Merging r39717 through r39983 from trunk into soc-2011-tomato
This commit is contained in:
@@ -65,29 +65,29 @@ ImageRender::ImageRender (KX_Scene * scene, KX_Camera * camera) :
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m_owncamera(false),
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m_observer(NULL),
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m_mirror(NULL),
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m_clip(100.f)
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m_clip(100.f)
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{
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// initialize background color
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setBackground(0, 0, 255, 255);
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// retrieve rendering objects
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m_engine = KX_GetActiveEngine();
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m_rasterizer = m_engine->GetRasterizer();
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m_canvas = m_engine->GetCanvas();
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m_rendertools = m_engine->GetRenderTools();
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// retrieve rendering objects
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m_engine = KX_GetActiveEngine();
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m_rasterizer = m_engine->GetRasterizer();
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m_canvas = m_engine->GetCanvas();
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m_rendertools = m_engine->GetRenderTools();
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}
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// destructor
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ImageRender::~ImageRender (void)
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{
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if (m_owncamera)
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m_camera->Release();
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if (m_owncamera)
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m_camera->Release();
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}
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// set background color
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void ImageRender::setBackground (int red, int green, int blue, int alpha)
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{
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m_background[0] = (red < 0) ? 0.f : (red > 255) ? 1.f : float(red)/255.f;
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m_background[0] = (red < 0) ? 0.f : (red > 255) ? 1.f : float(red)/255.f;
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m_background[1] = (green < 0) ? 0.f : (green > 255) ? 1.f : float(green)/255.f;
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m_background[2] = (blue < 0) ? 0.f : (blue > 255) ? 1.f : float(blue)/255.f;
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m_background[3] = (alpha < 0) ? 0.f : (alpha > 255) ? 1.f : float(alpha)/255.f;
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@@ -97,159 +97,159 @@ void ImageRender::setBackground (int red, int green, int blue, int alpha)
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// capture image from viewport
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void ImageRender::calcImage (unsigned int texId, double ts)
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{
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if (m_rasterizer->GetDrawingMode() != RAS_IRasterizer::KX_TEXTURED || // no need for texture
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m_camera->GetViewport() || // camera must be inactive
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m_camera == m_scene->GetActiveCamera())
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{
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// no need to compute texture in non texture rendering
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m_avail = false;
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return;
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}
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// render the scene from the camera
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Render();
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if (m_rasterizer->GetDrawingMode() != RAS_IRasterizer::KX_TEXTURED || // no need for texture
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m_camera->GetViewport() || // camera must be inactive
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m_camera == m_scene->GetActiveCamera())
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{
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// no need to compute texture in non texture rendering
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m_avail = false;
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return;
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}
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// render the scene from the camera
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Render();
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// get image from viewport
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ImageViewport::calcImage(texId, ts);
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// restore OpenGL state
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m_canvas->EndFrame();
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// restore OpenGL state
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m_canvas->EndFrame();
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}
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void ImageRender::Render()
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{
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RAS_FrameFrustum frustrum;
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if (!m_render)
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return;
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if (!m_render)
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return;
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if (m_mirror)
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{
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// mirror mode, compute camera frustrum, position and orientation
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// convert mirror position and normal in world space
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const MT_Matrix3x3 & mirrorObjWorldOri = m_mirror->GetSGNode()->GetWorldOrientation();
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const MT_Point3 & mirrorObjWorldPos = m_mirror->GetSGNode()->GetWorldPosition();
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const MT_Vector3 & mirrorObjWorldScale = m_mirror->GetSGNode()->GetWorldScaling();
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MT_Point3 mirrorWorldPos =
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mirrorObjWorldPos + mirrorObjWorldScale * (mirrorObjWorldOri * m_mirrorPos);
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MT_Vector3 mirrorWorldZ = mirrorObjWorldOri * m_mirrorZ;
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// get observer world position
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const MT_Point3 & observerWorldPos = m_observer->GetSGNode()->GetWorldPosition();
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// get plane D term = mirrorPos . normal
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MT_Scalar mirrorPlaneDTerm = mirrorWorldPos.dot(mirrorWorldZ);
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// compute distance of observer to mirror = D - observerPos . normal
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MT_Scalar observerDistance = mirrorPlaneDTerm - observerWorldPos.dot(mirrorWorldZ);
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// if distance < 0.01 => observer is on wrong side of mirror, don't render
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if (observerDistance < 0.01f)
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return;
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// set camera world position = observerPos + normal * 2 * distance
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MT_Point3 cameraWorldPos = observerWorldPos + (MT_Scalar(2.0)*observerDistance)*mirrorWorldZ;
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m_camera->GetSGNode()->SetLocalPosition(cameraWorldPos);
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// set camera orientation: z=normal, y=mirror_up in world space, x= y x z
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MT_Vector3 mirrorWorldY = mirrorObjWorldOri * m_mirrorY;
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MT_Vector3 mirrorWorldX = mirrorObjWorldOri * m_mirrorX;
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MT_Matrix3x3 cameraWorldOri(
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mirrorWorldX[0], mirrorWorldY[0], mirrorWorldZ[0],
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mirrorWorldX[1], mirrorWorldY[1], mirrorWorldZ[1],
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mirrorWorldX[2], mirrorWorldY[2], mirrorWorldZ[2]);
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m_camera->GetSGNode()->SetLocalOrientation(cameraWorldOri);
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m_camera->GetSGNode()->UpdateWorldData(0.0);
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// compute camera frustrum:
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// get position of mirror relative to camera: offset = mirrorPos-cameraPos
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MT_Vector3 mirrorOffset = mirrorWorldPos - cameraWorldPos;
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// convert to camera orientation
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mirrorOffset = mirrorOffset * cameraWorldOri;
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// scale mirror size to world scale:
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// get closest local axis for mirror Y and X axis and scale height and width by local axis scale
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MT_Scalar x, y;
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x = fabs(m_mirrorY[0]);
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y = fabs(m_mirrorY[1]);
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float height = (x > y) ?
