Torque3D Documentation / _generateds / sceneCameraState.cpp

sceneCameraState.cpp

Engine/source/scene/sceneCameraState.cpp

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Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#include "platform/platform.h"
25#include "scene/sceneCameraState.h"
26
27#include "gfx/gfxDevice.h"
28
29
30//-----------------------------------------------------------------------------
31
32SceneCameraState::SceneCameraState( const RectI& viewport, const Frustum& frustum, const MatrixF& worldView, const MatrixF& projection )
33   : mViewport( viewport ),
34     mFrustum( frustum ),
35     mWorldViewMatrix( worldView ),
36     mHeadWorldViewMatrix( worldView ),
37     mProjectionMatrix( projection )
38{
39   mViewDirection = frustum.getTransform().getForwardVector();
40}
41
42//-----------------------------------------------------------------------------
43
44SceneCameraState SceneCameraState::fromGFX( )
45{
46   return fromGFXWithViewport( GFX->getViewport() );
47}
48
49//-----------------------------------------------------------------------------
50
51SceneCameraState SceneCameraState::fromGFXWithViewport( const RectI& viewport )
52{
53   const MatrixF& world = GFX->getWorldMatrix();
54   
55   MatrixF camera = world;
56   camera.inverse();
57
58   Frustum frustum = GFX->getFrustum();
59   frustum.setTransform( camera );
60
61   SceneCameraState ret = SceneCameraState(
62      viewport,
63      frustum,
64      world,
65      GFX->getProjectionMatrix()
66   );
67
68   // If rendering to stereo, make sure we get the head matrix
69   S32 stereoTarget = GFX->getCurrentStereoTarget();
70   if (stereoTarget != -1)
71   {
72      ret.mHeadWorldViewMatrix = GFX->getStereoHeadTransform();
73      ret.mHeadWorldViewMatrix.inverse();
74   }
75
76   return ret;
77}
78