This source file includes following definitions.
- new_camera
- delete_camera
- camera_invalidate
- camera_frustum_from_matrix
- camera_get_orientation
- camera_set_2d
- camera_update_stereo
- camera_update
- camera_set_vectors
- camera_reset_viewpoint
- camera_move_to
- camera_stop_anim
- camera_jump
- camera_animate
- camera_get_pos_dir
- camera_get_target_dir
- camera_get_right_dir
#include <gpac/internal/camera.h>
#include <gpac/options.h>
#include "visual_manager.h"
#define FORCE_CAMERA_3D
GF_Camera *new_camera()
{
GF_Camera *tmp;
GF_SAFEALLOC(tmp, GF_Camera);
if (!tmp) return NULL;
tmp->speed = 1;
return tmp;
}
void delete_camera(GF_Camera *cam)
{
if (cam) gf_free(cam);
}
void camera_invalidate(GF_Camera *cam)
{
cam->had_viewpoint = 2;
cam->had_nav_info = GF_TRUE;
cam->flags = CAM_IS_DIRTY;
}
static void camera_frustum_from_matrix(GF_Camera *cam, GF_Matrix *mx)
{
u32 i;
cam->planes[FRUS_LEFT_PLANE].normal.x = mx->m[3] + mx->m[0];
cam->planes[FRUS_LEFT_PLANE].normal.y = mx->m[7] + mx->m[4];
cam->planes[FRUS_LEFT_PLANE].normal.z = mx->m[11] + mx->m[8];
cam->planes[FRUS_LEFT_PLANE].d = mx->m[15] + mx->m[12];
cam->planes[FRUS_RIGHT_PLANE].normal.x = mx->m[3] - mx->m[0];
cam->planes[FRUS_RIGHT_PLANE].normal.y = mx->m[7] - mx->m[4];
cam->planes[FRUS_RIGHT_PLANE].normal.z = mx->m[11] - mx->m[8];
cam->planes[FRUS_RIGHT_PLANE].d = mx->m[15] - mx->m[12];
cam->planes[FRUS_BOTTOM_PLANE].normal.x = mx->m[3] + mx->m[1];
cam->planes[FRUS_BOTTOM_PLANE].normal.y = mx->m[7] + mx->m[5];
cam->planes[FRUS_BOTTOM_PLANE].normal.z = mx->m[11] + mx->m[9];
cam->planes[FRUS_BOTTOM_PLANE].d = mx->m[15] + mx->m[13];
cam->planes[FRUS_TOP_PLANE].normal.x = mx->m[3] - mx->m[1];
cam->planes[FRUS_TOP_PLANE].normal.y = mx->m[7] - mx->m[5];
cam->planes[FRUS_TOP_PLANE].normal.z = mx->m[11] - mx->m[9];
cam->planes[FRUS_TOP_PLANE].d = mx->m[15] - mx->m[13];
cam->planes[FRUS_FAR_PLANE].normal.x = mx->m[3] - mx->m[2];
cam->planes[FRUS_FAR_PLANE].normal.y = mx->m[7] - mx->m[6];
cam->planes[FRUS_FAR_PLANE].normal.z = mx->m[11] - mx->m[10];
cam->planes[FRUS_FAR_PLANE].d = mx->m[15] - mx->m[14];
cam->planes[FRUS_NEAR_PLANE].normal.x = mx->m[3] + mx->m[2];
cam->planes[FRUS_NEAR_PLANE].normal.y = mx->m[7] + mx->m[6];
cam->planes[FRUS_NEAR_PLANE].normal.z = mx->m[11] + mx->m[10];
cam->planes[FRUS_NEAR_PLANE].d = mx->m[15] + mx->m[14];
for (i=0; i<6; ++i) {
#ifdef GPAC_FIXED_POINT
Float vx, vy, vz, nor;
vx = FIX2FLT(cam->planes[i].normal.x);
vy = FIX2FLT(cam->planes[i].normal.y);
vz = FIX2FLT(cam->planes[i].normal.z);
nor = (Float) sqrt(vx*vx + vy*vy + vz*vz);
vx /= nor;
vy /= nor;
vz /= nor;
cam->planes[i].d = FLT2FIX (FIX2FLT(cam->planes[i].d) / nor);
cam->planes[i].normal.x = FLT2FIX(vx);
cam->planes[i].normal.y = FLT2FIX(vy);
cam->planes[i].normal.z = FLT2FIX(vz);
#else
Float len = (Float)(1.0f / gf_vec_len(cam->planes[i].normal));
cam->planes[i].normal = gf_vec_scale(cam->planes[i].normal, len);
cam->planes[i].d *= len;
#endif
cam->p_idx[i] = gf_plane_get_p_vertex_idx(&cam->planes[i]);
}
}
