This commit is contained in:
watrabi
2025-09-18 17:55:52 -04:00
commit 977f1ff4b8
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include(Boost)
include(App)
include_project_files(RbxG3D "*")
include_directories(include)
include_directories(../g3d/include)
list(APPEND HEADERS include/RbxG3D/RbxRay.h)
list(APPEND HEADERS include/RbxG3D/RbxTime.h)
list(APPEND HEADERS include/RbxG3D/Frustum.h)
list(APPEND HEADERS include/RbxG3D/RbxCamera.h)
list(APPEND SOURCES RbxCamera.cpp)
list(APPEND SOURCES Frustum.cpp)
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#include "RbxG3D/Frustum.h"
#include "rbx/Debug.h"
#include "util/Math.h"
#include "util/Extents.h"
using G3D::Plane;
using G3D::Vector3;
using namespace RBX;
// creates a frustum in a local coordinate space with the apex at the origin
// translates the frustum into the space defined by apex, dir and up
// performing the floating point operations in a local space helps reduce numerical errors when all of the points are far from the origin
Frustum::Frustum(const Vector3& apex, const Vector3& dir, const Vector3& up, const float nearDist, const float farDist, const float fovx, const float fovy)
{
Matrix3 rotation;
// up and dir should already be normalized and perpendicular to each other
RBXASSERT(dir.isUnit());
RBXASSERT(up.isUnit());
// due to rounding errors the cross product may not be a unit vector even though it should be.
const Vector3 right = up.cross(dir).unit();
rotation.setColumn(0, right);
rotation.setColumn(1, up);
rotation.setColumn(2, -dir);
// Near plane (wind backwards so normal faces into frustum)
// Recall that nearPlane, farPlane are positive numbers, so
// we need to negate them to produce actual z values.
faceArray.append(Plane(Vector3(0.0f, 0.0f, -1.0f), Vector3(0,0,-nearDist)));
// Right plane
faceArray.append(Plane(Vector3(-cosf(fovx/2.0f), 0.0f, -sinf(fovx/2.0f)), Vector3::zero()));
// Left plane
faceArray.append(Plane(Vector3(-faceArray.last().normal().x, 0.0f, faceArray.last().normal().z), Vector3::zero()));
// Bottom plane
faceArray.append(Plane(Vector3(0.0f, cosf(fovy/2.0f), -sinf(fovy/2.0f)), Vector3::zero()));
// Top plane
faceArray.append(Plane(Vector3(0.0f, -faceArray.last().normal().y, faceArray.last().normal().z), Vector3::zero()));
// Far plane
if (farDist < inf())
{
faceArray.append(Plane(Vector3(0.0f, 0.0f, 1.0f), Vector3(0.0f, 0.0f, -farDist)));
}
// Transform planes to world space
for (int face = 0; face < faceArray.size(); ++face)
{
// Since there is no scale factor, we don't have to
// worry about the inverse transpose of the normal.
Vector3 normal;
float d;
faceArray[face].getEquation(normal, d);
Vector3 newNormal = rotation * normal;
if (G3D::isFinite(d)) {
d = (newNormal * -d + apex).dot(newNormal);
faceArray[face] = Plane(newNormal, newNormal * d);
} else {
// When d is infinite, we can't multiply 0's by it without
// generating NaNs.
faceArray[face] = Plane::fromEquation(newNormal.x, newNormal.y, newNormal.z, d);
}
}
}
bool Frustum::containsAABB(const Extents& aabb) const
{
for (int ii = 0; ii < 8; ++ii)
{
Vector3 corner = aabb.getCorner(ii);
if (!containsPoint(corner))
{
return false;
}
}
return true;
}
bool Frustum::intersectsAABB(const RBX::Extents& aabb, const G3D::CoordinateFrame& extentsFrame) const
{
RBX::Extents worldBox = aabb.toWorldSpace(extentsFrame);
Vector3 extent = worldBox.size() * 0.5f;
Vector3 center = worldBox.center();
for (int ii = 0; ii < 6; ++ii)
{
const Plane& plane = faceArray[ii];
float d = plane.normal().dot(center) - plane.distance();
float r = Vector3(fabsf(plane.normal().x), fabsf(plane.normal().y), fabsf(plane.normal().z)).dot(extent);
// box is in negative half-space => outside the frustum
if (d + r < 0)
return false;
}
return true;
}
bool Frustum::containsAABB(const Extents& aabb, const G3D::CoordinateFrame& extentsFrame) const
{
for (int ii = 0; ii < 8; ++ii)
{
Vector3 corner = aabb.getCorner(ii);
Vector3 world = extentsFrame.pointToWorldSpace(corner);
if (!containsPoint(world))
{
return false;
}
}
return true;
}
bool Frustum::containsPoint(const Vector3& point) const
{
for (int ii = 0; ii < faceArray.size(); ++ii)
{
const Plane& plane = faceArray[ii];
if (!plane.halfSpaceContains(point))
{
return false;
}
}
return true;
}
bool Frustum::intersectsSphere(const Vector3& center, float radius) const
{
for (int ii = 0; ii < faceArray.size(); ++ii)
{
const Plane& p = faceArray[ii];
Plane offsetplane(p.normal(), p.distance() - radius);
if (!offsetplane.halfSpaceContains(center))
{
return false;
}
}
return true;
}
+486
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/**
Roblox
This is not the G3D 8.0 GCamera, instead it is from the old G3D release modified by Roblox.
