3d vector = _pos - cameraPos;
    float distance = vector.getMagnitude();
    _attenuation = MAX(0.0f, 1.0f - distance / (_volume * 100.0f / Audio::Mixer::kMaxChannelVolume));
    if (!isfinite(_attenuation)) {
        _attenuation = 0.0f;
    }

    Math::Matrix4 worldRot = setup->_rot;
    Math::Vector3d relPos = (_pos - setup->_pos);
    Math::Vector3d p(relPos);
    worldRot.inverseRotate(&p);
    float angle = atan2(p.x(), p.z());
    float pan = sin(angle);
    _balance = (int)(pan * 127.0f);

    if (_handle) {
        g_system->getMixer()->setChannelBalance(*_handle, _balance);
        g_system->getMixer()->setChannelVolume(*_handle, (byte)getEffectiveVolume());
    }
}
Пример #5
0
void TinyGLRenderer::setupCameraPerspective(float pitch, float heading, float fov) {
	// TODO: Find a correct and exact formula for the FOV
	TGLfloat glFOV = 0.63 * fov; // Approximative and experimental formula
	if (fov > 79.0 && fov < 81.0)
		glFOV = 50.5; // Somewhat good value for fov == 80
	else if (fov > 59.0 && fov < 61.0)
		glFOV = 36.0; // Somewhat good value for fov == 60

	// NOTE: tinyGL viewport implementation needs to be checked as it doesn't behave the same as openGL
	tglViewport(0, kTopBorderHeight, kOriginalWidth, kFrameHeight);
	tglMatrixMode(TGL_PROJECTION);
	tglLoadIdentity();
	Math::Matrix4 m = Math::makePerspectiveMatrix(glFOV, (TGLfloat)kOriginalWidth / (TGLfloat)kFrameHeight, 1.0, 10000.0);
	tglMultMatrixf(m.getData());

	// Rotate the model to simulate the rotation of the camera
	tglMatrixMode(TGL_MODELVIEW);
	tglLoadIdentity();
	tglRotatef(pitch, -1.0f, 0.0f, 0.0f);
	tglRotatef(heading - 180.0f, 0.0f, 1.0f, 0.0f);

	tglGetFloatv(TGL_MODELVIEW_MATRIX, _cubeModelViewMatrix);
	tglGetFloatv(TGL_PROJECTION_MATRIX, _cubeProjectionMatrix);
	tglGetIntegerv(TGL_VIEWPORT, (TGLint *)_cubeViewport);
}
Пример #6
0
            inline void tglMultMatrix(const math::Matrix4& matrix)
            {
#if defined(TAU_SCALAR_DOUBLE)
                    glMultTransposeMatrixd((const double*)matrix.getData());
#else
                    glMultTransposeMatrixf((const float*)matrix.getData());
#endif
            }
Пример #7
0
//-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
const Math::Point3
PhysicsActor::getPosition()
{
    Math::Point3 position;
    Math::Matrix4 matrix;
    NewtonBodyGetMatrix(m_pActor, matrix.m_array);
    matrix.getPosition(position);
    return position;
}
Пример #8
0
bool VisualActor::intersectRay(const Math::Ray &ray, const Math::Vector3d position, float direction) {
	Math::Matrix4 inverseModelMatrix = getModelMatrix(position, direction);
	inverseModelMatrix.inverse();

	// Build an object local ray from the world ray
	Math::Ray localRay = ray;
	localRay.transform(inverseModelMatrix);

	return _model->intersectRay(localRay);
}
Пример #9
0
Math::Matrix4 VisualActor::getModelMatrix(const Math::Vector3d& position, float direction) {
	Math::Matrix4 posMatrix;
	posMatrix.setPosition(position);

	Math::Matrix4 rot1;
	rot1.buildAroundX(90);

	Math::Matrix4 rot2;
	rot2.buildAroundY(270 - direction);

	Math::Matrix4 scale;
	scale.setValue(2, 2, -1.0f);

	return posMatrix * rot1 * rot2 * scale;
}
Пример #10
0
//-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
void
PhysicsActor::getOrientation(Math::Matrix4& _orient)
{
    Math::Matrix4 matrix;
    NewtonBodyGetMatrix(m_pActor, matrix.m_array);