SFRotation camera_get_orientation(SFVec3f pos, SFVec3f target, SFVec3f up)
{
SFVec3f dir, tmp, v, axis, new_y;
SFVec4f norm, inv_norm, y_quat, ny_quat, rot_y, rot;
gf_vec_diff(dir, target, pos);
gf_vec_norm(&dir);
tmp = gf_vec_scale(dir, gf_vec_dot(up, dir));
gf_vec_diff(v, up, tmp);
gf_vec_norm(&v);
axis.x = dir.y;
axis.y = -dir.x;
axis.z = 0;
if (gf_vec_dot(axis, axis) < FIX_EPSILON) {
if (dir.z> 0) {
norm.x = 0;
norm.y = FIX_ONE;
norm.z = 0;
norm.q = 0;
} else {
norm.x = 0;
norm.y = 0;
norm.z = 0;
norm.q = FIX_ONE;
}
} else {
gf_vec_norm(&axis);
norm = gf_quat_from_axis_cos(axis, -dir.z);
}
inv_norm.x = -norm.x;
inv_norm.y = -norm.y;
inv_norm.z = -norm.z;
inv_norm.q = norm.q;
y_quat.x = y_quat.z = y_quat.q = 0;
y_quat.y = FIX_ONE;
ny_quat = gf_quat_multiply(&norm, &y_quat);
ny_quat = gf_quat_multiply(&ny_quat, &inv_norm);
new_y.x = ny_quat.x;
new_y.y = ny_quat.y;
new_y.z = ny_quat.z;
tmp = gf_vec_cross(new_y, v);
if (gf_vec_dot(tmp, tmp) < FIX_EPSILON) {
tmp.x = 0;
tmp.y = -v.z;
tmp.z = v.y;
if (gf_vec_dot(tmp, tmp) < FIX_EPSILON) {
tmp.x = v.z;
tmp.y = 0;
tmp.z = -v.x;
}
}
gf_vec_norm(&tmp);
rot_y = gf_quat_from_axis_cos(tmp, gf_vec_dot(new_y, v));
rot = gf_quat_multiply(&rot_y, &norm);
return gf_quat_to_rotation(&rot);
}
#define FAR_PLANE_2D -10000
#define NEAR_PLANE_2D 1000
void camera_set_2d(GF_Camera *cam)
{
cam->is_3D = GF_FALSE;
#ifdef FORCE_CAMERA_3D
cam->position.x = cam->position.y = 0;
cam->position.z = INT2FIX(NEAR_PLANE_2D);
cam->up.x = cam->up.z = 0;
cam->up.y = FIX_ONE;
cam->target.x = cam->target.y = cam->target.z = 0;
cam->vp_position = cam->position;
cam->vp_orientation.x = cam->vp_orientation.y = 0;
cam->vp_orientation.q = 0;
cam->vp_orientation.y = FIX_ONE;
cam->vp_fov = cam->fieldOfView = FLT2FIX(0.785398);
cam->vp_dist = INT2FIX(NEAR_PLANE_2D);
cam->end_zoom = FIX_ONE;
#endif
}
void camera_update_stereo(GF_Camera *cam, GF_Matrix2D *user_transform, Bool center_coords, Fixed horizontal_shift, Fixed nominal_view_distance, Fixed view_distance_offset, u32 camera_layout)
{
Fixed vlen, h, w, ar;
SFVec3f corner, center;
GF_Matrix post_model_view;
if (! (cam->flags & CAM_IS_DIRTY)) return;
ar = gf_divfix(cam->width, cam->height);
gf_mx_init(post_model_view);
if (cam->is_3D) {
if (camera_layout==GF_3D_CAMERA_OFFAXIS) {
Fixed left, right, top, bottom, shift, wd2, ndfl, viewing_distance;
SFVec3f eye, pos, tar, disp;
viewing_distance = nominal_view_distance;
wd2 = gf_mulfix(cam->z_near, gf_tan(cam->fieldOfView/2));
ndfl = gf_divfix(cam->z_near, viewing_distance);
shift = gf_mulfix(horizontal_shift, ndfl);
top = wd2;
bottom = -top;
left = -gf_mulfix(ar, wd2) - shift;
right = gf_mulfix(ar, wd2) - shift;
gf_mx_init(cam->projection);
cam->projection.m[0] = gf_divfix(2*cam->z_near, (right-left));
cam->projection.m[5] = gf_divfix(2*cam->z_near, (top-bottom));
cam->projection.m[8] = gf_divfix(right+left, right-left);
cam->projection.m[9] = gf_divfix(top+bottom, top-bottom);
cam->projection.m[10] = gf_divfix(cam->z_far+cam->z_near, cam->z_near-cam->z_far);
cam->projection.m[11] = -FIX_ONE;