@file RbxCamera.cpp
@author Morgan McGuire, matrix@graphics3d.com
@created 2001-04-15
@edited 2006-01-11
*/
#include "RbxG3D/RbxCamera.h"
#include "G3D/platform.h"
#include "G3D/Ray.h"
#include "G3D/Matrix4.h"
namespace RBX {
RbxCamera::RbxCamera() {
nearPlane = 0.1f;
farPlane = (float)inf();
setFieldOfView((float)G3D::toRadians(55.0f));
}
RbxCamera::~RbxCamera() {
}
CoordinateFrame RbxCamera::coordinateFrame() const {
return cframe;
}
void RbxCamera::getCoordinateFrame(CoordinateFrame& c) const {
c = cframe;
}
void RbxCamera::setCoordinateFrame(const CoordinateFrame& c) {
cframe = c;
}
void RbxCamera::setFieldOfView(float angle) {
debugAssert((angle < G3D::pi()) && (angle > 0));
fieldOfView = angle;
// Solve for the corresponding image plane depth, as if the extent
// of the film was 1x1.
imagePlaneDepth = 1.0f / (2.0f * tanf(angle / 2.0f));
}
void RbxCamera::setImagePlaneDepth(
float depth,
const class G3D::Rect2D& viewport) {
debugAssert(depth > 0);
setFieldOfView(2.0f * atanf(viewport.height() / (2.0f * depth)));
}
float RbxCamera::getImagePlaneDepth(
const class G3D::Rect2D& viewport) const {
// The image plane depth has been pre-computed for
// a 1x1 image. Now that the image is width x height,
// we need to scale appropriately.
return imagePlaneDepth * viewport.height();
}
float RbxCamera::getViewportWidth(const G3D::Rect2D& viewport) const {
return getViewportHeight(viewport) * viewport.width() / viewport.height();
}
float RbxCamera::getViewportHeight(const G3D::Rect2D& viewport) const {
(void)viewport;
return nearPlane / imagePlaneDepth;
}
// ROBLOX
RBX::RbxRay RbxCamera::worldRay(
float x,
float y,
const G3D::Rect2D& viewport) const {
int screenWidth = G3D::iFloor(viewport.width());
int screenHeight = G3D::iFloor(viewport.height());
Vector3 origin = cframe.translation;
float cx = screenWidth / 2.0f;
float cy = screenHeight / 2.0f;
Vector3 direction = Vector3( (x - cx),
-(y - cy),
- (getImagePlaneDepth(viewport)));
direction = cframe.vectorToWorldSpace(direction);
// Normalize the direction (we didn't do it before)
direction = direction.direction();
return RBX::RbxRay::fromOriginAndDirection(origin, direction);
}
// ==================
Vector3 RbxCamera::project(
const Vector3& point,
const G3D::Rect2D& viewport) const {
int screenWidth = (int)viewport.width();
int screenHeight = (int)viewport.height();
Vector3 out = cframe.pointToObjectSpace(point);
float w = out.z * (-1.0f);
if (w <= 0) {
// provide at least basic quadrant information.
// (helps with clipping)
return Vector3(((out.x < 0) ? -std::numeric_limits<float>::infinity() : std::numeric_limits<float>::infinity()),
((out.y > 0) ? -std::numeric_limits<float>::infinity() : std::numeric_limits<float>::infinity()),
std::numeric_limits<float>::infinity());
}
debugAssert(w > 0);
// Find where it hits an image plane of these dimensions
float zImagePlane = getImagePlaneDepth(viewport);
// Recover the distance
float rhw = zImagePlane / w;
// Add the image center, flip the y axis
out.x = screenWidth / 2.0f - (rhw * out.x * (-1.0f));
out.y = screenHeight / 2.0f - (rhw * out.y);
out.z = rhw;
return out;
}
Vector3 RbxCamera::inverseProject(
const Vector3& point,
const G3D::Rect2D& viewport) const
{
int screenWidth = (int)viewport.width();
int screenHeight = (int)viewport.height();
float rhw = point.z;
Vector3 p;
// back to [-1..1][-1..1] coords ?
p.x = (screenWidth/2.0f - point.x) / (rhw * (-1.0f) );
p.y = (screenHeight/2.0f - point.y) / (rhw);
float zImagePlane = getImagePlaneDepth(viewport);
float w = zImagePlane / rhw;
p.z = w * (-1.0f);
Vector3 out = cframe.pointToWorldSpace(p);
return out;
}
Matrix4 RbxCamera::projectionMatrix(const class G3D::Rect2D& viewport) const
{
double pixelAspect = viewport.width() / viewport.height();
// Half extents of viewport
double y = -nearPlaneZ() * tan(getFieldOfView() / 2.0);
double x = y * pixelAspect;
double r, l, t, b, n, f;
n = -nearPlaneZ();
f = -farPlaneZ();
r = x;
l = -x;
t = y;
b = -y;
return Matrix4::perspectiveProjection(l, r, b, t, n, f);
}
float RbxCamera::worldToScreenSpaceArea(float area, float z, const G3D::Rect2D& viewport) const {
if (z >= 0) {
return (float)inf();
}
float zImagePlane = getImagePlaneDepth(viewport);
return area * (float)G3D::square(zImagePlane / z);
}
/*
double RbxCamera::getZValue(
double x,
double y,
const class G3D::Rect2D& viewport int width,
int height,
double lineOffset) const {
double depth = renderDevice->getDepthBufferValue((int)x, (int)(height - y));
double n = -nearPlane;
double f = -farPlane;
// Undo the hyperbolic scaling.
