blender/source/gameengine/Ketsji/KX_Camera.cpp

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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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* Camera in the gameengine. Cameras are also used for views.
*/
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#include "KX_Camera.h"
#include "KX_Scene.h"
#include "KX_PythonInit.h"
#include "KX_Python.h"
#include "KX_PyMath.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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KX_Camera::KX_Camera(void* sgReplicationInfo,
SG_Callbacks callbacks,
const RAS_CameraData& camdata,
bool frustum_culling,
PyTypeObject *T)
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:
KX_GameObject(sgReplicationInfo,callbacks,T),
m_camdata(camdata),
m_dirty(true),
m_normalized(false),
m_frustum_culling(frustum_culling && camdata.m_perspective),
m_set_projection_matrix(false),
m_set_frustum_center(false)
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{
// setting a name would be nice...
m_name = "cam";
m_projection_matrix.setIdentity();
m_modelview_matrix.setIdentity();
CValue* val = new CIntValue(1);
SetProperty("camera",val);
val->Release();
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}
KX_Camera::~KX_Camera()
{
}
CValue* KX_Camera::GetReplica()
{
KX_Camera* replica = new KX_Camera(*this);
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
ProcessReplica(replica);
return replica;
}
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void KX_Camera::ProcessReplica(KX_Camera* replica)
{
KX_GameObject::ProcessReplica(replica);
}
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MT_Transform KX_Camera::GetWorldToCamera() const
{
MT_Transform camtrans;
camtrans.invert(MT_Transform(NodeGetWorldPosition(), NodeGetWorldOrientation()));
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return camtrans;
}
MT_Transform KX_Camera::GetCameraToWorld() const
{
return MT_Transform(NodeGetWorldPosition(), NodeGetWorldOrientation());
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}
void KX_Camera::CorrectLookUp(MT_Scalar speed)
{
}
const MT_Point3 KX_Camera::GetCameraLocation() const
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{
/* this is the camera locatio in cam coords... */
//return m_trans1.getOrigin();
//return MT_Point3(0,0,0); <-----
/* .... I want it in world coords */
//MT_Transform trans;
//trans.setBasis(NodeGetWorldOrientation());
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return NodeGetWorldPosition();
}
/* I want the camera orientation as well. */
const MT_Quaternion KX_Camera::GetCameraOrientation() const
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{
return NodeGetWorldOrientation().getRotation();
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}
/**
* Sets the projection matrix that is used by the rasterizer.
*/
void KX_Camera::SetProjectionMatrix(const MT_Matrix4x4 & mat)
{
m_projection_matrix = mat;
m_dirty = true;
m_set_projection_matrix = true;
m_set_frustum_center = false;
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}
/**
* Sets the modelview matrix that is used by the rasterizer.
*/
void KX_Camera::SetModelviewMatrix(const MT_Matrix4x4 & mat)
{
m_modelview_matrix = mat;
m_dirty = true;
m_set_frustum_center = false;
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}
/**
* Gets the projection matrix that is used by the rasterizer.
*/
const MT_Matrix4x4& KX_Camera::GetProjectionMatrix() const
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{
return m_projection_matrix;
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}
/**
* Gets the modelview matrix that is used by the rasterizer.
*/
const MT_Matrix4x4& KX_Camera::GetModelviewMatrix() const
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{
return m_modelview_matrix;
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}
bool KX_Camera::hasValidProjectionMatrix() const
{
return m_set_projection_matrix;
}
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void KX_Camera::InvalidateProjectionMatrix(bool valid)
{
m_set_projection_matrix = valid;
}
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/*
* These getters retrieve the clip data and the focal length
*/
float KX_Camera::GetLens() const
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{
return m_camdata.m_lens;
}
float KX_Camera::GetCameraNear() const
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{
return m_camdata.m_clipstart;
}
float KX_Camera::GetCameraFar() const
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{
return m_camdata.m_clipend;
}
float KX_Camera::GetFocalLength() const
{
return m_camdata.m_focallength;
}
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RAS_CameraData* KX_Camera::GetCameraData()
{
return &m_camdata;
}
void KX_Camera::ExtractClipPlanes()
{
if (!m_dirty)
return;
MT_Matrix4x4 m = m_projection_matrix * m_modelview_matrix;
// Left clip plane
m_planes[0] = m[3] + m[0];
// Right clip plane
m_planes[1] = m[3] - m[0];
// Top clip plane
m_planes[2] = m[3] - m[1];
// Bottom clip plane
m_planes[3] = m[3] + m[1];
// Near clip plane
m_planes[4] = m[3] + m[2];
// Far clip plane
m_planes[5] = m[3] - m[2];
m_dirty = false;
m_normalized = false;
}
void KX_Camera::NormalizeClipPlanes()
{
if (m_normalized)
return;
for (unsigned int p = 0; p < 6; p++)
{
MT_Scalar factor = sqrt(m_planes[p][0]*m_planes[p][0] + m_planes[p][1]*m_planes[p][1] + m_planes[p][2]*m_planes[p][2]);
if (!MT_fuzzyZero(factor))
m_planes[p] /= factor;
}
m_normalized = true;
}
void KX_Camera::ExtractFrustumSphere()
{
if (m_set_frustum_center)
return;
