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/*
   Copyright (c) 2013 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.
   
   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.

 */

#ifndef _CAMERA_H
#define _CAMERA_H

#include "core.h"

#include "Core/Math/Headers/Quaternion.h"
#include "Core/Resources/Headers/Resource.h"

class SceneGraphNode;
class Camera : public Resource {
public:
	enum CameraType {
		FREE_FLY,
		FIRST_PERSON,
		THIRD_PERSON,
		ORBIT,
		SCRIPTED
	};

public:
	Camera(const CameraType& type);
	virtual ~Camera() {}

	virtual void tick(U32 elapsedTime);
	///Camera save/load system
	///Saves the minimum ammount of information in order to restore the camera at a later stage
	void saveCamera();
	///Restores the previous camera's position, orientation, etc. based on save data
	void restoreCamera();

	///Rendering calls
	///Creates a viewMatrix and passes it to the rendering API
	void renderLookAt(bool invertX = false);
	///Creates a reflection matrix using the specified plane height and passes it to the rendering API
	void renderLookAtReflected(const Plane<F32>& reflectionPlane, bool invertX = false);
	///Creates the appropriate eye offset and frustum depending on the desired eye.This method calls "renderLookAt" 
	///rightEye = false => left eye's frustum+view; rightEye = true => right eye's frustum + view.
	void renderAnaglyph(bool rightEye = false);
	///Moves the camera by the specified offsets in each direction
	void move(F32 dx, F32 dy, F32 dz);
	///Global rotations are applied relative to the world axis, not the camera's
	void setGlobalRotation(F32 yaw, F32 pitch, F32 roll = 0.0f);
	///Sets the camera's position, target and up directions
	void lookAt(const vec3<F32>& eye, const vec3<F32>& target, const vec3<F32>& up = WORLD_Y_AXIS);
	///Rotates the camera (changes its orientation) by the specified quaternion (_orientation *= q)		
	void rotate(const Quaternion<F32>& q);
	///Sets the camera to point at the specified target point
	inline void lookAt(const vec3<F32>& target) { lookAt(_eye, target, _yAxis); }
	///Sets the camera's orientation to match the specified yaw, pitch and roll values;
	///Creates a quaternion based on the specified euler angles and calls "rotate" to change the orientation
	void rotate(F32 yaw, F32 pitch, F32 roll);
	///Creates a quaternion based on the specified axis-angle and calls "rotate" to change the orientation
	inline void rotate(const vec3<F32>& axis, F32 angle) { rotate(Quaternion<F32>(axis,angle * _cameraTurnSpeed)); }
	///Change camera's pitch - Yaw, Pitch and Roll call "rotate" with a apropriate quaternion for each rotation.
	///Because the camera is facing the -Z axis, a positive angle will create a positive Yaw behind the camera
	///and a negative one in front of the camera (so we invert the angle - left will turn left when facing -Z)
	inline void rotateYaw(F32 angle)      { rotate(Quaternion<F32>(_yawFixed ? _fixedYawAxis : _orientation * WORLD_Y_AXIS,-angle * _cameraTurnSpeed)); }
	///Change camera's roll. 
	inline void rotateRoll(F32 angle)     { rotate(Quaternion<F32>(_orientation * WORLD_Z_AXIS,-angle * _cameraTurnSpeed)); }
	///Change camera's pitch
	inline void rotatePitch(F32 angle)    { rotate(Quaternion<F32>(_orientation * WORLD_X_AXIS,-angle * _cameraTurnSpeed)); }
	///Sets the camera's Yaw angle. This creates a new orientation quaternion for the camera and extracts the euler angles
	inline void setYaw(F32 angle)         { setRotation(angle,_euler.pitch,_euler.roll); }
	///Sets the camera's Pitch angle. Yaw and Roll are previous extracted values
	inline void setPitch(F32 angle)       { setRotation(_euler.yaw,angle,_euler.roll); }
	///Sets the camera's Roll angle. Yaw and Pitch are previous extracted values
	inline void setRoll(F32 angle)        { setRotation(_euler.yaw,_euler.pitch,angle); }
	///Sets the camera's Yaw angle. This creates a new orientation quaternion for the camera and extracts the euler angles
	inline void setGlobalYaw(F32 angle)   { setGlobalRotation(angle,_euler.pitch,_euler.roll); }
	///Sets the camera's Pitch angle. Yaw and Roll are previous extracted values
	inline void setGlobalPitch(F32 angle) { setGlobalRotation(_euler.yaw,angle,_euler.roll); }
	///Sets the camera's Roll angle. Yaw and Pitch are previous extracted values
	inline void setGlobalRoll(F32 angle)  { setGlobalRotation(_euler.yaw,_euler.pitch,angle); }
	///Moves the camera forward or backwards
	inline void moveForward(F32 factor)   { move(0.0f, 0.0f, factor * _cameraMoveSpeed); }
	///Moves the camera left or right
	inline void moveStrafe(F32 factor)    { move(factor * _cameraMoveSpeed, 0.0f, 0.0f); }
	///Moves the camera up or down
	inline void moveUp(F32 factor)        { move(0.0f, factor * _cameraMoveSpeed, 0.0f); }
	///Anaglyph rendering: Set intraocular distance
	inline void setIOD(F32 distance)                             { _camIOD = distance; }
	inline void setEye(F32 x, F32 y, F32 z)                      { _eye.set(x,y,z);  _viewMatrixDirty = true; }
	inline void setEye(const vec3<F32>& position)                { _eye = position;  _viewMatrixDirty = true; }
	inline void setRotation(const Quaternion<F32>& q)            { _orientation = q; _viewMatrixDirty = true; }
	inline void setRotation(F32 yaw, F32 pitch, F32 roll = 0.0f) { setRotation(Quaternion<F32>(-pitch,-yaw,-roll)); }
	inline void setMouseSensitivity(F32 sensitivity)             {_mouseSensitivity = sensitivity;}
	inline void setMoveSpeedFactor(F32 moveSpeedFactor)          {_moveSpeedFactor = moveSpeedFactor;}
	inline void setTurnSpeedFactor(F32 turnSpeedFactor)          {_turnSpeedFactor = turnSpeedFactor;}
	///Exactly as in Ogre3D: locks the yaw movement to the specified axis
	inline void setFixedYawAxis( bool useFixed, const vec3<F32>& fixedAxis = WORLD_Y_AXIS) { _yawFixed = useFixed; _fixedYawAxis = fixedAxis; }