// Derivation:
// a = ((1/out) - (1/n)) / ((1/f) - (1/n))
// depth = (1-a) * lineOffset) + (a * 1)
//
// depth = lineOffset + a * (-lineOffset + 1)
// depth = lineOffset + (((1/z) - (1/n)) / ((1/f) - (1/n))) * (1 - lineOffset)
// depth - lineOffset = (((1/z) - (1/n)) / ((1/f) - (1/n))) * (1 - lineOffset)
//
//(depth - lineOffset) / (1 - lineOffset) = (((1/z) - (1/n)) / ((1/f) - (1/n)))
//((1/f) - (1/n)) * (depth - lineOffset) / (1 - lineOffset) = ((1/z) - (1/n))
//(((1/f) - (1/n)) * (depth - lineOffset) / (1 - lineOffset)) + 1/n = (1/z)
//
// z = 1/( (((1/f) - (1/n)) * (depth - lineOffset) / (1 - lineOffset)) + 1/n)
if (f >= inf) {
// Infinite far plane
return 1 / (((-1/n) * (depth - lineOffset) / (1 - lineOffset)) + 1/n);
} else {
return 1 / ((((1/f) - (1/n)) * (depth - lineOffset) / (1 - lineOffset)) + 1/n);
}
}
*/
void RbxCamera::getClipPlanes(
const G3D::Rect2D& viewport,
Array<Plane>& clip) const {
Frustum fr;
frustum(viewport, fr);
clip.resize(fr.faceArray.size(), G3D::DONT_SHRINK_UNDERLYING_ARRAY);
for (int f = 0; f < clip.size(); ++f) {
clip[f] = fr.faceArray[f].plane;
}
/*
clip.resize(0, DONT_SHRINK_UNDERLYING_ARRAY);
double screenWidth = viewport.width();
double screenHeight = viewport.height();
// First construct the planes. Do this in the order of near, left,
// right, bottom, top, far so that early out clipping tests are likely
// to end quickly.
double fovx = screenWidth * fieldOfView / screenHeight;
// Near (recall that nearPlane, farPlane are positive numbers, so
// we need to negate them to produce actual z values.)
clip.append(Plane(Vector3(0,0,-1), Vector3(0,0,-nearPlane)));
// Right
clip.append(Plane(Vector3(-cos(fovx/2), 0, -sin(fovx/2)), Vector3::zero()));
// Left
clip.append(Plane(Vector3(-clip.last().normal().x, 0, clip.last().normal().z), Vector3::zero()));
// Top
clip.append(Plane(Vector3(0, -cos(fieldOfView/2), -sin(fieldOfView/2)), Vector3::zero()));
// Bottom
clip.append(Plane(Vector3(0, -clip.last().normal().y, clip.last().normal().z), Vector3::zero()));
// Far
if (farPlane < inf()) {
clip.append(Plane(Vector3(0, 0, 1), Vector3(0, 0, -farPlane)));
}
// Now transform the planes to world space
for (int p = 0; p < clip.size(); ++p) {
// Since there is no scale factor, we don't have to
// worry about the inverse transpose of the normal.
Vector3 normal;
float d;
clip[p].getEquation(normal, d);
Vector3 newNormal = cframe.rotation * normal;
if (isFinite(d)) {
d = (newNormal * -d + cframe.translation).dot(newNormal);
clip[p] = Plane(newNormal, newNormal * d);
} else {
// When d is infinite, we can't multiply 0's by it without
// generating NaNs.
clip[p] = Plane::fromEquation(newNormal.x, newNormal.y, newNormal.z, d);
}
}
*/
}
RbxCamera::Frustum RbxCamera::frustum(const G3D::Rect2D& viewport) const {
Frustum f;
frustum(viewport, f);
return f;
}
void RbxCamera::frustum(const G3D::Rect2D& viewport, Frustum& fr) const {
fr.vertexPos.fastClear();
fr.faceArray.fastClear();
// The volume is the convex hull of the vertices definining the view
// frustum and the light source point at infinity.
const float x = getViewportWidth(viewport) / 2;
const float y = getViewportHeight(viewport) / 2;
const float z = nearPlaneZ();
const float w = z / farPlaneZ();
const float fovx = x * fieldOfView / y;
// Near face (ccw from UR)
fr.vertexPos.append(
Vector4( x, y, z, 1),
Vector4(-x, y, z, 1),
Vector4(-x, -y, z, 1),
Vector4( x, -y, z, 1));
// Far face (ccw from UR, from origin)
fr.vertexPos.append(
Vector4( x, y, z, w),
Vector4(-x, y, z, w),
Vector4(-x, -y, z, w),
Vector4( x, -y, z, w));
Frustum::Face face;
// Near plane (wind backwards so normal faces into frustum)
// Recall that nearPlane, farPlane are positive numbers, so
// we need to negate them to produce actual z values.