VideoTexture: new ImageMirror class for easy mirror (and portal) creation The new class VideoTexture.ImageMirror() is available to perform automatic mirror rendering. Constructor: VideoTexture.ImageMirror(scene,observer,mirror,material) scene: reference to the scene that will be rendered. Both observer and mirror must be part of that scene. observer: reference to a game object used as view point for mirror rendering: the scene will be rendered through the mirror as if the active camera was at the observer location. Usually the observer is the active camera but you can use any game obejct. mirror: reference to the mesh object holding the mirror. material: material ID of the mirror texture as returned by VideoTexture.materialID(). The mirror is formed by the polygons mapped to that material. There are no specific methods or attributes. ImageMirror inherits all methods and attributes from ImageRender. You must refresh the parent VideoTexture.Texture object regularly to update the mirror rendering. Guidelines on how to create a working mirror: - Use a texture that is specific to the mirror so that the mirror rendering only appears on the mirror. - The mirror must be planar; the algorithm works well only for planar or quasi planar mirror. For spherical mirror, you will get better results with ImageRender and a camera at the center of the mirror. ImageMirror automatically computes the mirror orientation and position. The mirror doesn't need to be rectangular, it can be circular or take any form provided it is planar. - The mirror up direction must be along the Z axis in local mesh coordinates. If the mirror is not vertical, ImageMirror will compute the up direction as being the projection of the Z axis on the mirror plane. - UV mapping must be set right to get correct mirror rendering: - make a planar projection of the mirror polygons (Unwrap or projection from view) - eventually rotate the projection so that UV up direction corresponds to the mesh Z axis - scale the projection so that the extreme points touch the border of the texture - flip the UV projection horizontally (scale -1 on X axis). This is needed because the mirror texture is rendered from the back of the mirror and thus is reversed from the view point of the observer. Horizontal flip in the UV map restores the correct orientation. Besides these simple rules, the mirror rendering is completely automatic. In particular, you don't need to allocate a camera for the rendering, ImageMirror creates dynamically a camera for that. The reflection is correct even on large angles. The mirror can be a dynamic and moving object, the algorithm always computes the correct camera position based on observer relative position. You don't have to worry about mirror position in the scene: the algorithm automatically computes the camera frustum so that any object behind the mirror is not rendered. Warnings: - observer and mirror are references to game objects. ImageMirror keeps a pointer to them but does not increment the reference count. You must ensure that these game objects are not deleted as long as you refresh() the ImageMirror object. You must release the ImageMirror object before you delete the game objects. To release the ImageMirror object (normally stored in GameLogic), just assign it to None. - Mirror rendering is automatically skipped when the observer is behind the mirror but it is not disabled when the mirror is out of sight of the observer. You should only refresh the mirror when you know that the observer is likely to see it. For example, no need to refresh a car inner mirror when the player is not in the car. Example: contr = GameLogic.getCurrentController() # object holding the mirror mirror = contr.getOwner() scene = GameLogic.getCurrentScene() # observer will be the active camere camera = scene.getObjectList()['OBCamera'] matID = VideoTexture.materialID(mirror, 'IMmirror.png') GameLogic.mirror = VideoTexture.Texture(mirror, matID) GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID) # to render the mirror, just call GameLogic.mirror.refresh(True) on each frame. You can download a demo game (with a video file) here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip For those who have already downloaded the demo, you can just update the blend file: http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
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// compute sphere for the general case and not only symmetric frustum:
// the mirror code in ImageRender can use very asymmetric frustum.
// We will put the sphere center on the line that goes from origin to the center of the far clipping plane
// This is the optimal position if the frustum is symmetric or very asymmetric and probably close
// to optimal for the general case. The sphere center position is computed so that the distance to
// the near and far extreme frustum points are equal.
// get the transformation matrix from device coordinate to camera coordinate
MT_Matrix4x4 clip_camcs_matrix = m_projection_matrix;
clip_camcs_matrix.invert();
VideoTexture: new ImageMirror class for easy mirror (and portal) creation The new class VideoTexture.ImageMirror() is available to perform automatic mirror rendering. Constructor: VideoTexture.ImageMirror(scene,observer,mirror,material) scene: reference to the scene that will be rendered. Both observer and mirror must be part of that scene. observer: reference to a game object used as view point for mirror rendering: the scene will be rendered through the mirror as if the active camera was at the observer location. Usually the observer is the active camera but you can use any game obejct. mirror: reference to the mesh object holding the mirror. material: material ID of the mirror texture as returned by VideoTexture.materialID(). The mirror is formed by the polygons mapped to that material. There are no specific methods or attributes. ImageMirror inherits all methods and attributes from ImageRender. You must refresh the parent VideoTexture.Texture object regularly to update the mirror rendering. Guidelines on how to create a working mirror: - Use a