	// Getter methods.
    inline F32 getMouseSensitivity()      const {return _mouseSensitivity;}
	inline F32 getMoveSpeedFactor()       const {return _moveSpeedFactor;}
	inline F32 getTurnSpeedFactor()       const {return _turnSpeedFactor;}
	inline const CameraType& getType()	  const {return _type; }
	inline const vec3<F32>&  getEye()     const {return _eye;}
	inline const vec3<F32>&  getViewDir() const {return _viewDir;}
    inline const vec3<F32>&  getEuler()   const {return _euler;}
	inline const vec3<F32>&  getTarget()  const {return _target;}

	///Nothing really to unload
	virtual bool unload() {return true;}
	///Add an event listener called after every RenderLookAt or RenderLookAtCube call
	virtual void addUpdateListener(boost::function0<void> f) {_listeners.push_back(f);}
	///Informs all listeners of a new event
	virtual void updateListeners();

protected:
	void updateViewMatrix();

protected:
	mat4<F32>       _viewMatrix;
	mat4<F32>       _reflectedViewMatrix;
    Quaternion<F32> _orientation;
	vec3<F32> _eye, _viewDir, _target;
	vec3<F32> _xAxis, _yAxis, _zAxis;
	vec3<F32> _euler, _fixedYawAxis;

	F32 _accumPitchDegrees;
	F32 _turnSpeedFactor;
    F32 _moveSpeedFactor;
	F32 _mouseSensitivity;
	F32 _cameraMoveSpeed;
	F32 _cameraTurnSpeed;
	F32 _camIOD;
	CameraType	_type;

	vectorImpl<boost::function0<void> > _listeners;
	
	//Save/Load Camera
	vec3<F32>       _savedVectors[3];
	F32             _savedFloats[4];
	Quaternion<F32> _savedOrientation;
	bool            _savedYawState;
	bool            _saved;
	bool            _viewMatrixDirty;
	bool            _yawFixed;
};

#endif

Commits for Divide-Framework/trunk/Source Code/Rendering/Camera/Headers/Camera.h

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

160 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Jul, 2013 17:07:04 +0000

[Ionut] [[BR]]
- Changed licensing from LGPL to the MIT license [[BR]]
— Code can now be used in non-commercial or commercial closed or open source projects [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