face.plane = Plane(Vector3(0,0,-1), Vector3(0,0,-nearPlane));
face.vertexIndex[0] = 3;
face.vertexIndex[1] = 2;
face.vertexIndex[2] = 1;
face.vertexIndex[3] = 0;
fr.faceArray.append(face);
// Right plane
face.plane = Plane(Vector3(-cosf(fovx/2), 0, -sinf(fovx/2)), Vector3::zero());
face.vertexIndex[0] = 0;
face.vertexIndex[1] = 4;
face.vertexIndex[2] = 7;
face.vertexIndex[3] = 3;
fr.faceArray.append(face);
// Left plane
face.plane = Plane(Vector3(-fr.faceArray.last().plane.normal().x, 0, fr.faceArray.last().plane.normal().z), Vector3::zero());
face.vertexIndex[0] = 5;
face.vertexIndex[1] = 1;
face.vertexIndex[2] = 2;
face.vertexIndex[3] = 6;
fr.faceArray.append(face);
// Top plane
face.plane = Plane(Vector3(0, -cosf(fieldOfView/2.0f), -sinf(fieldOfView/2.0f)), Vector3::zero());
face.vertexIndex[0] = 1;
face.vertexIndex[1] = 5;
face.vertexIndex[2] = 4;
face.vertexIndex[3] = 0;
fr.faceArray.append(face);
// Bottom plane
face.plane = Plane(Vector3(0, -fr.faceArray.last().plane.normal().y, fr.faceArray.last().plane.normal().z), Vector3::zero());
face.vertexIndex[0] = 2;
face.vertexIndex[1] = 3;
face.vertexIndex[2] = 7;
face.vertexIndex[3] = 6;
fr.faceArray.append(face);
// Far plane
if (farPlane < inf()) {
face.plane = Plane(Vector3(0, 0, 1), Vector3(0, 0, -farPlane));
face.vertexIndex[0] = 4;
face.vertexIndex[1] = 5;
face.vertexIndex[2] = 6;
face.vertexIndex[3] = 7;
fr.faceArray.append(face);
}
// Transform vertices to world space
for (int v = 0; v < fr.vertexPos.size(); ++v) {
fr.vertexPos[v] = cframe.toWorldSpace(fr.vertexPos[v]);
}
// Transform planes to world space
for (int p = 0; p < fr.faceArray.size(); ++p) {
// Since there is no scale factor, we don't have to
// worry about the inverse transpose of the normal.
Vector3 normal;
float d;
fr.faceArray[p].plane.getEquation(normal, d);
Vector3 newNormal = cframe.rotation * normal;
if (G3D::isFinite(d)) {
d = (newNormal * -d + cframe.translation).dot(newNormal);
fr.faceArray[p].plane = Plane(newNormal, newNormal * d);
} else {
// When d is infinite, we can't multiply 0's by it without
// generating NaNs.
fr.faceArray[p].plane = Plane::fromEquation(newNormal.x, newNormal.y, newNormal.z, d);
}
}
}
bool RbxCamera::Frustum::containsPoint(const Vector3& point) const
{
for (int i = 0; i < 6; ++i) { // ignore front, back
const G3D::Plane& plane = faceArray[i].plane;
if (!plane.halfSpaceContains(point)) {
return false;
}
}
return true;
}
bool RbxCamera::Frustum::intersectsSphere(const Vector3& center, float radius) const
{
for (int i = 0; i < 6; ++i) { // ignore front, back
const G3D::Plane& p = faceArray[i].plane;
G3D::Plane offsetplane(p.normal(), p.distance()- radius);
if (!offsetplane.halfSpaceContains(center)) {
return false;
}
}
return true;
}
void RbxCamera::get3DViewportCorners(
const G3D::Rect2D& viewport,
Vector3& outUR,
Vector3& outUL,
Vector3& outLL,
Vector3& outLR) const {
// Must be kept in sync with frustum()
const float sign = (-1.0f);
const float w = -sign * getViewportWidth(viewport) / 2.0f;
const float h = getViewportHeight(viewport) / 2.0f;
const float z = -sign * nearPlaneZ();
// Compute the points
outUR = Vector3( w, h, z);
outUL = Vector3(-w, h, z);
outLL = Vector3(-w, -h, z);
outLR = Vector3( w, -h, z);
// Take to world space
outUR = cframe.pointToWorldSpace(outUR);
outUL = cframe.pointToWorldSpace(outUL);
outLR = cframe.pointToWorldSpace(outLR);
outLL = cframe.pointToWorldSpace(outLL);
}
void RbxCamera::setPosition(const Vector3& t) {
cframe.translation = t;
}
void RbxCamera::lookAt(const Vector3& position, const Vector3& up) {
cframe.lookAt(position, up);
}
} // namespace
+210
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@@ -0,0 +1,210 @@
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GCC_INLINES_ARE_PRIVATE_EXTERN = YES;
GCC_MODEL_TUNING = G5;
HEADER_SEARCH_PATHS = (
include,
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../AppDraw/include,
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../GfxBase/include/GfxBase,
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"$(CONTRIB_PATH)/GeekInfo/geekinfo-2.1.4/include",
../../log/include,
../../App.BulletPhysics,
);
INSTALL_PATH = /usr/local/lib;
PRODUCT_NAME = RbxG3D;
SDKROOT = macosx;
};
name = NoOpt;
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isa = XCBuildConfiguration;
buildSettings = {
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GCC_INLINES_ARE_PRIVATE_EXTERN = YES;
GCC_MODEL_TUNING = G5;
GCC_PREPROCESSOR_DEFINITIONS = (
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RBX_PLATFORM_IOS,
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GCC_SYMBOLS_PRIVATE_EXTERN = YES;
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include,
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../../log/include,
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INSTALL_PATH = /usr/local/lib;
IPHONEOS_DEPLOYMENT_TARGET = 5.1.1;
ONLY_ACTIVE_ARCH = YES;
OTHER_CPLUSPLUSFLAGS = "-v";
PRODUCT_NAME = RbxG3DiOS;
SDKROOT = iphoneos;
SKIP_INSTALL = YES;
VALID_ARCHS = "armv7 arm64";
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name = NoOpt;
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/* Begin XCConfigurationList section */
1DEB91EB08733DB70010E9CD /* Build configuration list for PBXNativeTarget "RbxG3D" */ = {
isa = XCConfigurationList;
buildConfigurations = (
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defaultConfigurationName = Release;
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1DEB91EF08733DB70010E9CD /* Build configuration list for PBXProject "RbxG3D" */ = {
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buildConfigurations = (
1DEB91F008733DB70010E9CD /* Debug */,
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D0D04FEE1C76147900CDE19D /* NoOpt */,
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defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
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1F28461315E701DB00120D64 /* Build configuration list for PBXNativeTarget "RbxG3D iOS" */ = {
isa = XCConfigurationList;
buildConfigurations = (
1F28461415E701DB00120D64 /* Debug */,
1F28461515E701DB00120D64 /* Release */,
D0D04FF01C76147900CDE19D /* NoOpt */,
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defaultConfigurationIsVisible = 0;
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rootObject = 08FB7793FE84155DC02AAC07 /* Project object */;
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+115
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/**
@file RbxRay.cpp
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2002-07-12
@edited 2004-03-19
// ROBLOX: from the old g3d (previous to upgrade to g3d 8.0). This version make our code happier.