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((x > fabs(m_mirrorY[2])) ? mirrorObjWorldScale[0] : mirrorObjWorldScale[2]):
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((y > fabs(m_mirrorY[2])) ? mirrorObjWorldScale[1] : mirrorObjWorldScale[2]);
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x = fabs(m_mirrorX[0]);
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y = fabs(m_mirrorX[1]);
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float width = (x > y) ?
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((x > fabs(m_mirrorX[2])) ? mirrorObjWorldScale[0] : mirrorObjWorldScale[2]):
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((y > fabs(m_mirrorX[2])) ? mirrorObjWorldScale[1] : mirrorObjWorldScale[2]);
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width *= m_mirrorHalfWidth;
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height *= m_mirrorHalfHeight;
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// left = offsetx-width
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// right = offsetx+width
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// top = offsety+height
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// bottom = offsety-height
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// near = -offsetz
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// far = near+100
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frustrum.x1 = mirrorOffset[0]-width;
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frustrum.x2 = mirrorOffset[0]+width;
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frustrum.y1 = mirrorOffset[1]-height;
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frustrum.y2 = mirrorOffset[1]+height;
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frustrum.camnear = -mirrorOffset[2];
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frustrum.camfar = -mirrorOffset[2]+m_clip;
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}
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if (m_mirror)
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{
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// mirror mode, compute camera frustrum, position and orientation
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// convert mirror position and normal in world space
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const MT_Matrix3x3 & mirrorObjWorldOri = m_mirror->GetSGNode()->GetWorldOrientation();
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const MT_Point3 & mirrorObjWorldPos = m_mirror->GetSGNode()->GetWorldPosition();
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const MT_Vector3 & mirrorObjWorldScale = m_mirror->GetSGNode()->GetWorldScaling();
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MT_Point3 mirrorWorldPos =
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mirrorObjWorldPos + mirrorObjWorldScale * (mirrorObjWorldOri * m_mirrorPos);
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MT_Vector3 mirrorWorldZ = mirrorObjWorldOri * m_mirrorZ;
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// get observer world position
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const MT_Point3 & observerWorldPos = m_observer->GetSGNode()->GetWorldPosition();
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// get plane D term = mirrorPos . normal
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MT_Scalar mirrorPlaneDTerm = mirrorWorldPos.dot(mirrorWorldZ);
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// compute distance of observer to mirror = D - observerPos . normal
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MT_Scalar observerDistance = mirrorPlaneDTerm - observerWorldPos.dot(mirrorWorldZ);
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// if distance < 0.01 => observer is on wrong side of mirror, don't render
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if (observerDistance < 0.01f)
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return;
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// set camera world position = observerPos + normal * 2 * distance
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MT_Point3 cameraWorldPos = observerWorldPos + (MT_Scalar(2.0)*observerDistance)*mirrorWorldZ;
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m_camera->GetSGNode()->SetLocalPosition(cameraWorldPos);
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// set camera orientation: z=normal, y=mirror_up in world space, x= y x z
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MT_Vector3 mirrorWorldY = mirrorObjWorldOri * m_mirrorY;
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MT_Vector3 mirrorWorldX = mirrorObjWorldOri * m_mirrorX;
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MT_Matrix3x3 cameraWorldOri(
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mirrorWorldX[0], mirrorWorldY[0], mirrorWorldZ[0],
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mirrorWorldX[1], mirrorWorldY[1], mirrorWorldZ[1],
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mirrorWorldX[2], mirrorWorldY[2], mirrorWorldZ[2]);
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m_camera->GetSGNode()->SetLocalOrientation(cameraWorldOri);
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m_camera->GetSGNode()->UpdateWorldData(0.0);
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// compute camera frustrum:
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// get position of mirror relative to camera: offset = mirrorPos-cameraPos
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MT_Vector3 mirrorOffset = mirrorWorldPos - cameraWorldPos;
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// convert to camera orientation
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mirrorOffset = mirrorOffset * cameraWorldOri;
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// scale mirror size to world scale:
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// get closest local axis for mirror Y and X axis and scale height and width by local axis scale
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MT_Scalar x, y;
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x = fabs(m_mirrorY[0]);
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y = fabs(m_mirrorY[1]);
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float height = (x > y) ?