cam->projection.m[14] = 2*gf_muldiv(cam->z_near, cam->z_far, cam->z_near-cam->z_far);
cam->projection.m[15] = 0;
gf_vec_diff(eye, cam->target, cam->position);
gf_vec_norm(&eye);
disp = gf_vec_cross(eye, cam->up);
gf_vec_norm(&disp);
gf_vec_diff(center, cam->world_bbox.center, cam->position);
vlen = gf_vec_len(center);
shift = gf_mulfix(horizontal_shift, gf_divfix(vlen, viewing_distance));
pos = gf_vec_scale(disp, shift);
gf_vec_add(pos, pos, cam->position);
gf_vec_add(tar, pos, eye);
gf_mx_lookat(&cam->modelview, pos, tar, cam->up);
} else {
gf_mx_perspective(&cam->projection, cam->fieldOfView, ar, cam->z_near, cam->z_far);
gf_mx_lookat(&cam->modelview, cam->position, cam->target, cam->up);
}
if (!center_coords) {
gf_mx_add_scale(&post_model_view, FIX_ONE, -FIX_ONE, FIX_ONE);
gf_mx_add_translation(&post_model_view, -cam->width / 2, -cam->height / 2, 0);
}
vlen = cam->z_far - cam->z_near;
h = gf_mulfix(vlen , gf_tan(cam->fieldOfView / 2));
w = gf_mulfix(h, ar);
center.x = 0;
center.y = 0;
center.z = cam->z_near + vlen / 2;
corner.x = w;
corner.y = h;
corner.z = vlen;
gf_vec_diff(corner, corner, center);
cam->radius = gf_vec_len(corner);
gf_vec_diff(cam->center, cam->target, cam->position);
gf_vec_norm(&cam->center);
cam->center = gf_vec_scale(cam->center, cam->z_near + vlen/2);
gf_vec_add(cam->center, cam->center, cam->position);
} else {
GF_BBox b;
Fixed hw, hh;
hw = cam->width / 2;
hh = cam->height / 2;
cam->z_near = INT2FIX(NEAR_PLANE_2D);
cam->z_far = INT2FIX(FAR_PLANE_2D);
gf_mx_ortho(&cam->projection, -hw, hw, -hh, hh, cam->z_near, cam->z_far);
gf_mx_init(cam->modelview);
#ifdef FORCE_CAMERA_3D
if (! (cam->flags & CAM_NO_LOOKAT))
gf_mx_lookat(&cam->modelview, cam->position, cam->target, cam->up);
#endif
if (!center_coords) {
gf_mx_add_scale(&post_model_view, FIX_ONE, -FIX_ONE, FIX_ONE);
gf_mx_add_translation(&post_model_view, -hw, -hh, 0);
}
if (user_transform) {
#ifdef FORCE_CAMERA_3D
if (! (cam->flags & CAM_NO_LOOKAT)) {
GF_Matrix mx;
gf_mx_from_mx2d(&mx, user_transform);
mx.m[10] = mx.m[0];
gf_mx_add_matrix(&post_model_view, &mx);
} else
#endif
gf_mx_add_matrix_2d(&post_model_view, user_transform);
}
if (cam->end_zoom != FIX_ONE) gf_mx_add_scale(&post_model_view, cam->end_zoom, cam->end_zoom, cam->end_zoom);
if (cam->flags & CAM_HAS_VIEWPORT) gf_mx_add_matrix(&post_model_view, &cam->viewport);
b.max_edge.x = hw;
b.max_edge.y = hh;
b.min_edge.x = -hw;
b.min_edge.y = -hh;
b.min_edge.z = b.max_edge.z = (cam->z_near+cam->z_far) / 2;
gf_bbox_refresh(&b);
cam->center = b.center;
cam->radius = b.radius;
if (camera_layout==GF_3D_CAMERA_OFFAXIS)
camera_layout=GF_3D_CAMERA_LINEAR;
}
if (camera_layout == GF_3D_CAMERA_CIRCULAR) {
GF_Matrix mx;
Fixed viewing_distance = nominal_view_distance;
SFVec3f pos, target;
Fixed angle;
gf_vec_diff(center, cam->world_bbox.center, cam->position);
vlen = gf_vec_len(center);
vlen += gf_mulfix(view_distance_offset, gf_divfix(vlen, nominal_view_distance));
gf_vec_diff(pos, cam->target, cam->position);
gf_vec_norm(&pos);
pos = gf_vec_scale(pos, vlen);
gf_vec_add(target, pos, cam->position);