// It doesn't requires to have unit() vectors.
// We should fix this and remove de need of thise file in the future and use the G3D ones.
*/
//#include "G3D/platform.h"
#include "RbxG3D/RbxRay.h"
#include "G3D/CollisionDetection.h"
namespace RBX {
RbxRay RbxRay::refract(
const Vector3& newOrigin,
const Vector3& normal,
float iInside,
float iOutside) const {
Vector3 D = m_direction.refractionDirection(normal, iInside, iOutside);
return RbxRay::fromOriginAndDirection(
newOrigin + (m_direction + normal * (float)sign(m_direction.dot(normal))) * 0.001f, D);
}
RbxRay RbxRay::reflect(
const Vector3& newOrigin,
const Vector3& normal) const {
Vector3 D = m_direction.reflectionDirection(normal);
return RbxRay::fromOriginAndDirection(newOrigin + (D + normal) * 0.001f, D);
}
Vector3 RbxRay::intersectionPlane(const Plane& plane) const {
/*
float d;
Vector3 normal = plane.normal();
plane.getEquation(normal, d);
float rate = m_direction.dot(normal);
if (rate >= 0.0f) {
return Vector3::inf();
} else {
float t = -(d + m_origin.dot(normal)) / rate;
return m_origin + m_direction * t;
}
*/
Vector3 planeNormal = plane.normal();
float rate = m_direction.dot(planeNormal);
if (fabs(rate) < 1e-6f) { // parallel
return Vector3::inf();
}
else {
float distanceOnRay = (plane.distance() - m_origin.dot(planeNormal)) / rate;
if (distanceOnRay >= 0.0f) {
return m_origin + m_direction * distanceOnRay;
}
else {
return Vector3::inf(); // other side of ray
}
}
}
float RbxRay::intersectionTime(const class Sphere& sphere) const {
Vector3 dummy;
return G3D::CollisionDetection::collisionTimeForMovingPointFixedSphere(
m_origin, m_direction, sphere, dummy);
}
float RbxRay::intersectionTime(const class Plane& plane) const {
Vector3 dummy;
return G3D::CollisionDetection::collisionTimeForMovingPointFixedPlane(
m_origin, m_direction, plane, dummy);
}
float RbxRay::intersectionTime(const class Box& box) const {
Vector3 dummy;
float time = G3D::CollisionDetection::collisionTimeForMovingPointFixedBox(
m_origin, m_direction, box, dummy);
if ((time == inf()) && (box.contains(m_origin))) {
return 0.0f;
} else {
return time;
}
}
float RbxRay::intersectionTime(const class AABox& box) const {
Vector3 dummy;
bool inside;
float time = G3D::CollisionDetection::collisionTimeForMovingPointFixedAABox(
m_origin, m_direction, box, dummy, inside);
if ((time == inf()) && inside) {
return 0.0f;
} else {
return time;
}
}
}
+34
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# Install script for directory: /mnt/f/Trunk2012/Client/Rendering/RbxG3D
# Set the install prefix
IF(NOT DEFINED CMAKE_INSTALL_PREFIX)
SET(CMAKE_INSTALL_PREFIX "/home/watrabi/Android/ndk/android-ndk-r10e/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/user")
ENDIF(NOT DEFINED CMAKE_INSTALL_PREFIX)
STRING(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
# Set the install configuration name.
IF(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
IF(BUILD_TYPE)
STRING(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
ELSE(BUILD_TYPE)
SET(CMAKE_INSTALL_CONFIG_NAME "Release")
ENDIF(BUILD_TYPE)
MESSAGE(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
ENDIF(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
# Set the component getting installed.
IF(NOT CMAKE_INSTALL_COMPONENT)
IF(COMPONENT)
MESSAGE(STATUS "Install component: \"${COMPONENT}\"")
SET(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
ELSE(COMPONENT)
SET(CMAKE_INSTALL_COMPONENT)
ENDIF(COMPONENT)
ENDIF(NOT CMAKE_INSTALL_COMPONENT)
# Install shared libraries without execute permission?
IF(NOT DEFINED CMAKE_INSTALL_SO_NO_EXE)
SET(CMAKE_INSTALL_SO_NO_EXE "1")
ENDIF(NOT DEFINED CMAKE_INSTALL_SO_NO_EXE)
+52
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#ifndef RBXG3D_FRUSTUM_H
#define RBXG3D_FRUSTUM_H
#include "G3D/Plane.h"
#include "G3D/Vector3.h"
namespace G3D
{
class CoordinateFrame;
}
namespace RBX {
class Extents;
class Frustum
{
public:
Frustum() {};
// fovx, fovy are in radians
Frustum(const G3D::Vector3& apex, const G3D::Vector3& dir, const G3D::Vector3& up, float nearDist, float farDist, float fovx, float fovy);
enum FrustumPlane
{
kPlaneNear = 0,
kPlaneRight,
kPlaneLeft,
kPlaneBottom,
kPlaneTop,
kPlaneFar,
kPlaneInvalid,
};
/** The faces in the frustum. When the
far plane is at infinity, there are 5 faces,
otherwise there are 6. The faces are in the order
N,R,L,B,T,[F].
