opensim-development – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Drawing; |
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30 | using OpenMetaverse; |
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31 | |||
32 | namespace OpenSim.Region.CoreModules.World.Warp3DMap |
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33 | { |
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34 | public class Viewport |
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35 | { |
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36 | private const float DEG_TO_RAD = (float)Math.PI / 180f; |
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37 | private static readonly Vector3 UP_DIRECTION = Vector3.UnitZ; |
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38 | |||
39 | public Vector3 Position; |
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40 | public Vector3 LookDirection; |
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41 | public float FieldOfView; |
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42 | public float NearPlaneDistance; |
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43 | public float FarPlaneDistance; |
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44 | public int Width; |
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45 | public int Height; |
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46 | public bool Orthographic; |
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47 | public float OrthoWindowWidth; |
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48 | public float OrthoWindowHeight; |
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49 | |||
50 | public Viewport(Vector3 position, Vector3 lookDirection, float fieldOfView, float farPlaneDist, float nearPlaneDist, int width, int height) |
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51 | { |
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52 | // Perspective projection mode |
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53 | Position = position; |
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54 | LookDirection = lookDirection; |
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55 | FieldOfView = fieldOfView; |
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56 | FarPlaneDistance = farPlaneDist; |
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57 | NearPlaneDistance = nearPlaneDist; |
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58 | Width = width; |
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59 | Height = height; |
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60 | } |
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61 | |||
62 | public Viewport(Vector3 position, Vector3 lookDirection, float farPlaneDist, float nearPlaneDist, int width, int height, float orthoWindowWidth, float orthoWindowHeight) |
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63 | { |
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64 | // Orthographic projection mode |
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65 | Position = position; |
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66 | LookDirection = lookDirection; |
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67 | FarPlaneDistance = farPlaneDist; |
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68 | NearPlaneDistance = nearPlaneDist; |
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69 | Width = width; |
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70 | Height = height; |
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71 | OrthoWindowWidth = orthoWindowWidth; |
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72 | OrthoWindowHeight = orthoWindowHeight; |
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73 | Orthographic = true; |
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74 | } |
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75 | |||
76 | public Point VectorToScreen(Vector3 v) |
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77 | { |
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78 | Matrix4 m = GetWorldToViewportMatrix(); |
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79 | Vector3 screenPoint = v * m; |
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80 | return new Point((int)screenPoint.X, (int)screenPoint.Y); |
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81 | } |
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82 | |||
83 | public Matrix4 GetWorldToViewportMatrix() |
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84 | { |
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85 | Matrix4 result = GetViewMatrix(); |
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86 | result *= GetPerspectiveProjectionMatrix(); |
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87 | result *= GetViewportMatrix(); |
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88 | |||
89 | return result; |
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90 | } |
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91 | |||
92 | public Matrix4 GetViewMatrix() |
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93 | { |
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94 | Vector3 zAxis = -LookDirection; |
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95 | zAxis.Normalize(); |
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96 | |||
97 | Vector3 xAxis = Vector3.Cross(UP_DIRECTION, zAxis); |
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98 | xAxis.Normalize(); |
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99 | |||
100 | Vector3 yAxis = Vector3.Cross(zAxis, xAxis); |
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101 | |||
102 | Vector3 position = Position; |
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103 | float offsetX = -Vector3.Dot(xAxis, position); |
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104 | float offsetY = -Vector3.Dot(yAxis, position); |
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105 | float offsetZ = -Vector3.Dot(zAxis, position); |
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106 | |||
107 | return new Matrix4( |
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108 | xAxis.X, yAxis.X, zAxis.X, 0f, |
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109 | xAxis.Y, yAxis.Y, zAxis.Y, 0f, |
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110 | xAxis.Z, yAxis.Z, zAxis.Z, 0f, |
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111 | offsetX, offsetY, offsetZ, 1f); |
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112 | } |
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113 | |||
114 | public Matrix4 GetPerspectiveProjectionMatrix() |
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115 | { |
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116 | float aspectRatio = (float)Width / (float)Height; |
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117 | |||
118 | float hFoV = FieldOfView * DEG_TO_RAD; |
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119 | float zn = NearPlaneDistance; |
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120 | float zf = FarPlaneDistance; |
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121 | |||
122 | float xScale = 1f / (float)Math.Tan(hFoV / 2f); |
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123 | float yScale = aspectRatio * xScale; |
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124 | float m33 = (zf == double.PositiveInfinity) ? -1 : (zf / (zn - zf)); |
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125 | float m43 = zn * m33; |
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126 | |||
127 | return new Matrix4( |
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128 | xScale, 0f, 0f, 0f, |
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129 | 0f, yScale, 0f, 0f, |
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130 | 0f, 0f, m33, -1f, |
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131 | 0f, 0f, m43, 0f); |
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132 | } |
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133 | |||
134 | public Matrix4 GetOrthographicProjectionMatrix(float aspectRatio) |
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135 | { |
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136 | float w = Width; |
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137 | float h = Height; |
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138 | float zn = NearPlaneDistance; |
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139 | float zf = FarPlaneDistance; |
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140 | |||
141 | float m33 = 1 / (zn - zf); |
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142 | float m43 = zn * m33; |
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143 | |||
144 | return new Matrix4( |
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145 | 2f / w, 0f, 0f, 0f, |
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146 | 0f, 2f / h, 0f, 0f, |
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147 | 0f, 0f, m33, 0f, |
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148 | 0f, 0f, m43, 1f); |
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149 | } |
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150 | |||
151 | public Matrix4 GetViewportMatrix() |
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152 | { |
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153 | float scaleX = (float)Width * 0.5f; |
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154 | float scaleY = (float)Height * 0.5f; |
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155 | float offsetX = 0f + scaleX; |
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156 | float offsetY = 0f + scaleY; |
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157 | |||
158 | return new Matrix4( |
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159 | scaleX, 0f, 0f, 0f, |
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160 | 0f, -scaleY, 0f, 0f, |
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161 | 0f, 0f, 1f, 0f, |
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162 | offsetX, offsetY, 0f, 1f); |
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163 | } |
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164 | } |
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165 | } |