texture that is specific to the mirror so that the mirror rendering only appears on the mirror. - The mirror must be planar; the algorithm works well only for planar or quasi planar mirror. For spherical mirror, you will get better results with ImageRender and a camera at the center of the mirror. ImageMirror automatically computes the mirror orientation and position. The mirror doesn't need to be rectangular, it can be circular or take any form provided it is planar. - The mirror up direction must be along the Z axis in local mesh coordinates. If the mirror is not vertical, ImageMirror will compute the up direction as being the projection of the Z axis on the mirror plane. - UV mapping must be set right to get correct mirror rendering: - make a planar projection of the mirror polygons (Unwrap or projection from view) - eventually rotate the projection so that UV up direction corresponds to the mesh Z axis - scale the projection so that the extreme points touch the border of the texture - flip the UV projection horizontally (scale -1 on X axis). This is needed because the mirror texture is rendered from the back of the mirror and thus is reversed from the view point of the observer. Horizontal flip in the UV map restores the correct orientation. Besides these simple rules, the mirror rendering is completely automatic. In particular, you don't need to allocate a camera for the rendering, ImageMirror creates dynamically a camera for that. The reflection is correct even on large angles. The mirror can be a dynamic and moving object, the algorithm always computes the correct camera position based on observer relative position. You don't have to worry about mirror position in the scene: the algorithm automatically computes the camera frustum so that any object behind the mirror is not rendered. Warnings: - observer and mirror are references to game objects. ImageMirror keeps a pointer to them but does not increment the reference count. You must ensure that these game objects are not deleted as long as you refresh() the ImageMirror object. You must release the ImageMirror object before you delete the game objects. To release the ImageMirror object (normally stored in GameLogic), just assign it to None. - Mirror rendering is automatically skipped when the observer is behind the mirror but it is not disabled when the mirror is out of sight of the observer. You should only refresh the mirror when you know that the observer is likely to see it. For example, no need to refresh a car inner mirror when the player is not in the car. Example: contr = GameLogic.getCurrentController() # object holding the mirror mirror = contr.getOwner() scene = GameLogic.getCurrentScene() # observer will be the active camere camera = scene.getObjectList()['OBCamera'] matID = VideoTexture.materialID(mirror, 'IMmirror.png') GameLogic.mirror = VideoTexture.Texture(mirror, matID) GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID) # to render the mirror, just call GameLogic.mirror.refresh(True) on each frame. You can download a demo game (with a video file) here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip For those who have already downloaded the demo, you can just update the blend file: http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
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// detect which of the corner of the far clipping plane is the farthest to the origin
MT_Vector4 nfar; // far point in device normalized coordinate
MT_Point3 farpoint; // most extreme far point in camera coordinate
MT_Point3 nearpoint;// most extreme near point in camera coordinate
MT_Point3 farcenter(0.,0.,0.);// center of far cliping plane in camera coordinate
MT_Scalar F=1.0, N; // square distance of far and near point to origin
MT_Scalar f, n; // distance of far and near point to z axis. f is always > 0 but n can be < 0
MT_Scalar e, s; // far and near clipping distance (<0)
MT_Scalar c; // slope of center line = distance of far clipping center to z axis / far clipping distance
MT_Scalar z; // projection of sphere center on z axis (<0)
// tmp value
MT_Vector4 npoint(1., 1., 1., 1.);
MT_Vector4 hpoint;
MT_Point3 point;
MT_Scalar len;
for (int i=0; i<4; i++)
{
hpoint = clip_camcs_matrix*npoint;
point.setValue(hpoint[0]/hpoint[3], hpoint[1]/hpoint[3], hpoint[2]/hpoint[3]);
len = point.dot(point);
if (len > F)
{
nfar = npoint;
farpoint = point;
F = len;
}
// rotate by 90 degree along the z axis to walk through the 4 extreme points of the far clipping plane
len = npoint[0];
npoint[0] = -npoint[1];
npoint[1] = len;
farcenter += point;
}
// the far center is the average of the far clipping points
farcenter *= 0.25;
// the extreme near point is the opposite point on the near clipping plane
nfar.setValue(-nfar[0], -nfar[1], -1., 1.);
nfar = clip_camcs_matrix*nfar;
nearpoint.setValue(nfar[0]/nfar[3], nfar[1]/nfar[3], nfar[2]/nfar[3]);
N = nearpoint.dot(nearpoint);
e = farpoint[2];
s = nearpoint[2];
// projection on XY plane for distance to axis computation
MT_Point2 farxy(farpoint[0], farpoint[1]);
// f is forced positive by construction
f = farxy.length();
// get corresponding point on the near plane
farxy *= s/e;
// this formula preserve the sign of n
n = f*s/e - MT_Point2(nearpoint[0]-farxy[0], nearpoint[1]-farxy[1]).length();
c = MT_Point2(farcenter[0], farcenter[1]).length()/e;
// the big formula, it simplifies to (F-N)/(2(e-s)) for the symmetric case
z = (F-N)/(2.0*(e-s+c*(f-n)));
m_frustum_center = MT_Point3(farcenter[0]*z/e, farcenter[1]*z/e, z);
m_frustum_radius = m_frustum_center.distance(farpoint);
#if 0
// The most extreme points on the near and far plane. (normalized device coords)
MT_Vector4 hnear(1., 1., 0., 1.), hfar(1., 1., 1., 1.);
// Transform to hom camera local space
hnear = clip_camcs_matrix*hnear;
hfar = clip_camcs_matrix*hfar;
// Tranform to 3d camera local space.