*/
G3D::Array<G3D::Plane> faceArray;
bool containsPoint(const G3D::Vector3& point) const;
bool intersectsSphere(const G3D::Vector3& center, float radius) const;
bool containsAABB(const RBX::Extents& aabb) const;
bool intersectsAABB(const RBX::Extents& aabb, const G3D::CoordinateFrame& extentsFrame) const;
bool containsAABB(const RBX::Extents& aabb, const G3D::CoordinateFrame& extentsFrame) const;
};
} // namespace RBX
#endif
+272
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/**
Roblox
This is not the G3D 8.0 GCamera, instead it is from the old G3D release modified by Roblox.
@file RbxCamera.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2001-06-02
@edited 2006-02-11
*/
#ifndef G3D_RBX_CAMERA_H
#define G3D_RBX_CAMERA_H
#include "G3D/platform.h"
#include "G3D/CoordinateFrame.h"
#include "G3D/Vector3.h"
#include "G3D/Plane.h"
#include "G3D/Rect2D.h"
#include "G3D/debugAssert.h"
namespace RBX {
using G3D::CoordinateFrame;
using G3D::Array;
using G3D::Vector3;
using G3D::Vector4;
using G3D::Matrix4;
/**
There is a viewport of width x height size in world space that corresponds to
a screenWidth x screenHeight pixel grid on a
renderDevice->getWidth() x renderDevice->getHeight()
window.
All viewport arguments are the pixel bounds of the viewport-- e.g.,
RenderDevice::getViewport().
*/
class RbxCamera {
private:
/**
Vertical field of view (in radians)
*/
float fieldOfView;
/**
The image plane depth corresponding to a vertical field of
view, where the film size is 1x1.
*/
float imagePlaneDepth;
/**
Clipping plane, *not* imaging plane. Positive numbers.
*/
float nearPlane;
/**
Positive
*/
float farPlane;
CoordinateFrame cframe;
public:
class Frustum {
public:
class Face {
public:
/** Counter clockwise indices into vertexPos */
int vertexIndex[4];
/** The plane containing the face. */
Plane plane;
};
/** The vertices, in homogeneous space. If w == 0,
a vertex is at infinity. */
Array<G3D::Vector4> vertexPos;
/** The faces in the frustum. When the
far plane is at infinity, there are 5 faces,
otherwise there are 6. The faces are in the order
N,R,L,B,T,[F].
*/
Array<Face> faceArray;
bool containsPoint(const Vector3& point) const;
bool intersectsSphere(const Vector3& center, float radius) const;
};
RbxCamera();
virtual ~RbxCamera();
CoordinateFrame coordinateFrame() const;
void getCoordinateFrame(CoordinateFrame& c) const;
void setCoordinateFrame(const CoordinateFrame& c);
/**
Sets the horizontal field of view, in radians. The
initial angle is toRadians(55).
<UL>
<LI> toRadians(50) - Telephoto
<LI> toRadians(110) - Normal
<LI> toRadians(140) - Wide angle
</UL>
*/
void setFieldOfView(float angle);
/**
Sets the field of view based on a desired image plane depth
(<I>s'</I>) and film dimensions in world space. Depth must be positive. Width,
depth, and height are measured in the same units (meters are
recommended). The field of view will span the diagonal to the
image.<P> <I>Note</I>: to simulate a 35mm RbxCamera, set width =
0.36 mm and height = 0.24 mm. The width and height used are
generally not the pixel dimensions of the image.
*/
void setImagePlaneDepth(
float depth,
const class G3D::Rect2D& viewport);
inline double getFieldOfView() const {
return fieldOfView;
}
/**
Projects a world space point onto a width x height screen. The
returned coordinate uses pixmap addressing: x = right and y =
down. The resulting z value is <I>rhw</I>.
If the point is behind the camera, Vector3::inf() is returned.
*/
Vector3 project(
const G3D::Vector3& point,
const class G3D::Rect2D& viewport) const;
Vector3 inverseProject(
const Vector3& point,
const G3D::Rect2D& viewport) const;
Matrix4 projectionMatrix(const class G3D::Rect2D& viewport) const;
/**
Returns the pixel area covered by a shape of the given
world space area at the given z value (z must be negative).
*/
float worldToScreenSpaceArea(float area, float z, const class G3D::Rect2D& viewport) const;
/**
Returns the world space 3D viewport corners. These
are at the near clipping plane. The corners are constructed
from the nearPlaneZ, getViewportWidth, and getViewportHeight.
"left" and "right" are from the RbxCamera's perspective.
*/
void get3DViewportCorners(
const class G3D::Rect2D& viewport,
Vector3& outUR,
Vector3& outUL,
Vector3& outLL,
Vector3& outLR) const;
/**
Returns the image plane depth, <I>s'</I>, given the current field
of view for film of dimensions width x height. See
setImagePlaneDepth for a discussion of worldspace values width and height.
*/
float getImagePlaneDepth(
const class G3D::Rect2D& viewport) const;
/**
Returns the world space ray passing through the center of pixel
(x, y) on the image plane. The pixel x and y axes are opposite
the 3D object space axes: (0,0) is the upper left corner of the screen.
They are in viewport coordinates, not screen coordinates.
Integer (x, y) values correspond to
the upper left corners of pixels. If you want to cast rays
through pixel centers, add 0.5 to x and y.