    // ensure a zero offset for the returned orientation matrix:
    matrix.setPosition(0.0f, 0.0f, 0.0f);
    
    // transfer values to the return matrix:
    for (int i = 0; i < 16; i++)
    {
        _orient.m_array[i] = matrix.m_array[i];
    }
}
Пример #11
0
void BaseRenderer::setupCameraPerspective(float pitch, float heading, float fov) {
	_projectionMatrix = makeProjectionMatrix(fov);
	_modelViewMatrix = Math::Matrix4(180.0f - heading, pitch, 0.0f, Math::EO_YXZ);

	Math::Matrix4 proj = _projectionMatrix;
	Math::Matrix4 model = _modelViewMatrix;
	proj.transpose();
	model.transpose();

	_mvpMatrix = proj * model;

	_frustum.setup(_mvpMatrix);

	_mvpMatrix.transpose();
}
Пример #12
0
void OpenGLSPropRenderer::render(const Math::Vector3d position, float direction) {
	if (_faceVBO == -1) {
		// Update the OpenGL Buffer Objects if required
		clearVertices();
		uploadVertices();
	}

	_gfx->set3DMode();

	Math::Matrix4 model = getModelMatrix(position, direction);
	Math::Matrix4 view = StarkScene->getViewMatrix();
	Math::Matrix4 projection = StarkScene->getProjectionMatrix();

	Math::Matrix4 mvp = projection * view * model;
	mvp.transpose();

	_shader->use(true);
	_shader->setUniform("mvp", mvp);

	const Common::Array<Formats::BiffMesh::Face> &faces = _model->getFaces();
	const Common::Array<Formats::BiffMesh::Material> &materials = _model->getMaterials();

	for (Common::Array<Formats::BiffMesh::Face>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
		const Formats::BiffMesh::Material &material = materials[face->materialId];

		// For each face draw its vertices from the VBO, indexed by the EBO
		const Gfx::Texture *tex = _texture->getTexture(material.texture);
		if (tex) {
			tex->bind();
		} else {
			glBindTexture(GL_TEXTURE_2D, 0);
		}

		GLuint ebo = _faceEBO[face];

		_shader->enableVertexAttribute("position", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 0);
		_shader->enableVertexAttribute("normal", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 12);
		_shader->enableVertexAttribute("texcoord", _faceVBO, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), 24);
		_shader->use(true);
		_shader->setUniform("textured", tex != nullptr);
		_shader->setUniform("color", Math::Vector3d(material.r, material.g, material.b));

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
		glDrawElements(GL_TRIANGLES, face->vertexIndices.size(), GL_UNSIGNED_INT, 0);

		glUseProgram(0);
	}
}
Пример #13
0
Math::Matrix4 VisualProp::getModelMatrix(const Math::Vector3d& position, float direction) {
	Math::Matrix4 posMatrix;
	posMatrix.setPosition(position);

	Math::Matrix4 rot1;
	rot1.buildAroundX(90);

	Math::Matrix4 rot2;
	rot2.buildAroundY(270 - direction);

	Math::Matrix4 scale;
	scale.setValue(2, 2, -1.0f);

	Math::Matrix4 modelTransform = _model->getTransform();

	// FIXME: Why has the scale to be after the model transform?
	return posMatrix * rot1 * rot2 * modelTransform * scale;
}
Пример #14
0
//-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
void
PhysicsActor::setOrientation(const Math::Matrix4& _orient)
{
    // transfer values from input matrix to temporary matrix:
    Math::Matrix4 matrix;
    for (int i = 0; i < 16; i++)
    {
        matrix.m_array[i] = _orient.m_array[i];
    }

    // add offset to orientation matrix before setting body:
    Math::Point3 pos;
    pos = getPosition();
    matrix.setPosition(pos);

    setActivationState(true);
    m_activationState = 1;