MT_Point3 nearpoint(hnear[0]/hnear[3], hnear[1]/hnear[3], hnear[2]/hnear[3]);
MT_Point3 farpoint(hfar[0]/hfar[3], hfar[1]/hfar[3], hfar[2]/hfar[3]);
// Compute center
VideoTexture: new ImageMirror class for easy mirror (and portal) creation The new class VideoTexture.ImageMirror() is available to perform automatic mirror rendering. Constructor: VideoTexture.ImageMirror(scene,observer,mirror,material) scene: reference to the scene that will be rendered. Both observer and mirror must be part of that scene. observer: reference to a game object used as view point for mirror rendering: the scene will be rendered through the mirror as if the active camera was at the observer location. Usually the observer is the active camera but you can use any game obejct. mirror: reference to the mesh object holding the mirror. material: material ID of the mirror texture as returned by VideoTexture.materialID(). The mirror is formed by the polygons mapped to that material. There are no specific methods or attributes. ImageMirror inherits all methods and attributes from ImageRender. You must refresh the parent VideoTexture.Texture object regularly to update the mirror rendering. Guidelines on how to create a working mirror: - Use a texture that is specific to the mirror so that the mirror rendering only appears on the mirror. - The mirror must be planar; the algorithm works well only for planar or quasi planar mirror. For spherical mirror, you will get better results with ImageRender and a camera at the center of the mirror. ImageMirror automatically computes the mirror orientation and position. The mirror doesn't need to be rectangular, it can be circular or take any form provided it is planar. - The mirror up direction must be along the Z axis in local mesh coordinates. If the mirror is not vertical, ImageMirror will compute the up direction as being the projection of the Z axis on the mirror plane. - UV mapping must be set right to get correct mirror rendering: - make a planar projection of the mirror polygons (Unwrap or projection from view) - eventually rotate the projection so that UV up direction corresponds to the mesh Z axis - scale the projection so that the extreme points touch the border of the texture - flip the UV projection horizontally (scale -1 on X axis). This is needed because the mirror texture is rendered from the back of the mirror and thus is reversed from the view point of the observer. Horizontal flip in the UV map restores the correct orientation. Besides these simple rules, the mirror rendering is completely automatic. In particular, you don't need to allocate a camera for the rendering, ImageMirror creates dynamically a camera for that. The reflection is correct even on large angles. The mirror can be a dynamic and moving object, the algorithm always computes the correct camera position based on observer relative position. You don't have to worry about mirror position in the scene: the algorithm automatically computes the camera frustum so that any object behind the mirror is not rendered. Warnings: - observer and mirror are references to game objects. ImageMirror keeps a pointer to them but does not increment the reference count. You must ensure that these game objects are not deleted as long as you refresh() the ImageMirror object. You must release the ImageMirror object before you delete the game objects. To release the ImageMirror object (normally stored in GameLogic), just assign it to None. - Mirror rendering is automatically skipped when the observer is behind the mirror but it is not disabled when the mirror is out of sight of the observer. You should only refresh the mirror when you know that the observer is likely to see it. For example, no need to refresh a car inner mirror when the player is not in the car. Example: contr = GameLogic.getCurrentController() # object holding the mirror mirror = contr.getOwner() scene = GameLogic.getCurrentScene() # observer will be the active camere camera = scene.getObjectList()['OBCamera'] matID = VideoTexture.materialID(mirror, 'IMmirror.png') GameLogic.mirror = VideoTexture.Texture(mirror, matID) GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID) # to render the mirror, just call GameLogic.mirror.refresh(True) on each frame. You can download a demo game (with a video file) here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip For those who have already downloaded the demo, you can just update the blend file: http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
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// don't use camera data in case the user specifies the matrix directly
m_frustum_center = MT_Point3(0., 0.,
VideoTexture: new ImageMirror class for easy mirror (and portal) creation The new class VideoTexture.ImageMirror() is available to perform automatic mirror rendering. Constructor: VideoTexture.ImageMirror(scene,observer,mirror,material) scene: reference to the scene that will be rendered. Both observer and mirror must be part of that scene. observer: reference to a game object used as view point for mirror rendering: the scene will be rendered through the mirror as if the active camera was at the observer location. Usually the observer is the active camera but you can use any game obejct. mirror: reference to the mesh object holding the mirror. material: material ID of the mirror texture as returned by VideoTexture.materialID(). The mirror is formed by the polygons mapped to that material. There are no specific methods or attributes. ImageMirror inherits all methods and attributes from ImageRender. You must refresh the parent VideoTexture.Texture object regularly to update the mirror rendering. Guidelines on how to create a working mirror: - Use a texture that is specific to the mirror so that the mirror rendering only appears on the mirror. - The mirror must be planar; the algorithm works well only for planar or quasi planar mirror. For spherical mirror, you will get better results with ImageRender and a camera at the center of the mirror. ImageMirror automatically computes the mirror orientation and position. The mirror doesn't need to be rectangular, it can be circular or take any form provided it is planar. - The mirror up direction must be along the Z axis in local mesh coordinates. If the mirror is not vertical, ImageMirror will compute the up direction as being the projection of the Z axis on the mirror plane. - UV mapping must be set right to get correct mirror rendering: - make a planar projection of the mirror polygons (Unwrap or projection from view) - eventually rotate the projection so that UV up direction corresponds to the mesh Z axis - scale the projection so that the extreme points touch the border of the texture - flip the UV projection horizontally (scale -1 on X axis). This is needed because the mirror texture is rendered from the back of the mirror and thus is reversed from the view point of the observer. Horizontal flip in the UV map restores the correct orientation. Besides these simple rules, the mirror rendering is completely automatic. In particular, you don't need to allocate a camera for the rendering, ImageMirror creates dynamically a camera for that. The reflection is correct even on large angles. The mirror can be a dynamic and moving object, the algorithm always computes the correct camera position