gf_mx_init(mx);
gf_mx_add_translation(&mx, target.x, target.y, target.z);
angle = gf_atan2(horizontal_shift, viewing_distance);
gf_mx_add_rotation(&mx, angle, cam->up.x, cam->up.y, cam->up.z);
gf_mx_add_translation(&mx, -target.x, -target.y, -target.z);
pos = cam->position;
gf_mx_apply_vec(&mx, &pos);
gf_mx_lookat(&cam->modelview, pos, target, cam->up);
} else if (camera_layout == GF_3D_CAMERA_LINEAR) {
Fixed viewing_distance = nominal_view_distance + view_distance_offset;
GF_Vec eye, disp, pos, tar;
gf_vec_diff(center, cam->world_bbox.center, cam->position);
vlen = gf_vec_len(center);
vlen += gf_mulfix(view_distance_offset, gf_divfix(vlen, nominal_view_distance));
gf_vec_diff(eye, cam->target, cam->position);
gf_vec_norm(&eye);
tar = gf_vec_scale(eye, vlen);
gf_vec_add(tar, tar, cam->position);
disp = gf_vec_cross(eye, cam->up);
gf_vec_norm(&disp);
disp= gf_vec_scale(disp, gf_divfix(gf_mulfix(vlen, horizontal_shift), viewing_distance));
gf_vec_add(pos, cam->position, disp);
gf_mx_lookat(&cam->modelview, pos, tar, cam->up);
}
gf_mx_add_matrix(&cam->modelview, &post_model_view);
gf_mx_copy(cam->unprojection, cam->projection);
gf_mx_add_matrix_4x4(&cam->unprojection, &cam->modelview);
camera_frustum_from_matrix(cam, &cam->unprojection);
gf_mx_inverse_4x4(&cam->unprojection);
cam->flags &= ~CAM_IS_DIRTY;
}
void camera_update(GF_Camera *cam, GF_Matrix2D *user_transform, Bool center_coords)
{
camera_update_stereo(cam, user_transform, center_coords, 0, 0, 0, GF_3D_CAMERA_STRAIGHT);
}
void camera_set_vectors(GF_Camera *cam, SFVec3f pos, SFRotation ori, Fixed fov)
{
Fixed sin_a, cos_a, icos_a, tmp;
cam->fieldOfView = fov;
cam->last_pos = cam->position;
cam->position = pos;
sin_a = gf_sin(ori.q);
cos_a = gf_cos(ori.q);
icos_a = FIX_ONE - cos_a;
tmp = gf_mulfix(icos_a, ori.z);
cam->target.x = gf_mulfix(ori.x, tmp) + gf_mulfix(sin_a, ori.y);
cam->target.y = gf_mulfix(ori.y, tmp) - gf_mulfix(sin_a, ori.x);
cam->target.z = gf_mulfix(ori.z, tmp) + cos_a;
gf_vec_norm(&cam->target);
cam->target = gf_vec_scale(cam->target, -cam->vp_dist);
gf_vec_add(cam->target, cam->target, pos);
tmp = gf_mulfix(icos_a, ori.y);
cam->up.x = gf_mulfix(ori.x, tmp) - gf_mulfix(sin_a, ori.z);
cam->up.y = gf_mulfix(ori.y, tmp) + cos_a;
cam->up.z = gf_mulfix(ori.z, tmp) + gf_mulfix(sin_a, ori.x);
gf_vec_norm(&cam->up);
cam->flags |= CAM_IS_DIRTY;
}
void camera_reset_viewpoint(GF_Camera *cam, Bool animate)
{
if (!animate || (cam->had_viewpoint==2) ) {
camera_set_vectors(cam, cam->vp_position, cam->vp_orientation, cam->vp_fov);
cam->last_pos = cam->vp_position;
cam->anim_len = 0;
return;
}
#ifndef FORCE_CAMERA_3D
if (cam->is_3D)
#endif
{
cam->start_pos = cam->position;
cam->start_ori = camera_get_orientation(cam->position, cam->target, cam->up);
cam->start_fov = cam->fieldOfView;
cam->end_pos = cam->vp_position;
cam->end_ori = cam->vp_orientation;
cam->end_fov = cam->vp_fov;
cam->flags |= CAM_IS_DIRTY;
cam->anim_start = 0;
cam->anim_len = 1000;
}
#ifndef FORCE_CAMERA_3D
else {
cam->start_zoom = FIX_ONE;