    NewtonBodySetMatrix(m_pActor, matrix.m_array);
}
void ShaderRenderer::setupCameraPerspective(float pitch, float heading, float fov) {
  // TODO: Find a correct and exact formula for the FOV
  GLfloat glFOV = 0.63 * fov; // Approximative and experimental formula
  if (fov > 79.0 && fov < 81.0)
    glFOV = 50.5; // Somewhat good value for fov == 80
  else if (fov > 59.0 && fov < 61.0)
    glFOV = 36.0; // Somewhat good value for fov == 60

  glViewport(0, kBottomBorderHeight, kOriginalWidth, kFrameHeight);

  const Math::Vector2d topLeft = Math::Vector2d(0, kBottomBorderHeight + kFrameHeight);
  const Math::Vector2d bottomRight = Math::Vector2d(kOriginalWidth, kBottomBorderHeight);
  _viewport = Math::Rect2d(topLeft, bottomRight);

  float nclip = 1.0, fclip = 10000.0;
  float aspect = _viewport.getWidth() / _viewport.getHeight();

  // taken from glm
  float range = nclip * tan(glFOV / 2 * (LOCAL_PI / 180));
  float left = -range * aspect;
  float right = range * aspect;
  float bottom = -range;
  float top = range;

  Math::Matrix4 proj;
  proj(0,0) = (2.0f * nclip) / (right - left);
  proj(1,1) = (2.0f * nclip) / (top - bottom);
  proj(2,0) = (right + left) / (right - left);
  proj(2,1) = 0.0f; // (top + bottom) / (top - bottom);
  proj(2,2) = -(fclip + nclip) / (fclip - nclip);
  proj(2,3) = -1.0f;
  proj(3,2) = -(2.0f * fclip * nclip) / (fclip - nclip);
  proj(3,3) = 0.0f;
  proj.transpose();

  Math::Matrix4 model = Math::Quaternion::fromEuler(180.0f - heading, pitch, 0.0f).toMatrix();
  model.transpose();

  _mvpMatrix = proj * model;
  _mvpMatrix.transpose();
}
Пример #16
0
void Transform::SetObjectTransform( const Math::Matrix4& transform )
{
    Math::Scale scale;
    Math::EulerAngles rotate;
    Math::Vector3 translate;
    transform.Decompose( scale, rotate, translate );

    m_Scale = scale;
    m_Rotate = rotate;
    m_Translate = translate;
    m_ObjectTransform = transform;
}
Пример #17
0
Math::Vector3d Actor::getWorldPos() const {
	if (! isAttached())
		return getPos();

	EMICostume * cost = static_cast<EMICostume *>(_attachedActor->getCurrentCostume());
	assert(cost != NULL);

	Math::Matrix4 attachedToWorld;
	attachedToWorld.setPosition(_attachedActor->getPos());
	attachedToWorld.buildFromPitchYawRoll(_attachedActor->getPitch(), _attachedActor->getYaw(), _attachedActor->getRoll());

	// If we were attached to a joint, factor in the joint's position & rotation,
	// relative to its actor.
	if (cost->_emiSkel && cost->_emiSkel->_obj) {
		Joint * j = cost->_emiSkel->_obj->getJointNamed(_attachedJoint);
		const Math::Matrix4 & jointToAttached = j->_finalMatrix;
		attachedToWorld = attachedToWorld * jointToAttached;
	}

	Math::Vector3d myPos = getPos();
	attachedToWorld.transform(&myPos, true);
	return myPos;
}
Пример #18
0
void EMIHead::lookAt(bool entering, const Math::Vector3d &point, float rate, const Math::Matrix4 &matrix) {
	if (!_cost->_emiSkel || !_cost->_emiSkel->_obj)
		return;

	if (_jointName.empty())
		return;

	Joint *joint = _cost->_emiSkel->_obj->getJointNamed(_jointName);
	if (!joint)
		return;

	Math::Quaternion lookAtQuat; // Note: Identity if not looking at anything.

	if (entering) {
		Math::Matrix4 jointToWorld = _cost->getOwner()->getFinalMatrix() * joint->_finalMatrix;
		Math::Vector3d jointWorldPos = jointToWorld.getPosition();
		Math::Matrix4 worldToJoint = jointToWorld;
		worldToJoint.invertAffineOrthonormal();