based on observer relative position. You don't have to worry about mirror position in the scene: the algorithm automatically computes the camera frustum so that any object behind the mirror is not rendered. Warnings: - observer and mirror are references to game objects. ImageMirror keeps a pointer to them but does not increment the reference count. You must ensure that these game objects are not deleted as long as you refresh() the ImageMirror object. You must release the ImageMirror object before you delete the game objects. To release the ImageMirror object (normally stored in GameLogic), just assign it to None. - Mirror rendering is automatically skipped when the observer is behind the mirror but it is not disabled when the mirror is out of sight of the observer. You should only refresh the mirror when you know that the observer is likely to see it. For example, no need to refresh a car inner mirror when the player is not in the car. Example: contr = GameLogic.getCurrentController() # object holding the mirror mirror = contr.getOwner() scene = GameLogic.getCurrentScene() # observer will be the active camere camera = scene.getObjectList()['OBCamera'] matID = VideoTexture.materialID(mirror, 'IMmirror.png') GameLogic.mirror = VideoTexture.Texture(mirror, matID) GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID) # to render the mirror, just call GameLogic.mirror.refresh(True) on each frame. You can download a demo game (with a video file) here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip For those who have already downloaded the demo, you can just update the blend file: http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
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(nearpoint.dot(nearpoint) - farpoint.dot(farpoint))/(2.0*(nearpoint[2]-farpoint[2] /*m_camdata.m_clipend - m_camdata.m_clipstart*/)));
m_frustum_radius = m_frustum_center.distance(farpoint);
VideoTexture: new ImageMirror class for easy mirror (and portal) creation The new class VideoTexture.ImageMirror() is available to perform automatic mirror rendering. Constructor: VideoTexture.ImageMirror(scene,observer,mirror,material) scene: reference to the scene that will be rendered. Both observer and mirror must be part of that scene. observer: reference to a game object used as view point for mirror rendering: the scene will be rendered through the mirror as if the active camera was at the observer location. Usually the observer is the active camera but you can use any game obejct. mirror: reference to the mesh object holding the mirror. material: material ID of the mirror texture as returned by VideoTexture.materialID(). The mirror is formed by the polygons mapped to that material. There are no specific methods or attributes. ImageMirror inherits all methods and attributes from ImageRender. You must refresh the parent VideoTexture.Texture object regularly to update the mirror rendering. Guidelines on how to create a working mirror: - Use a texture that is specific to the mirror so that the mirror rendering only appears on the mirror. - The mirror must be planar; the algorithm works well only for planar or quasi planar mirror. For spherical mirror, you will get better results with ImageRender and a camera at the center of the mirror. ImageMirror automatically computes the mirror orientation and position. The mirror doesn't need to be rectangular, it can be circular or take any form provided it is planar. - The mirror up direction must be along the Z axis in local mesh coordinates. If the mirror is not vertical, ImageMirror will compute the up direction as being the projection of the Z axis on the mirror plane. - UV mapping must be set right to get correct mirror rendering: - make a planar projection of the mirror polygons (Unwrap or projection from view) - eventually rotate the projection so that UV up direction corresponds to the mesh Z axis - scale the projection so that the extreme points touch the border of the texture - flip the UV projection horizontally (scale -1 on X axis). This is needed because the mirror texture is rendered from the back of the mirror and thus is reversed from the view point of the observer. Horizontal flip in the UV map restores the correct orientation. Besides these simple rules, the mirror rendering is completely automatic. In particular, you don't need to allocate a camera for the rendering, ImageMirror creates dynamically a camera for that. The reflection is correct even on large angles. The mirror can be a dynamic and moving object, the algorithm always computes the correct camera position based on observer relative position. You don't have to worry about mirror position in the scene: the algorithm automatically computes the camera frustum so that any object behind the mirror is not rendered. Warnings: - observer and mirror are references to game objects. ImageMirror keeps a pointer to them but does not increment the reference count. You must ensure that these game objects are not deleted as long as you refresh() the ImageMirror object. You must release the ImageMirror object before you delete the game objects. To release the ImageMirror object (normally stored in GameLogic), just assign it to None. - Mirror rendering is automatically skipped when the observer is behind the mirror but it is not disabled when the mirror is out of sight of the observer. You should only refresh the mirror when you know that the observer is likely to see it. For example, no need to refresh a car inner mirror when the player is not in the car. Example: contr = GameLogic.getCurrentController() # object holding the mirror mirror = contr.getOwner() scene = GameLogic.getCurrentScene() # observer will be the active camere camera = scene.getObjectList()['OBCamera'] matID = VideoTexture.materialID(mirror, 'IMmirror.png') GameLogic.mirror = VideoTexture.Texture(mirror, matID) GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID) # to render the mirror, just call GameLogic.mirror.refresh(True) on each frame. You can download a demo game (with a video file) here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip For those who have already downloaded the demo, you can just update the blend file: http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
2008-12-04 16:07:46 +00:00
#endif
// Transform to world space.
m_frustum_center = GetCameraToWorld()(m_frustum_center);
m_frustum_radius /= fabs(NodeGetWorldScaling()[NodeGetWorldScaling().closestAxis()]);
m_set_frustum_center = true;
}
bool KX_Camera::PointInsideFrustum(const MT_Point3& x)
{
ExtractClipPlanes();
for( unsigned int i = 0; i < 6 ; i++ )
{
if (m_planes[i][0]*x[0] + m_planes[i][1]*x[1] + m_planes[i][2]*x[2] + m_planes[i][3] < 0.)
return false;
}
return true;
}
int KX_Camera::BoxInsideFrustum(const MT_Point3 *box)
{
ExtractClipPlanes();
unsigned int insideCount = 0;
// 6 view frustum planes
for( unsigned int p = 0; p < 6 ; p++ )
{
unsigned int behindCount = 0;
// 8 box verticies.
for (unsigned int v = 0; v < 8 ; v++)
{
if (m_planes[p][0]*box[v][0] + m_planes[p][1]*box[v][1] + m_planes[p][2]*box[v][2] + m_planes[p][3] < 0.)
behindCount++;
}
// 8 points behind this plane
if (behindCount == 8)
return OUTSIDE;
// Every box vertex is on the front side of this plane
if (!behindCount)
insideCount++;
}
// All box verticies are on the front side of all frustum planes.
