mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
66 lines
2.4 KiB
C++
66 lines
2.4 KiB
C++
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "scene/sceneCameraState.h"
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#include "gfx/gfxDevice.h"
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//-----------------------------------------------------------------------------
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SceneCameraState::SceneCameraState( const RectI& viewport, const Frustum& frustum, const MatrixF& worldView, const MatrixF& projection )
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: mViewport( viewport ),
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mFrustum( frustum ),
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mWorldViewMatrix( worldView ),
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mProjectionMatrix( projection )
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{
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mViewDirection = frustum.getTransform().getForwardVector();
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}
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//-----------------------------------------------------------------------------
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SceneCameraState SceneCameraState::fromGFX()
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{
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return fromGFXWithViewport( GFX->getViewport() );
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}
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//-----------------------------------------------------------------------------
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SceneCameraState SceneCameraState::fromGFXWithViewport( const RectI& viewport )
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{
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const MatrixF& world = GFX->getWorldMatrix();
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MatrixF camera = world;
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camera.inverse();
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Frustum frustum = GFX->getFrustum();
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frustum.setTransform( camera );
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return SceneCameraState(
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viewport,
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frustum,
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world,
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GFX->getProjectionMatrix()
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);
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}
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