		Math::Vector3d targetDir = (point + _offset) - jointWorldPos;
		targetDir.normalize();

		const Math::Vector3d worldUp(0, 1, 0);
		Math::Vector3d frontDir = Math::Vector3d(worldToJoint(0, 1), worldToJoint(1, 1), worldToJoint(2, 1)); // Look straight ahead. (+Y)
		Math::Vector3d modelFront(0, 0, 1);
		Math::Vector3d modelUp(0, 1, 0);

		joint->_absMatrix.inverseRotate(&modelFront);
		joint->_absMatrix.inverseRotate(&modelUp);

		// Generate a world-space look at matrix.
		Math::Matrix4 lookAtTM;
		lookAtTM.setToIdentity();

		if (Math::Vector3d::dotProduct(targetDir, worldUp) >= 0.98f) // Avoid singularity if trying to look straight up.
			lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, -frontDir); // Instead of orienting head towards scene up, orient head towards character "back",
		else if (Math::Vector3d::dotProduct(targetDir, worldUp) <= -0.98f) // Avoid singularity if trying to look straight down.
			lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, frontDir); // Instead of orienting head towards scene down, orient head towards character "front",
		else
			lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, worldUp);

		// Convert from world-space to joint-space.
		lookAtTM = worldToJoint * lookAtTM;

		// Apply angle limits.
		Math::Angle p, y, r;
		lookAtTM.getXYZ(&y, &p, &r, Math::EO_ZXY);

		y.clampDegrees(_yawRange);
		p.clampDegrees(_minPitch, _maxPitch);
		r.clampDegrees(30.0f);

		lookAtTM.buildFromXYZ(y, p, r, Math::EO_ZXY);

		lookAtQuat.fromMatrix(lookAtTM.getRotation());
	}

	if (_headRot != lookAtQuat) {
		Math::Quaternion diff = _headRot.inverse() * lookAtQuat;
		float angle = 2 * acos(diff.w());
		if (diff.w() < 0.0f) {
			angle = 2 * (float)M_PI - angle;
		}

		float turnAmount = g_grim->getPerSecond(rate * ((float)M_PI / 180.0f));
		if (turnAmount < angle)
			_headRot = _headRot.slerpQuat(lookAtQuat, turnAmount / angle);
		else
			_headRot = lookAtQuat;
	}

	if (_headRot != Math::Quaternion()) { // If not identity..
		joint->_animMatrix = joint->_animMatrix * _headRot.toMatrix();
		joint->_animQuat = joint->_animQuat * _headRot;
		_cost->_emiSkel->_obj->commitAnim();
	}
}
Пример #19
0
void Head::Joint::orientTowards(bool entering, const Math::Vector3d &point, float rate, const Math::Matrix4 &matrix,
	float maxPitch, float maxYaw, float maxRoll, float constrain) {
	float step = g_grim->getPerSecond(rate);
	float yawStep = step;
	float pitchStep = step / 3.0f;
	float rollStep = step / 3.0f;

	if (!_node)
		return;

	// Make sure we have up-to-date world transform matrices computed for the joint nodes of this character.
	_node->_needsUpdate = true;
	ModelNode *p = _node;
	while (p->_parent) {
		p = p->_parent;
		p->_needsUpdate = true;
	}
	p->setMatrix(matrix);
	p->update();

	Math::Vector3d modelFront; // the modeling convention for the forward direction.
	Math::Vector3d modelUp; // the modeling convention for the upward direction.
	Math::Vector3d frontDir; // Character front facing direction vector in world space (global scene coordinate space)

	// the character head coordinate frame is: +Y forward, +Z up, +X right.
	frontDir = Math::Vector3d(_node->_matrix(0,1), _node->_matrix(1,1), _node->_matrix(2,1)); // Look straight ahead. (+Y)
	modelFront = Math::Vector3d(0,1,0);
	modelUp = Math::Vector3d(0,0,1);

	// v is the world space direction vector this character should be looking towards.
	Math::Vector3d targetDir = point - _node->_pivotMatrix.getPosition();
	if (!entering)
		targetDir = frontDir;
	if (targetDir.isZero())
		return;

	targetDir.normalize();