if (insideCount == 6)
return INSIDE;
return INTERSECT;
}
int KX_Camera::SphereInsideFrustum(const MT_Point3& center, const MT_Scalar &radius)
{
ExtractFrustumSphere();
if (center.distance2(m_frustum_center) > (radius + m_frustum_radius)*(radius + m_frustum_radius))
return OUTSIDE;
unsigned int p;
ExtractClipPlanes();
NormalizeClipPlanes();
MT_Scalar distance;
int intersect = INSIDE;
// distance: <-------- OUTSIDE -----|----- INTERSECT -----0----- INTERSECT -----|----- INSIDE -------->
// -radius radius
for (p = 0; p < 6; p++)
{
distance = m_planes[p][0]*center[0] + m_planes[p][1]*center[1] + m_planes[p][2]*center[2] + m_planes[p][3];
if (fabs(distance) <= radius)
intersect = INTERSECT;
else if (distance < -radius)
return OUTSIDE;
}
return intersect;
}
bool KX_Camera::GetFrustumCulling() const
{
return m_frustum_culling;
}
void KX_Camera::EnableViewport(bool viewport)
{
m_camdata.m_viewport = viewport;
}
void KX_Camera::SetViewport(int left, int bottom, int right, int top)
{
m_camdata.m_viewportleft = left;
m_camdata.m_viewportbottom = bottom;
m_camdata.m_viewportright = right;
m_camdata.m_viewporttop = top;
}
bool KX_Camera::GetViewport() const
{
return m_camdata.m_viewport;
}
int KX_Camera::GetViewportLeft() const
{
return m_camdata.m_viewportleft;
}
int KX_Camera::GetViewportBottom() const
{
return m_camdata.m_viewportbottom;
}
int KX_Camera::GetViewportRight() const
{
return m_camdata.m_viewportright;
}
int KX_Camera::GetViewportTop() const
{
return m_camdata.m_viewporttop;
}
//----------------------------------------------------------------------------
//Python
PyMethodDef KX_Camera::Methods[] = {
KX_PYMETHODTABLE(KX_Camera, sphereInsideFrustum),
KX_PYMETHODTABLE(KX_Camera, boxInsideFrustum),
KX_PYMETHODTABLE(KX_Camera, pointInsideFrustum),
KX_PYMETHODTABLE(KX_Camera, getCameraToWorld),
KX_PYMETHODTABLE(KX_Camera, getWorldToCamera),
KX_PYMETHODTABLE(KX_Camera, getProjectionMatrix),
KX_PYMETHODTABLE(KX_Camera, setProjectionMatrix),
KX_PYMETHODTABLE(KX_Camera, enableViewport),
KX_PYMETHODTABLE(KX_Camera, setViewport),
KX_PYMETHODTABLE(KX_Camera, setOnTop),
{NULL,NULL} //Sentinel
};
char KX_Camera::doc[] = "Module KX_Camera\n\n"
"Constants:\n"
"\tINSIDE\n"
"\tINTERSECT\n"
"\tOUTSIDE\n"
"Attributes:\n"
"\tlens -> float\n"
"\t\tThe camera's lens value\n"
"\tnear -> float\n"
"\t\tThe camera's near clip distance\n"
"\tfar -> float\n"
"\t\tThe camera's far clip distance\n"
"\tfrustum_culling -> bool\n"
"\t\tNon zero if this camera is frustum culling.\n"
"\tprojection_matrix -> [[float]]\n"
"\t\tThis camera's projection matrix.\n"
"\tmodelview_matrix -> [[float]] (read only)\n"
"\t\tThis camera's model view matrix.\n"
"\t\tRegenerated every frame from the camera's position and orientation.\n"
"\tcamera_to_world -> [[float]] (read only)\n"
"\t\tThis camera's camera to world transform.\n"
"\t\tRegenerated every frame from the camera's position and orientation.\n"
"\tworld_to_camera -> [[float]] (read only)\n"
"\t\tThis camera's world to camera transform.\n"
"\t\tRegenerated every frame from the camera's position and orientation.\n"
"\t\tThis is camera_to_world inverted.\n";
PyTypeObject KX_Camera::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_Camera",
sizeof(KX_Camera),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0, 0, 0, 0, 0, 0,
doc
};
PyParentObject KX_Camera::Parents[] = {
&KX_Camera::Type,
&KX_GameObject::Type,
&SCA_IObject::Type,
&CValue::Type,
NULL
};
PyObject* KX_Camera::_getattr(const char *attr)
{
if (!strcmp(attr, "INSIDE"))
return PyInt_FromLong(INSIDE); /* new ref */
if (!strcmp(attr, "OUTSIDE"))
return PyInt_FromLong(OUTSIDE); /* new ref */
if (!strcmp(attr, "INTERSECT"))
return PyInt_FromLong(INTERSECT); /* new ref */
if (!strcmp(attr, "lens"))
return PyFloat_FromDouble(GetLens()); /* new ref */
if (!strcmp(attr, "near"))
return PyFloat_FromDouble(GetCameraNear()); /* new ref */
if (!strcmp(attr, "far"))
return PyFloat_FromDouble(GetCameraFar()); /* new ref */
if (!strcmp(attr, "frustum_culling"))
return PyInt_FromLong(m_frustum_culling); /* new ref */
