com.badlogic.gdx.graphics.Camera.java Source code

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/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.graphics;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Graphics;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.math.Frustum;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Quaternion;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.math.collision.Ray;

/** Base class for {@link OrthographicCamera} and {@link PerspectiveCamera}.
 * @author mzechner */
public abstract class Camera {
    /** the position of the camera **/
    public final Vector3 position = new Vector3();
    /** the unit length direction vector of the camera **/
    public final Vector3 direction = new Vector3(0, 0, -1);
    /** the unit length up vector of the camera **/
    public final Vector3 up = new Vector3(0, 1, 0);

    /** the projection matrix **/
    public final Matrix4 projection = new Matrix4();
    /** the view matrix **/
    public final Matrix4 view = new Matrix4();
    /** the combined projection and view matrix **/
    public final Matrix4 combined = new Matrix4();
    /** the inverse combined projection and view matrix **/
    public final Matrix4 invProjectionView = new Matrix4();

    /** the near clipping plane distance, has to be positive **/
    public float near = 1;
    /** the far clipping plane distance, has to be positive **/
    public float far = 100;

    /** the viewport width **/
    public float viewportWidth = 0;
    /** the viewport height **/
    public float viewportHeight = 0;

    /** the frustum **/
    public final Frustum frustum = new Frustum();

    private final Vector3 tmpVec = new Vector3();
    private final Ray ray = new Ray(new Vector3(), new Vector3());

    /** Recalculates the projection and view matrix of this camera and the {@link Frustum} planes. Use this after you've manipulated
     * any of the attributes of the camera. */
    public abstract void update();

    /** Recalculates the projection and view matrix of this camera and the {@link Frustum} planes if <code>updateFrustum</code> is
     * true. Use this after you've manipulated any of the attributes of the camera. */
    public abstract void update(boolean updateFrustum);

    /** Recalculates the direction of the camera to look at the point (x, y, z). This function assumes the up vector is normalized.
     * @param x the x-coordinate of the point to look at
     * @param y the x-coordinate of the point to look at
     * @param z the x-coordinate of the point to look at */
    public void lookAt(float x, float y, float z) {
        tmpVec.set(x, y, z).sub(position).nor();
        if (!tmpVec.isZero()) {
            float dot = tmpVec.dot(up); // up and direction must ALWAYS be orthonormal vectors
            if (Math.abs(dot - 1) < 0.000000001f) {
                // Collinear
                up.set(direction).scl(-1);
            } else if (Math.abs(dot + 1) < 0.000000001f) {
                // Collinear opposite
                up.set(direction);
            }
            direction.set(tmpVec);
            normalizeUp();
        }
    }

    /** Recalculates the direction of the camera to look at the point (x, y, z).
     * @param target the point to look at */
    public void lookAt(Vector3 target) {
        lookAt(target.x, target.y, target.z);
    }

    /** Normalizes the up vector by first calculating the right vector via a cross product between direction and up, and then
     * recalculating the up vector via a cross product between right and direction. */
    public void normalizeUp() {
        tmpVec.set(direction).crs(up).nor();
        up.set(tmpVec).crs(direction).nor();
    }

    /** Rotates the direction and up vector of this camera by the given angle around the given axis. The direction and up vector
     * will not be orthogonalized.
     * 
     * @param angle the angle
     * @param axisX the x-component of the axis
     * @param axisY the y-component of the axis
     * @param axisZ the z-component of the axis */
    public void rotate(float angle, float axisX, float axisY, float axisZ) {
        direction.rotate(angle, axisX, axisY, axisZ);
        up.rotate(angle, axisX, axisY, axisZ);
    }

    /** Rotates the direction and up vector of this camera by the given angle around the given axis. The direction and up vector
     * will not be orthogonalized.
     * 
     * @param axis the axis to rotate around
     * @param angle the angle */
    public void rotate(Vector3 axis, float angle) {
        direction.rotate(axis, angle);
        up.rotate(axis, angle);
    }

    /** Rotates the direction and up vector of this camera by the given rotation matrix. The direction and up vector will not be
     * orthogonalized.
     * 
     * @param transform The rotation matrix */
    public void rotate(final Matrix4 transform) {
        direction.rot(transform);
        up.rot(transform);
    }

    /** Rotates the direction and up vector of this camera by the given {@link Quaternion}. The direction and up vector will not be
     * orthogonalized.
     * 
     * @param quat The quaternion */
    public void rotate(final Quaternion quat) {
        quat.transform(direction);
        quat.transform(up);
    }

    /** Rotates the direction and up vector of this camera by the given angle around the given axis, with the axis attached to given
     * point. The direction and up vector will not be orthogonalized.
     * 
     * @param point the point to attach the axis to
     * @param axis the axis to rotate around
     * @param angle the angle */
    public void rotateAround(Vector3 point, Vector3 axis, float angle) {
        tmpVec.set(point);
        tmpVec.sub(position);
        translate(tmpVec);
        rotate(axis, angle);
        tmpVec.rotate(axis, angle);
        translate(-tmpVec.x, -tmpVec.y, -tmpVec.z);
    }

    /** Transform the position, direction and up vector by the given matrix
     * 
     * @param transform The transform matrix */
    public void transform(final Matrix4 transform) {
        position.mul(transform);
        rotate(transform);
    }

    /** Moves the camera by the given amount on each axis.
     * @param x the displacement on the x-axis
     * @param y the displacement on the y-axis
     * @param z the displacement on the z-axis */
    public void translate(float x, float y, float z) {
        position.add(x, y, z);
    }

    /** Moves the camera by the given vector.
     * @param vec the displacement vector */
    public void translate(Vector3 vec) {
        position.add(vec);
    }