	// The vector v is in world space, so generate the world space lookat matrix for the desired head facing
	// orientation.
	Math::Matrix4 lookAtTM;
	lookAtTM.setToIdentity();
	const Math::Vector3d worldUp(0,0,1); // The Residual scene convention: +Z is world space up.
	if (Math::Vector3d::dotProduct(targetDir, worldUp) >= 0.98f) // Avoid singularity if trying to look straight up.
		lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, -frontDir); // Instead of orienting head towards scene up, orient head towards character "back",
	                                                                // i.e. when you look straight up, your head up vector tilts/arches to point straight backwards.
	else if (Math::Vector3d::dotProduct(targetDir, worldUp) <= -0.98f) // Avoid singularity if trying to look straight down.
		lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, frontDir); // Instead of orienting head towards scene down, orient head towards character "front",
																   // i.e. when you look straight down, your head up vector tilts/arches to point straight forwards.
	else
		lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, worldUp);
	// The above specifies the world space orientation of this bone, but we need to output
	// the orientation in parent space (as yaw/pitch/roll).

	// Get the coordinate frame in which we need to produce the character head yaw/pitch/roll values.
	Math::Matrix4 parentWorldTM;
	if (_node->_parent)
		parentWorldTM = _node->_parent->_matrix;

	// While we could compute the desired lookat direction directly in the above coordinate frame,
	// it is preferrable to compute the lookat direction with respect to the head orientation in
	// the keyframe animation. This is because the LUA scripts specify the maximum head yaw, pitch and
	// roll values with respect to those keyframe animations. If the lookat was simply computed
	// directly in the space of the parent, we couldn't apply the head maxYaw/Pitch/Roll constraints
	// properly. So, compute the coordinate frame of this bone in the keyframe animation.
	Math::Matrix4 animFrame = _node->_localMatrix;
	parentWorldTM = parentWorldTM * animFrame;
	parentWorldTM.invertAffineOrthonormal();

	// Convert lookAtTM orientation from world space to parent-with-keyframe-animation space.
	lookAtTM = parentWorldTM * lookAtTM;

	// Decompose to yaw-pitch-roll (+Z, +X, +Y).
	// In this space, Yaw is +Z. Pitch is +X. Roll is +Y.
	Math::Angle y, pt, r;
	lookAtTM.getPitchYawRoll(&pt, &y, &r);

	y = y * constrain;
	pt = pt * constrain;
	r = r * constrain;

	// Constrain the maximum head movement, as desired by the game LUA scripts.
	y.clampDegrees(maxYaw);
	pt.clampDegrees(maxPitch);
	r.clampDegrees(maxRoll);

	// Also limit yaw, pitch and roll to make at most a movement as large as the given max step size during this frame.
	// This will produce a slow head-turning animation instead of immediately snapping to the
	// target lookat orientation.
	if (y - _yaw > yawStep)
		y = _yaw + yawStep;
	if (_yaw - y > yawStep)
		y = _yaw - yawStep;

	if (pt - _pitch > pitchStep)
		pt = _pitch + pitchStep;
	if (_pitch - pt > pitchStep)
		pt = _pitch - pitchStep;

	if (r - _roll > rollStep)
		r = _roll + rollStep;
	if (_roll - r > rollStep)
		r = _roll - rollStep;

	// Remember how far we animated the head this frame, and we'll continue from here the next frame.
	_pitch = pt;
	_yaw = y;
	_roll = r;

	// Assemble ypr back to a matrix.
	// This matrix is the head orientation with respect to parent-with-keyframe-animation space.
	lookAtTM.buildFromPitchYawRoll(pt, y, r);