*/
RBX::RbxRay worldRay(
float x,
float y,
const class G3D::Rect2D& viewport) const;
/**
Returns a negative z-value.
*/
inline float nearPlaneZ() const {
return -nearPlane;
}
/**
Returns a negative z-value.
*/
inline float farPlaneZ() const {
return -farPlane;
}
inline void setFarPlaneZ(float z) {
debugAssert(z < 0);
farPlane = -z;
}
inline void setNearPlaneZ(float z) {
debugAssert(z < 0);
nearPlane = -z;
}
/**
Returns the RbxCamera space width of the viewport.
*/
float getViewportWidth(
const class G3D::Rect2D& viewport) const;
/**
Returns the RbxCamera space height of the viewport.
*/
float getViewportHeight(
const class G3D::Rect2D& viewport) const;
/**
Read back a RbxCamera space z-value at pixel (x, y) from the depth buffer.
double getZValue(
double x,
double y,
const class G3D::Rect2D& viewport,
double polygonOffset = 0) const;
*/
void setPosition(const Vector3& t);
void lookAt(const Vector3& position, const Vector3& up = Vector3::unitY());
/**
Returns the clipping planes of the frustum, in world space.
The planes have normals facing <B>into</B> the view frustum.
The plane order is guaranteed to be:
Near, Right, Left, Top, Bottom, [Far]
If the far plane is at infinity, the resulting array will have
5 planes, otherwise there will be 6.
The viewport is used only to determine the aspect ratio of the screen; the
absolute dimensions and xy values don't matter.
*/
void getClipPlanes(
const G3D::Rect2D& viewport,
Array<Plane>& outClip) const;
/**
Returns the world space view frustum, which is a truncated pyramid describing
the volume of space seen by this camera.
*/
void frustum(const G3D::Rect2D& viewport, RbxCamera::Frustum& f) const;
RbxCamera::Frustum frustum(const G3D::Rect2D& viewport) const;
};
} // namespace G3D
#endif
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/**
@file RbxRay.h
RbxRay class
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2002-07-12
@edited 2006-02-21
// ROBLOX: from the old g3d (previous to upgrade to g3d 8.0). This version make our code happier.
// It doesn't requires to have unit() vectors.
// We should fix this and remove de need of thise file in the future and use the G3D ones.
*/
#ifndef G3D_RbxRay_H
#define G3D_RbxRay_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Triangle.h"
#include "G3D/Sphere.h"
#include "G3D/Box.h"
#include "G3D/AABox.h"
#include "G3D/Plane.h"
namespace RBX {
using G3D::Vector3;
using G3D::Triangle;
using G3D::Plane;
using G3D::Sphere;
using G3D::Box;
using G3D::inf;
using G3D::sign;
using G3D::AABox;
/**
A 3D RbxRay.
*/
class RbxRay {
private:
Vector3 m_origin;
/**
Not unit length
*/
Vector3 m_direction;
public:
RbxRay(const Vector3& origin, const Vector3& direction) {
this->m_origin = origin;
this->m_direction = direction;
}
RbxRay() : m_origin(Vector3::zero()), m_direction(Vector3::zero()) {}
virtual ~RbxRay() {}
bool operator==(const RbxRay& rhs) const {
return m_origin == rhs.origin() && m_direction == rhs.direction();
}
bool operator!=(const RbxRay& other) const {
return m_origin!=other.origin() || m_direction!=other.direction();
}
inline const Vector3& origin() const {
return m_origin;
}
/** Not-Unit direction vector. */
inline const Vector3& direction() const {
return m_direction;
}
inline float length() const {
return m_direction.length();
}
/// Non Cost versions of above, in lieu of exposing private data.
inline Vector3& origin() {
return m_origin;
}
/** Not-Unit direction vector. */
inline Vector3& direction() {
return m_direction;
}
/**
Creates a Ray from a origin and a (nonzero) direction.
*/
static RbxRay fromOriginAndDirection(const Vector3& point, const Vector3& direction) {
return RbxRay(point, direction);
}
RbxRay unit() const {
return RbxRay(m_origin, m_direction.unit());
}
/**
Returns the closest point on the Ray to point.
*/
Vector3 closestPoint(const Vector3& point) const {
float t = m_direction.dot(point - this->m_origin);
if (t < 0) {
return this->m_origin;
} else {
return this->m_origin + m_direction * t;
}
}
/**
Returns the closest distance between point and the Ray
*/
float distance(const Vector3& point) const {
return (closestPoint(point) - point).magnitude();
}
/**
// modified from G3D - returns intersection of Ray/plane regardless of which side ray is on
*/
Vector3 intersectionPlane(const class Plane& plane) const;
/**
Returns the distance until intersection with the (solid) sphere.
Will be 0 if inside the sphere, inf if there is no intersection.
The ray direction is <B>not</B> normalized. If the ray direction
has unit length, the distance from the origin to intersection
is equal to the time. If the direction does not have unit length,
the distance = time * direction.length().
See also the G3D::CollisionDetection "movingPoint" methods,
which give more information about the intersection.
*/
float intersectionTime(const class Sphere& sphere) const;
float intersectionTime(const class Plane& plane) const;
float intersectionTime(const class Box& box) const;
float intersectionTime(const class AABox& box) const;
/**
The three extra arguments are the weights of vertices 0, 1, and 2
at the intersection point; they are useful for texture mapping
and interpolated normals.
*/
float intersectionTime(
const Vector3& v0, const Vector3& v1, const Vector3& v2,
const Vector3& edge01, const Vector3& edge02,
double& w0, double& w1, double& w2) const;
/**
Ray-triangle intersection for a 1-sided triangle. Fastest version.