141 Diff Diff k1ngp1n picture k1ngp1n Wed 30 Jan, 2013 19:35:31 +0000

[Ionut] [[BR]]
-Updated to boost 1.52 and CEGUI 0.7.9 [[BR]]
-Updated to PhysX 3.2 [[BR]]
-Updated copyright notices [[BR]]

117 Diff Diff k1ngp1n picture k1ngp1n Tue 05 Jun, 2012 17:30:40 +0000

[Ionut] [[BR]]
-Separated responsibilities between “Application” and “Kernel” [[BR]]
--“Application” handles data such as window dimensions, logs, “ParamHandler” etc [[BR]]
--“Kernel” handles the main loop, SFX, GFX, physics, sceneManager etc updates [[BR]]
---“Kernel” is now a “Core” component [[BR]]
-Reduced coupling between some classes by passing more info via parameters rather than relying on singleton access [[BR]]
--Ex: eyePos in “Terrain”,“Water” and “Trigger” classes is now passed as a "vec3<F32>" on render call rather than querying “CameraManager” [[BR]]
-Reworked “GLWrapper” shutdown routine [[BR]]
Singleton witch hunt [[BR]]
-“Kernel” is no longer a singleton and it’s initialized on application startup in the “Application” class[[BR]]
-“CameraManager” is no longer a singleton and it’s instantiated in the kernel [[BR]]

116 Diff Diff k1ngp1n picture k1ngp1n Mon 04 Jun, 2012 22:27:07 +0000

[Ionut] [[BR]]
-Removed now useless “BaseCache” class as a simple unordered_map in each manager-type class is all that’s needed [[BR]]
-Moved loading responsibility from each Resource implementation to each "ImplResourceLoader<T>" class (defaults via macro’s are available for convenience) [[BR]]
--Resources now have a “setInitialData” method for setting post-load values [[BR]]
--Also added a loader for Particle Emitters [[BR]]
-Added a new class, “HardwareResource” (for textures, shaders, etc) that needs special loading routines to facilitate future multi-threaded asset streaming [[BR]]
--HardwareResource’s have a “generateHWResource” that should be called after threaded loading routines join with main thread [[BR]]
-Renamed “Guardian” class to “Kernel” as that’s what it’s new responsibility will be in future revisions [[BR]]
-Added the “threadpool” library from here: http://threadpool.sourceforge.net/ (not used yet) [[BR]]
-Added some more macro’s and cleanups [[BR]]

115 Diff Diff k1ngp1n picture k1ngp1n Sat 02 Jun, 2012 19:25:51 +0000

[Ionut] [[BR]]
-Resource’s should NOT keep track of their ref counts as they are not the only objects that need reference counting [[BR]]
--Moved all ref counting elements to a new super class “TrackObject” [[BR]]
--Removed hackish “createCopy” / “removeCopy” methods and use dependency map instead (registered via macros) [[BR}}
-Added a basic smart pointer implementation that uses TrackObject, but the pointer is not used itself yet [[BR]]

114 Diff Diff k1ngp1n picture k1ngp1n Sat 02 Jun, 2012 13:03:01 +0000

[Ionut][[BR]]
-First steps in moving away from a generalized “ResourceManager”: [[BR]]
--Added templated resource loaders (Core\Resources\ConcreteLoaders). Just add a new loader for a new resource type and it’s ready for use [[BR]]
---Next step involves moving loading responsibility from the resource itself to the resource loader that handles it’s creation [[BR]]
--Renamed the ResourceManager to ResourceCache and limited it’s responsibility from general resource operations to a more standard abstract template factory with cache [[BR]]
---Manager base class is renamed to BaseCache as it’s a wrapper for a cache map in essence [[BR]]
---Next step involves adding a ResourceCache per scene (dropping Singleton status) with the possibility of sharing resources between them (to avoid reloading existing resources for a new scene) [[BR]]
-Translated AITenisScene and PingPongScene source code to english [[BR]]

106 k1ngp1n picture k1ngp1n Wed 28 Mar, 2012 21:50:23 +0000

[Ionut] [[BR]]
Unstable revision – New animation code is not yet optimized and loading performance is low [[BR]]
[[BR]]
-Added animation loading and bone matrix calculations (actual skinning not implemented yet)[[BR]]
-Modified VBO classes to support dynamic data and faster updates [[BR]]
-Templatized Math classes (vec2,vec3,vec4,mat3,mat4) for greater flexibility [[BR]]
-Separated Rendering API from Rendering API version [[BR]]
-Fixed buggy GL error checking [[BR]]
-Small bugs fixed in Projectile and Weapon classes [[BR]]