	// What follows is a hack: Since translateObject(ModelNode *node, bool reset) in this file,
	// and GfxOpenGL/GfxTinyGL::drawHierachyNode concatenate transforms incorrectly, by summing up
	// euler angles, do a hack here where we do the proper transform here already, and *subtract off*
	// the YPR scalars from the animYPR scalars to cancel out the values that those pieces of code
	// will later accumulate. After those pieces of code have been fixed, the following lines can
	// be deleted, and this function can simply output the contents of pt, y and r variables above.
	lookAtTM = animFrame * lookAtTM;

	lookAtTM.getPitchYawRoll(&pt, &y, &r);
	_node->_animYaw = y - _node->_yaw;
	_node->_animPitch = pt - _node->_pitch;
	_node->_animRoll = r - _node->_roll;
}
Пример #20
0
void Head::lookAt(bool entering, const Math::Vector3d &point, float rate, const Math::Matrix4 &matrix) {
	if (_joint1Node) {
		float step = g_grim->getPerSecond(rate);
		float yawStep = step;
		float pitchStep = step / 3.f;
		if (!entering) {
			//animate yaw
			if (_headYaw > yawStep) {
				_headYaw -= yawStep;
			} else if (_headYaw < -yawStep) {
				_headYaw += yawStep;
			} else {
				_headYaw = 0;
			}
			//animate pitch
			if (_headPitch > pitchStep) {
				_headPitch -= pitchStep;
			} else if (_headPitch < -pitchStep) {
				_headPitch += pitchStep;
			} else {
				_headPitch = 0;
			}
			_joint1Node->_animYaw = _headYaw;
			Math::Angle pi = _headPitch / 3.f;
			_joint1Node->_animPitch += pi;
			_joint2Node->_animPitch += pi;
			_joint3Node->_animPitch += pi;
			_joint1Node->_animRoll = (_joint1Node->_animYaw.getDegrees() / 20.f) *
			_headPitch.getDegrees() / -5.f;

			if (_joint1Node->_animRoll > _maxRoll)
				_joint1Node->_animRoll = _maxRoll;
			if (_joint1Node->_animRoll < -_maxRoll)
				_joint1Node->_animRoll = -_maxRoll;
			return;
		}

		ModelNode *p = _joint3Node;
		while (p->_parent) {
			p = p->_parent;
		}
		p->setMatrix(matrix);
		p->update();

		Math::Vector3d v = point - _joint3Node->_matrix.getPosition();
		if (v.isZero()) {
			return;
		}

		float magnitude = sqrt(v.x() * v.x() + v.y() * v.y());
		float a = v.x() / magnitude;
		float b = v.y() / magnitude;
		float yaw;
		yaw = acos(a) * (180.0f / LOCAL_PI);
		if (b < 0.0f)
			yaw = 360.0f - yaw;

		Math::Angle bodyYaw = matrix.getYaw();
		p = _joint1Node->_parent;
		while (p) {
			bodyYaw += p->_yaw + p->_animYaw;
			p = p->_parent;
		}

		_joint1Node->_animYaw = (- 90 + yaw - bodyYaw);
		if (_joint1Node->_animYaw < -180.) {
			_joint1Node->_animYaw += 360;
		}
		if (_joint1Node->_animYaw > 180.) {
			_joint1Node->_animYaw -= 360;
		}

		if (_joint1Node->_animYaw > _maxYaw)
			_joint1Node->_animYaw = _maxYaw;
		if (_joint1Node->_animYaw < -_maxYaw)
			_joint1Node->_animYaw = -_maxYaw;

		float sqLenght = v.x() * v.x() + v.y() * v.y();
		float h;
		if (sqLenght > 0) {
			h = sqrt(sqLenght);
		} else {
			h = -sqrt(sqLenght);
		}
		magnitude = sqrt(v.z() * v.z() + h * h);
		a = h / magnitude;
		b = v.z() / magnitude;
		Math::Angle pitch;
		pitch = acos(a) * (180.0f / LOCAL_PI);

		if (b < 0.0f)
			pitch = 360.0f - pitch;

		if (pitch > 180)
			pitch -= 360;

		if (pitch > _maxPitch)
			pitch = _maxPitch;
		if (pitch < -_maxPitch)
			pitch = -_maxPitch;

		if ((_joint1Node->_animYaw > 0 && pitch < 0) || (_joint1Node->_animYaw < 0 && pitch > 0)) {
			pitch += _joint1Node->_animYaw / 10.f;
		} else {
			pitch -= _joint1Node->_animYaw / 10.f;
		}

