示例#1
0
MT_Transform KX_Camera::GetWorldToCamera() const
{ 
	MT_Transform camtrans;
	camtrans.invert(MT_Transform(NodeGetWorldPosition(), NodeGetWorldOrientation()));
	
	return camtrans;
}
示例#2
0
void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_Transform& camtrans)
{
	GPULamp *lamp;
	float viewmat[4][4], winmat[4][4];
	int winsize;

	/* bind framebuffer */
	lamp = GetGPULamp();
	GPU_lamp_shadow_buffer_bind(lamp, viewmat, &winsize, winmat);

	/* setup camera transformation */
	MT_Matrix4x4 modelviewmat((float*)viewmat);
	MT_Matrix4x4 projectionmat((float*)winmat);

	MT_Transform trans = MT_Transform((float*)viewmat);
	camtrans.invert(trans);

	cam->SetModelviewMatrix(modelviewmat);
	cam->SetProjectionMatrix(projectionmat);
	
	cam->NodeSetLocalPosition(camtrans.getOrigin());
	cam->NodeSetLocalOrientation(camtrans.getBasis());
	cam->NodeUpdateGS(0);

	/* setup rasterizer transformations */
	/* SetViewMatrix may use stereomode which we temporarily disable here */
	RAS_IRasterizer::StereoMode stereomode = ras->GetStereoMode();
	ras->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
	ras->SetProjectionMatrix(projectionmat);
	ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->GetCameraData()->m_perspective);
	ras->SetStereoMode(stereomode);
}
MT_Point3 KX_NavMeshObject::TransformToLocalCoords(const MT_Point3& wpos)
{
	MT_Matrix3x3 orientation = NodeGetWorldOrientation();
	const MT_Vector3& scaling = NodeGetWorldScaling();
	orientation.scale(scaling[0], scaling[1], scaling[2]);
	MT_Transform worldtr(NodeGetWorldPosition(), orientation); 
	MT_Transform invworldtr;
	invworldtr.invert(worldtr);
	MT_Point3 lpos = invworldtr(wpos);
	return lpos;
}
示例#4
0
void KX_KetsjiEngine::PostProcessScene(KX_Scene* scene)
{
	bool override_camera = (m_overrideCam && (scene->GetName() == m_overrideSceneName));

	SG_SetActiveStage(SG_STAGE_SCENE);

	// if there is no activecamera, or the camera is being
	// overridden we need to construct a temporarily camera
	if (!scene->GetActiveCamera() || override_camera)
	{
		KX_Camera* activecam = NULL;

		RAS_CameraData camdata = RAS_CameraData();
		if (override_camera)
		{
			camdata.m_lens = m_overrideCamLens;
			camdata.m_clipstart = m_overrideCamNear;
			camdata.m_clipend = m_overrideCamFar;
			
			camdata.m_perspective= !m_overrideCamUseOrtho;
		}
		activecam = new KX_Camera(scene,KX_Scene::m_callbacks,camdata);
		activecam->SetName("__default__cam__");
	
			// set transformation
		if (override_camera) {
			const MT_CmMatrix4x4& cammatdata = m_overrideCamViewMat;
			MT_Transform trans = MT_Transform(cammatdata.getPointer());
			MT_Transform camtrans;
			camtrans.invert(trans);
			
			activecam->NodeSetLocalPosition(camtrans.getOrigin());
			activecam->NodeSetLocalOrientation(camtrans.getBasis());
			activecam->NodeUpdateGS(0);
		} else {
			activecam->NodeSetLocalPosition(MT_Point3(0.0, 0.0, 0.0));
			activecam->NodeSetLocalOrientation(MT_Vector3(0.0, 0.0, 0.0));
			activecam->NodeUpdateGS(0);
		}

		scene->AddCamera(activecam);
		scene->SetActiveCamera(activecam);
		scene->GetObjectList()->Add(activecam->AddRef());
		scene->GetRootParentList()->Add(activecam->AddRef());
		//done with activecam
		activecam->Release();
	}
	
	scene->UpdateParents(0.0);
}
示例#5
0
void RAS_OpenGLLight::BindShadowBuffer(RAS_ICanvas *canvas, KX_Camera *cam, MT_Transform& camtrans)
{
	GPULamp *lamp;
	float viewmat[4][4], winmat[4][4];
	int winsize;

	/* bind framebuffer */
	lamp = GetGPULamp();
	GPU_lamp_shadow_buffer_bind(lamp, viewmat, &winsize, winmat);

	if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE) {
		m_rasterizer->SetShadowMode(RAS_IRasterizer::RAS_SHADOW_VARIANCE);
	}
	else {
		m_rasterizer->SetShadowMode(RAS_IRasterizer::RAS_SHADOW_SIMPLE);
	}

	/* GPU_lamp_shadow_buffer_bind() changes the viewport, so update the canvas */
	canvas->UpdateViewPort(0, 0, winsize, winsize);

	/* setup camera transformation */
	MT_Matrix4x4 modelviewmat((float *)viewmat);
	MT_Matrix4x4 projectionmat((float *)winmat);

	MT_Transform trans = MT_Transform((float *)viewmat);
	camtrans.invert(trans);

	cam->SetModelviewMatrix(modelviewmat);
	cam->SetProjectionMatrix(projectionmat);

	cam->NodeSetLocalPosition(camtrans.getOrigin());
	cam->NodeSetLocalOrientation(camtrans.getBasis());
	cam->NodeUpdateGS(0);

	/* setup rasterizer transformations */
	/* SetViewMatrix may use stereomode which we temporarily disable here */
	RAS_IRasterizer::StereoMode stereomode = m_rasterizer->GetStereoMode();
	m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
	m_rasterizer->SetProjectionMatrix(projectionmat);
	m_rasterizer->SetViewMatrix(modelviewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), cam->NodeGetLocalScaling(), cam->GetCameraData()->m_perspective);
	m_rasterizer->SetStereoMode(stereomode);
}