Torque3D/Engine/source/scene/sceneCameraState.cpp
2012-09-19 11:15:01 -04:00

66 lines
2.4 KiB
C++

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