    /** Function to translate a point given in screen coordinates to world space. It's the same as GLU gluUnProject, but does not
     * rely on OpenGL. The x- and y-coordinate of vec are assumed to be in screen coordinates (origin is the top left corner, y
     * pointing down, x pointing to the right) as reported by the touch methods in {@link Input}. A z-coordinate of 0 will return a
     * point on the near plane, a z-coordinate of 1 will return a point on the far plane. This method allows you to specify the
     * viewport position and dimensions in the coordinate system expected by {@link GL20#glViewport(int, int, int, int)}, with the
     * origin in the bottom left corner of the screen.
     * @param screenCoords the point in screen coordinates (origin top left)
     * @param viewportX the coordinate of the bottom left corner of the viewport in glViewport coordinates.
     * @param viewportY the coordinate of the bottom left corner of the viewport in glViewport coordinates.
     * @param viewportWidth the width of the viewport in pixels
     * @param viewportHeight the height of the viewport in pixels */
    public Vector3 unproject(Vector3 screenCoords, float viewportX, float viewportY, float viewportWidth,
            float viewportHeight) {
        float x = screenCoords.x, y = screenCoords.y;
        x = x - viewportX;
        y = Gdx.graphics.getHeight() - y - 1;
        y = y - viewportY;
        screenCoords.x = (2 * x) / viewportWidth - 1;
        screenCoords.y = (2 * y) / viewportHeight - 1;
        screenCoords.z = 2 * screenCoords.z - 1;
        screenCoords.prj(invProjectionView);
        return screenCoords;
    }

    /** Function to translate a point given in screen coordinates to world space. It's the same as GLU gluUnProject but does not
     * rely on OpenGL. The viewport is assumed to span the whole screen and is fetched from {@link Graphics#getWidth()} and
     * {@link Graphics#getHeight()}. The x- and y-coordinate of vec are assumed to be in screen coordinates (origin is the top left
     * corner, y pointing down, x pointing to the right) as reported by the touch methods in {@link Input}. A z-coordinate of 0
     * will return a point on the near plane, a z-coordinate of 1 will return a point on the far plane.
     * @param screenCoords the point in screen coordinates */
    public Vector3 unproject(Vector3 screenCoords) {
        unproject(screenCoords, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
        return screenCoords;
    }

    /** Projects the {@link Vector3} given in world space to screen coordinates. It's the same as GLU gluProject with one small
     * deviation: The viewport is assumed to span the whole screen. The screen coordinate system has its origin in the
     * <b>bottom</b> left, with the y-axis pointing <b>upwards</b> and the x-axis pointing to the right. This makes it easily
     * useable in conjunction with {@link Batch} and similar classes. */
    public Vector3 project(Vector3 worldCoords) {
        project(worldCoords, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
        return worldCoords;
    }

    /** Projects the {@link Vector3} given in world space to screen coordinates. It's the same as GLU gluProject with one small
     * deviation: The viewport is assumed to span the whole screen. The screen coordinate system has its origin in the
     * <b>bottom</b> left, with the y-axis pointing <b>upwards</b> and the x-axis pointing to the right. This makes it easily
     * useable in conjunction with {@link Batch} and similar classes. This method allows you to specify the viewport position and
     * dimensions in the coordinate system expected by {@link GL20#glViewport(int, int, int, int)}, with the origin in the bottom
     * left corner of the screen.
     * @param viewportX the coordinate of the bottom left corner of the viewport in glViewport coordinates.
     * @param viewportY the coordinate of the bottom left corner of the viewport in glViewport coordinates.
     * @param viewportWidth the width of the viewport in pixels
     * @param viewportHeight the height of the viewport in pixels */
    public Vector3 project(Vector3 worldCoords, float viewportX, float viewportY, float viewportWidth,
            float viewportHeight) {
        worldCoords.prj(combined);
        worldCoords.x = viewportWidth * (worldCoords.x + 1) / 2 + viewportX;
        worldCoords.y = viewportHeight * (worldCoords.y + 1) / 2 + viewportY;
        worldCoords.z = (worldCoords.z + 1) / 2;
        return worldCoords;
    }

    /** Creates a picking {@link Ray} from the coordinates given in screen coordinates. It is assumed that the viewport spans the
     * whole screen. The screen coordinates origin is assumed to be in the top left corner, its y-axis pointing down, the x-axis
     * pointing to the right. The returned instance is not a new instance but an internal member only accessible via this function.
     * @param viewportX the coordinate of the bottom left corner of the viewport in glViewport coordinates.
     * @param viewportY the coordinate of the bottom left corner of the viewport in glViewport coordinates.
     * @param viewportWidth the width of the viewport in pixels
     * @param viewportHeight the height of the viewport in pixels
     * @return the picking Ray. */
    public Ray getPickRay(float screenX, float screenY, float viewportX, float viewportY, float viewportWidth,
            float viewportHeight) {
        unproject(ray.origin.set(screenX, screenY, 0), viewportX, viewportY, viewportWidth, viewportHeight);
        unproject(ray.direction.set(screenX, screenY, 1), viewportX, viewportY, viewportWidth, viewportHeight);
        ray.direction.sub(ray.origin).nor();
        return ray;
    }

    /** Creates a picking {@link Ray} from the coordinates given in screen coordinates. It is assumed that the viewport spans the
     * whole screen. The screen coordinates origin is assumed to be in the top left corner, its y-axis pointing down, the x-axis
     * pointing to the right. The returned instance is not a new instance but an internal member only accessible via this function.
     * @return the picking Ray. */
    public Ray getPickRay(float screenX, float screenY) {
        return getPickRay(screenX, screenY, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    }
}