@cite http://www.acm.org/jgt/papers/MollerTrumbore97/
http://www.graphics.cornell.edu/pubs/1997/MT97.html
*/
inline float intersectionTime(
const Vector3& vert0,
const Vector3& vert1,
const Vector3& vert2,
const Vector3& edge01,
const Vector3& edge02) const;
inline float intersectionTime(
const Vector3& vert0,
const Vector3& vert1,
const Vector3& vert2) const {
return intersectionTime(vert0, vert1, vert2, vert1 - vert0, vert2 - vert0);
}
inline float intersectionTime(
const Vector3& vert0,
const Vector3& vert1,
const Vector3& vert2,
double& w0,
double& w1,
double& w2) const {
return intersectionTime(vert0, vert1, vert2, vert1 - vert0, vert2 - vert0, w0, w1, w2);
}
/* One-sided triangle
*/
inline float intersectionTime(const Triangle& triangle) const {
return intersectionTime(
triangle.vertex(0), triangle.vertex(1), triangle.vertex(2),
triangle.edge01(), triangle.edge02());
}
inline float intersectionTime(
const Triangle& triangle,
double& w0,
double& w1,
double& w2) const {
return intersectionTime(triangle.vertex(0), triangle.vertex(1), triangle.vertex(2),
triangle.edge01(), triangle.edge02(), w0, w1, w2);
}
/** Refracts about the normal
using G3D::Vector3::refractionDirection
and bumps the ray slightly from the newOrigin. */
RbxRay refract(
const Vector3& newOrigin,
const Vector3& normal,
float iInside,
float iOutside) const;
/** Reflects about the normal
using G3D::Vector3::reflectionDirection
and bumps the ray slightly from
the newOrigin. */
RbxRay reflect(
const Vector3& newOrigin,
const Vector3& normal) const;
};
#define EPSILON 0.000001
#define CROSS(dest,v1,v2) \
dest[0]=v1[1]*v2[2]-v1[2]*v2[1]; \
dest[1]=v1[2]*v2[0]-v1[0]*v2[2]; \
dest[2]=v1[0]*v2[1]-v1[1]*v2[0];
#define DOT(v1,v2) (v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2])
#define SUB(dest,v1,v2) \
dest[0]=v1[0]-v2[0]; \
dest[1]=v1[1]-v2[1]; \
dest[2]=v1[2]-v2[2];
inline float RbxRay::intersectionTime(
const Vector3& vert0,
const Vector3& vert1,
const Vector3& vert2,
const Vector3& edge1,
const Vector3& edge2) const {
(void)vert1;
(void)vert2;
// Barycenteric coords
float u, v;
float tvec[3], pvec[3], qvec[3];
// begin calculating determinant - also used to calculate U parameter
CROSS(pvec, m_direction, edge2);
// if determinant is near zero, ray lies in plane of triangle
const float det = DOT(edge1, pvec);
if (det < EPSILON) {
return (float)inf();
}
// calculate distance from vert0 to ray origin
SUB(tvec, m_origin, vert0);
// calculate U parameter and test bounds
u = DOT(tvec, pvec);
if ((u < 0.0f) || (u > det)) {
// Hit the plane outside the triangle
return (float)inf();
}
// prepare to test V parameter
CROSS(qvec, tvec, edge1);
// calculate V parameter and test bounds
v = DOT(m_direction, qvec);
if ((v < 0.0f) || (u + v > det)) {
// Hit the plane outside the triangle
return (float)inf();
}
// Case where we don't need correct (u, v):
const float t = DOT(edge2, qvec);
if (t >= 0.0f) {
// Note that det must be positive
return t / det;
} else {
// We had to travel backwards in time to intersect
return (float)inf();
}
}
inline float RbxRay::intersectionTime(
const Vector3& vert0,
const Vector3& vert1,
const Vector3& vert2,
const Vector3& edge1,
const Vector3& edge2,
double& w0,
double& w1,
double& w2) const {
(void)vert1;
(void)vert2;
// Barycenteric coords
float u, v;
float tvec[3], pvec[3], qvec[3];
// begin calculating determinant - also used to calculate U parameter
CROSS(pvec, m_direction, edge2);
// if determinant is near zero, ray lies in plane of triangle
const float det = DOT(edge1, pvec);
if (det < EPSILON) {
return (float)inf();
}
// calculate distance from vert0 to ray origin
SUB(tvec, m_origin, vert0);
// calculate U parameter and test bounds
u = DOT(tvec, pvec);
if ((u < 0.0f) || (u > det)) {
// Hit the plane outside the triangle
return (float)inf();
}
// prepare to test V parameter
CROSS(qvec, tvec, edge1);
// calculate V parameter and test bounds
v = DOT(m_direction, qvec);
if ((v < 0.0f) || (u + v > det)) {
// Hit the plane outside the triangle
return (float)inf();
}
float t = DOT(edge2, qvec);
if (t >= 0) {
const float inv_det = 1.0f / det;
t *= inv_det;
u *= inv_det;
v *= inv_det;
w0 = (1.0f - u - v);
w1 = u;
w2 = v;
return t;
} else {
// We had to travel backwards in time to intersect
return (float)inf();
}
}
#undef EPSILON
#undef CROSS
#undef DOT
#undef SUB
}// namespace
#endif
+17
View File
@@ -0,0 +1,17 @@
#ifndef RBX_TIME_H
#define RBX_TIME_H
#include "G3D/G3DGameUnits.h"
namespace RBX
{
class RbxTime
{
public:
static G3D::RealTime getTick();
private:
static G3D::RealTime m_startTime;
};
}
#endif