if (!strcmp(attr, "perspective"))
return PyInt_FromLong(m_camdata.m_perspective); /* new ref */
if (!strcmp(attr, "projection_matrix"))
return PyObjectFrom(GetProjectionMatrix()); /* new ref */
if (!strcmp(attr, "modelview_matrix"))
return PyObjectFrom(GetModelviewMatrix()); /* new ref */
if (!strcmp(attr, "camera_to_world"))
return PyObjectFrom(GetCameraToWorld()); /* new ref */
if (!strcmp(attr, "world_to_camera"))
return PyObjectFrom(GetWorldToCamera()); /* new ref */
_getattr_up(KX_GameObject);
}
int KX_Camera::_setattr(const char *attr, PyObject *pyvalue)
{
if (PyInt_Check(pyvalue))
{
if (!strcmp(attr, "frustum_culling"))
{
m_frustum_culling = PyInt_AsLong(pyvalue);
return 0;
}
if (!strcmp(attr, "perspective"))
{
m_camdata.m_perspective = PyInt_AsLong(pyvalue);
return 0;
}
}
if (PyFloat_Check(pyvalue))
{
if (!strcmp(attr, "lens"))
{
m_camdata.m_lens = PyFloat_AsDouble(pyvalue);
m_set_projection_matrix = false;
return 0;
}
if (!strcmp(attr, "near"))
{
m_camdata.m_clipstart = PyFloat_AsDouble(pyvalue);
m_set_projection_matrix = false;
return 0;
}
if (!strcmp(attr, "far"))
{
m_camdata.m_clipend = PyFloat_AsDouble(pyvalue);
m_set_projection_matrix = false;
return 0;
}
}
if (PyObject_IsMT_Matrix(pyvalue, 4))
{
if (!strcmp(attr, "projection_matrix"))
{
MT_Matrix4x4 mat;
if (PyMatTo(pyvalue, mat))
{
SetProjectionMatrix(mat);
return 0;
}
return 1;
}
}
return KX_GameObject::_setattr(attr, pyvalue);
}
KX_PYMETHODDEF_DOC(KX_Camera, sphereInsideFrustum,
"sphereInsideFrustum(center, radius) -> Integer\n"
"\treturns INSIDE, OUTSIDE or INTERSECT if the given sphere is\n"
"\tinside/outside/intersects this camera's viewing frustum.\n\n"
"\tcenter = the center of the sphere (in world coordinates.)\n"
"\tradius = the radius of the sphere\n\n"
"\tExample:\n"
"\timport GameLogic\n\n"
"\tco = GameLogic.getCurrentController()\n"
"\tcam = co.GetOwner()\n\n"
"\t# A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0]\n"
"\tif (cam.sphereInsideFrustum([1.0, 1.0, 1.0], 4) != cam.OUTSIDE):\n"
"\t\t# Sphere is inside frustum !\n"
"\t\t# Do something useful !\n"
"\telse:\n"
"\t\t# Sphere is outside frustum\n"
)
{
PyObject *pycenter;
float radius;
if (PyArg_ParseTuple(args, "Of", &pycenter, &radius))
{
MT_Point3 center;
if (PyVecTo(pycenter, center))
{
return PyInt_FromLong(SphereInsideFrustum(center, radius)); /* new ref */
}
}
PyErr_SetString(PyExc_TypeError, "sphereInsideFrustum: Expected arguments: (center, radius)");
return NULL;
}
KX_PYMETHODDEF_DOC(KX_Camera, boxInsideFrustum,
"boxInsideFrustum(box) -> Integer\n"
"\treturns INSIDE, OUTSIDE or INTERSECT if the given box is\n"
"\tinside/outside/intersects this camera's viewing frustum.\n\n"
"\tbox = a list of the eight (8) corners of the box (in world coordinates.)\n\n"
"\tExample:\n"
"\timport GameLogic\n\n"
"\tco = GameLogic.getCurrentController()\n"
"\tcam = co.GetOwner()\n\n"
"\tbox = []\n"
"\tbox.append([-1.0, -1.0, -1.0])\n"
"\tbox.append([-1.0, -1.0, 1.0])\n"
"\tbox.append([-1.0, 1.0, -1.0])\n"
"\tbox.append([-1.0, 1.0, 1.0])\n"
"\tbox.append([ 1.0, -1.0, -1.0])\n"
"\tbox.append([ 1.0, -1.0, 1.0])\n"
"\tbox.append([ 1.0, 1.0, -1.0])\n"
"\tbox.append([ 1.0, 1.0, 1.0])\n\n"
"\tif (cam.boxInsideFrustum(box) != cam.OUTSIDE):\n"
"\t\t# Box is inside/intersects frustum !\n"
"\t\t# Do something useful !\n"
"\telse:\n"
"\t\t# Box is outside the frustum !\n"
)
{
PyObject *pybox;
if (PyArg_ParseTuple(args, "O", &pybox))
{
unsigned int num_points = PySequence_Size(pybox);
if (num_points != 8)
{
2004-06-07 11:03:12 +00:00
PyErr_Format(PyExc_TypeError, "boxInsideFrustum: Expected eight (8) points, got %d", num_points);
return NULL;
}
MT_Point3 box[8];
for (unsigned int p = 0; p < 8 ; p++)
{
PyObject *item = PySequence_GetItem(pybox, p); /* new ref */
bool error = !PyVecTo(item, box[p]);
Py_DECREF(item);
if (error)
2004-06-07 11:03:12 +00:00
return NULL;
}
return PyInt_FromLong(BoxInsideFrustum(box)); /* new ref */
}
2004-06-07 11:03:12 +00:00
PyErr_SetString(PyExc_TypeError, "boxInsideFrustum: Expected argument: list of points.");
return NULL;
}