cam->start_trans.x = cam->start_trans.y = 0;
cam->start_rot.x = cam->start_rot.y = 0;
cam->flags |= CAM_IS_DIRTY;
cam->anim_start = cam->anim_len = 0;
}
#endif
}
void camera_move_to(GF_Camera *cam, SFVec3f pos, SFVec3f target, SFVec3f up)
{
if (!cam->anim_len) {
cam->start_pos = cam->position;
cam->start_ori = camera_get_orientation(cam->position, cam->target, cam->up);
cam->start_fov = cam->fieldOfView;
}
cam->end_pos = pos;
cam->end_ori = camera_get_orientation(pos, target, up);
cam->end_fov = cam->fieldOfView;
cam->flags |= CAM_IS_DIRTY;
cam->anim_start = 0;
cam->anim_len = 100;
}
void camera_stop_anim(GF_Camera *cam)
{
cam->anim_len = 0;
}
void camera_jump(GF_Camera *cam)
{
if (cam->jumping) return;
cam->anim_start = 0;
cam->anim_len = 1000;
cam->jumping = GF_TRUE;
cam->flags |= CAM_IS_DIRTY;
}
Bool camera_animate(GF_Camera *cam)
{
u32 now;
Fixed frac;
if (!cam->anim_len) return GF_FALSE;
if (cam->jumping) {
if (!cam->anim_start) {
cam->anim_start = gf_sys_clock();
cam->dheight = 0;
return GF_TRUE;
}
cam->position.y -= cam->dheight;
cam->target.y -= cam->dheight;
now = gf_sys_clock() - cam->anim_start;
if (now > cam->anim_len) {
cam->anim_len = 0;
cam->jumping = GF_FALSE;
cam->flags |= CAM_IS_DIRTY;
return GF_TRUE;
}
frac = FLT2FIX ( ((Float) now) / cam->anim_len);
if (frac>FIX_ONE / 2) frac = FIX_ONE - frac;
cam->dheight = gf_mulfix(cam->avatar_size.y, frac);
cam->position.y += cam->dheight;
cam->target.y += cam->dheight;
cam->flags |= CAM_IS_DIRTY;
return GF_TRUE;
}
if (!cam->anim_start) {
cam->anim_start = gf_sys_clock();
frac = 0;
} else {
now = gf_sys_clock() - cam->anim_start;
if (now > cam->anim_len) {
cam->anim_len = 0;
#ifndef FORCE_CAMERA_3D
if (cam->is_3D)
#endif
{
camera_set_vectors(cam, cam->end_pos, cam->end_ori, cam->end_fov);
cam->end_zoom = FIX_ONE;
}
#ifndef FORCE_CAMERA_3D
else {
cam->flags |= CAM_IS_DIRTY;
}
#endif
if (cam->flags & CF_STORE_VP) {
cam->flags &= ~CF_STORE_VP;
cam->vp_position = cam->position;
cam->vp_fov = cam->fieldOfView;
cam->vp_orientation = camera_get_orientation(cam->position, cam->target, cam->up);
}
return GF_TRUE;
} else {
frac = FLT2FIX( ((Float) now) / cam->anim_len);
}
}
#ifndef FORCE_CAMERA_3D
if (cam->is_3D)
#endif
{
SFVec3f pos, dif;
SFRotation rot;
Fixed fov;
rot = gf_sg_sfrotation_interpolate(cam->start_ori, cam->end_ori, frac);
gf_vec_diff(dif, cam->end_pos, cam->start_pos);
dif = gf_vec_scale(dif, frac);
gf_vec_add(pos, cam->start_pos, dif);
fov = gf_mulfix(cam->end_fov - cam->start_fov, frac) + cam->start_fov;
cam->end_zoom = frac + gf_mulfix((FIX_ONE-frac), cam->start_zoom);
camera_set_vectors(cam, pos, rot, fov);
}
return GF_TRUE;
}
SFVec3f camera_get_pos_dir(GF_Camera *cam)
{
SFVec3f v;
gf_vec_diff(v, cam->position, cam->target);
gf_vec_norm(&v);
return v;
}
SFVec3f camera_get_target_dir(GF_Camera *cam)
{
SFVec3f v;
gf_vec_diff(v, cam->target, cam->position);
gf_vec_norm(&v);
return v;
}
SFVec3f camera_get_right_dir(GF_Camera *cam)
{
SFVec3f v, pos;
pos = camera_get_pos_dir(cam);
v = gf_vec_cross(cam->up, pos );
gf_vec_norm(&v);
return v;
}