		//animate pitch
		if (pitch - _headPitch > pitchStep)
			pitch = _headPitch + pitchStep;
		if (_headPitch - pitch > pitchStep)
			pitch = _headPitch - pitchStep;

		Math::Angle pi = pitch / 3.f;
		_joint1Node->_animPitch += pi;
		_joint2Node->_animPitch += pi;
		_joint3Node->_animPitch += pi;

		//animate yaw
		if (_joint1Node->_animYaw - _headYaw > yawStep)
			_joint1Node->_animYaw = _headYaw + yawStep;
		if (_headYaw - _joint1Node->_animYaw > yawStep)
			_joint1Node->_animYaw = _headYaw - yawStep;

		_joint1Node->_animRoll = (_joint1Node->_animYaw.getDegrees() / 20.f) *
		pitch.getDegrees() / -5.f;

		if (_joint1Node->_animRoll > _maxRoll)
			_joint1Node->_animRoll = _maxRoll;
		if (_joint1Node->_animRoll < -_maxRoll)
			_joint1Node->_animRoll = -_maxRoll;

		_headPitch = pitch;
		_headYaw = _joint1Node->_animYaw;
	}
}
Пример #21
0
void Frustum::setup(const Math::Matrix4 &matrix) {
	// Based on "Fast Extraction of Viewing Frustum Planes from the
	// World-View-Projection matrix" by Gil Gribb and Klaus Hartmann.
	// http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction.pdf

	_planes[0]._normal.x() = matrix.getValue(3, 0) + matrix.getValue(0, 0);
	_planes[0]._normal.y() = matrix.getValue(3, 1) + matrix.getValue(0, 1);
	_planes[0]._normal.z() = matrix.getValue(3, 2) + matrix.getValue(0, 2);
	_planes[0]._d = matrix.getValue(3, 3) + matrix.getValue(0, 3);

	_planes[1]._normal.x() = matrix.getValue(3, 0) - matrix.getValue(0, 0);
	_planes[1]._normal.y() = matrix.getValue(3, 1) - matrix.getValue(0, 1);
	_planes[1]._normal.z() = matrix.getValue(3, 2) - matrix.getValue(0, 2);
	_planes[1]._d = matrix.getValue(3, 3) - matrix.getValue(0, 3);

	_planes[2]._normal.x() = matrix.getValue(3, 0) - matrix.getValue(1, 0);
	_planes[2]._normal.y() = matrix.getValue(3, 1) - matrix.getValue(1, 1);
	_planes[2]._normal.z() = matrix.getValue(3, 2) - matrix.getValue(1, 2);
	_planes[2]._d = matrix.getValue(3, 3) - matrix.getValue(1, 3);

	_planes[3]._normal.x() = matrix.getValue(3, 0) + matrix.getValue(1, 0);
	_planes[3]._normal.y() = matrix.getValue(3, 1) + matrix.getValue(1, 1);
	_planes[3]._normal.z() = matrix.getValue(3, 2) + matrix.getValue(1, 2);
	_planes[3]._d = matrix.getValue(3, 3) + matrix.getValue(1, 3);

	_planes[4]._normal.x() = matrix.getValue(3, 0) + matrix.getValue(2, 0);
	_planes[4]._normal.y() = matrix.getValue(3, 1) + matrix.getValue(2, 1);
	_planes[4]._normal.z() = matrix.getValue(3, 2) + matrix.getValue(2, 2);
	_planes[4]._d = matrix.getValue(3, 3) + matrix.getValue(2, 3);

	_planes[5]._normal.x() = matrix.getValue(3, 0) - matrix.getValue(2, 0);
	_planes[5]._normal.y() = matrix.getValue(3, 1) - matrix.getValue(2, 1);
	_planes[5]._normal.z() = matrix.getValue(3, 2) - matrix.getValue(2, 2);
	_planes[5]._d = matrix.getValue(3, 3) - matrix.getValue(2, 3);
	
	for (int i = 0; i < 6; ++i) {
		_planes[i].normalize();
	}
}