KX_PYMETHODDEF_DOC(KX_Camera, pointInsideFrustum,
"pointInsideFrustum(point) -> Bool\n"
"\treturns 1 if the given point is inside this camera's viewing frustum.\n\n"
"\tpoint = The point to test (in world coordinates.)\n\n"
"\tExample:\n"
"\timport GameLogic\n\n"
"\tco = GameLogic.getCurrentController()\n"
"\tcam = co.GetOwner()\n\n"
"\t# Test point [0.0, 0.0, 0.0]"
"\tif (cam.pointInsideFrustum([0.0, 0.0, 0.0])):\n"
"\t\t# Point is inside frustum !\n"
"\t\t# Do something useful !\n"
"\telse:\n"
"\t\t# Box is outside the frustum !\n"
)
{
MT_Point3 point;
if (PyVecArgTo(args, point))
{
return PyInt_FromLong(PointInsideFrustum(point)); /* new ref */
}
2004-06-07 11:03:12 +00:00
PyErr_SetString(PyExc_TypeError, "pointInsideFrustum: Expected point argument.");
return NULL;
}
KX_PYMETHODDEF_DOC(KX_Camera, getCameraToWorld,
"getCameraToWorld() -> Matrix4x4\n"
"\treturns the camera to world transformation matrix, as a list of four lists of four values.\n\n"
"\tie: [[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]])\n"
)
{
return PyObjectFrom(GetCameraToWorld()); /* new ref */
}
KX_PYMETHODDEF_DOC(KX_Camera, getWorldToCamera,
"getWorldToCamera() -> Matrix4x4\n"
"\treturns the world to camera transformation matrix, as a list of four lists of four values.\n\n"
"\tie: [[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]])\n"
)
{
return PyObjectFrom(GetWorldToCamera()); /* new ref */
}
KX_PYMETHODDEF_DOC(KX_Camera, getProjectionMatrix,
"getProjectionMatrix() -> Matrix4x4\n"
"\treturns this camera's projection matrix, as a list of four lists of four values.\n\n"
"\tie: [[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]])\n"
)
{
return PyObjectFrom(GetProjectionMatrix()); /* new ref */
}
KX_PYMETHODDEF_DOC(KX_Camera, setProjectionMatrix,
"setProjectionMatrix(MT_Matrix4x4 m) -> None\n"
"\tSets this camera's projection matrix\n"
"\n"
"\tExample:\n"
"\timport GameLogic\n"
"\t# Set a perspective projection matrix\n"
"\tdef Perspective(left, right, bottom, top, near, far):\n"
"\t\tm = MT_Matrix4x4()\n"
"\t\tm[0][0] = m[0][2] = right - left\n"
"\t\tm[1][1] = m[1][2] = top - bottom\n"
"\t\tm[2][2] = m[2][3] = -far - near\n"
"\t\tm[3][2] = -1\n"
"\t\tm[3][3] = 0\n"
"\t\treturn m\n"
"\n"
"\t# Set an orthographic projection matrix\n"
"\tdef Orthographic(left, right, bottom, top, near, far):\n"
"\t\tm = MT_Matrix4x4()\n"
"\t\tm[0][0] = right - left\n"
"\t\tm[0][3] = -right - left\n"
"\t\tm[1][1] = top - bottom\n"
"\t\tm[1][3] = -top - bottom\n"
"\t\tm[2][2] = far - near\n"
"\t\tm[2][3] = -far - near\n"
"\t\tm[3][3] = 1\n"
"\t\treturn m\n"
"\n"
"\t# Set an isometric projection matrix\n"
"\tdef Isometric(left, right, bottom, top, near, far):\n"
"\t\tm = MT_Matrix4x4()\n"
"\t\tm[0][0] = m[0][2] = m[1][1] = 0.8660254037844386\n"
"\t\tm[1][0] = 0.25\n"
"\t\tm[1][2] = -0.25\n"
"\t\tm[3][3] = 1\n"
"\t\treturn m\n"
"\n"
"\t"
"\tco = GameLogic.getCurrentController()\n"
"\tcam = co.getOwner()\n"
"\tcam.setProjectionMatrix(Perspective(-1.0, 1.0, -1.0, 1.0, 0.1, 1))\n")
{
PyObject *pymat;
if (PyArg_ParseTuple(args, "O", &pymat))
{
MT_Matrix4x4 mat;
if (PyMatTo(pymat, mat))
{
SetProjectionMatrix(mat);
Py_Return;
}
}
2004-06-07 11:03:12 +00:00
PyErr_SetString(PyExc_TypeError, "setProjectionMatrix: Expected 4x4 list as matrix argument.");
return NULL;
}
KX_PYMETHODDEF_DOC(KX_Camera, enableViewport,
"enableViewport(viewport)\n"
"Sets this camera's viewport status\n"
)
{
int viewport;
if (PyArg_ParseTuple(args,"i",&viewport))
{
if(viewport)
EnableViewport(true);
else
EnableViewport(false);
}
else {
return NULL;
}
Py_Return;
}
KX_PYMETHODDEF_DOC(KX_Camera, setViewport,
"setViewport(left, bottom, right, top)\n"
"Sets this camera's viewport\n")
{
int left, bottom, right, top;
if (PyArg_ParseTuple(args,"iiii",&left, &bottom, &right, &top))
{
SetViewport(left, bottom, right, top);
} else {
return NULL;
}
Py_Return;
}
KX_PYMETHODDEF_DOC(KX_Camera, setOnTop,
"setOnTop()\n"
"Sets this camera's viewport on top\n")
{
class KX_Scene* scene;
scene = KX_GetActiveScene();
MT_assert(scene);
scene->SetCameraOnTop(this);
Py_Return;
}