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((x > fabs(m_mirrorY[2])) ? mirrorObjWorldScale[0] : mirrorObjWorldScale[2]):
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((y > fabs(m_mirrorY[2])) ? mirrorObjWorldScale[1] : mirrorObjWorldScale[2]);
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x = fabs(m_mirrorX[0]);
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y = fabs(m_mirrorX[1]);
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float width = (x > y) ?
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((x > fabs(m_mirrorX[2])) ? mirrorObjWorldScale[0] : mirrorObjWorldScale[2]):
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((y > fabs(m_mirrorX[2])) ? mirrorObjWorldScale[1] : mirrorObjWorldScale[2]);
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width *= m_mirrorHalfWidth;
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height *= m_mirrorHalfHeight;
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// left = offsetx-width
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// right = offsetx+width
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// top = offsety+height
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// bottom = offsety-height
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// near = -offsetz
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// far = near+100
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frustrum.x1 = mirrorOffset[0]-width;
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frustrum.x2 = mirrorOffset[0]+width;
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frustrum.y1 = mirrorOffset[1]-height;
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frustrum.y2 = mirrorOffset[1]+height;
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frustrum.camnear = -mirrorOffset[2];
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frustrum.camfar = -mirrorOffset[2]+m_clip;
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}
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// Store settings to be restored later
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const RAS_IRasterizer::StereoMode stereomode = m_rasterizer->GetStereoMode();
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const RAS_IRasterizer::StereoMode stereomode = m_rasterizer->GetStereoMode();
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RAS_Rect area = m_canvas->GetWindowArea();
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// The screen area that ImageViewport will copy is also the rendering zone
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m_canvas->SetViewPort(m_position[0], m_position[1], m_position[0]+m_capSize[0]-1, m_position[1]+m_capSize[1]-1);
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m_canvas->ClearColor(m_background[0], m_background[1], m_background[2], m_background[3]);
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m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
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m_rasterizer->BeginFrame(RAS_IRasterizer::KX_TEXTURED,m_engine->GetClockTime());
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m_rendertools->BeginFrame(m_rasterizer);
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m_engine->SetWorldSettings(m_scene->GetWorldInfo());
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m_rendertools->SetAuxilaryClientInfo(m_scene);
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m_rasterizer->DisplayFog();
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// matrix calculation, don't apply any of the stereo mode
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m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
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if (m_mirror)
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{
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// frustrum was computed above
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// get frustrum matrix and set projection matrix
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// The screen area that ImageViewport will copy is also the rendering zone
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m_canvas->SetViewPort(m_position[0], m_position[1], m_position[0]+m_capSize[0]-1, m_position[1]+m_capSize[1]-1);
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m_canvas->ClearColor(m_background[0], m_background[1], m_background[2], m_background[3]);
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m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
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m_rasterizer->BeginFrame(RAS_IRasterizer::KX_TEXTURED,m_engine->GetClockTime());
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m_rendertools->BeginFrame(m_rasterizer);
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m_engine->SetWorldSettings(m_scene->GetWorldInfo());
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m_rendertools->SetAuxilaryClientInfo(m_scene);
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m_rasterizer->DisplayFog();
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// matrix calculation, don't apply any of the stereo mode
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m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
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if (m_mirror)
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{
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// frustrum was computed above
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// get frustrum matrix and set projection matrix
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MT_Matrix4x4 projmat = m_rasterizer->GetFrustumMatrix(
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frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
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frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
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m_camera->SetProjectionMatrix(projmat);
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} else if (m_camera->hasValidProjectionMatrix())
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} else if (m_camera->hasValidProjectionMatrix())
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{
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m_rasterizer->SetProjectionMatrix(m_camera->GetProjectionMatrix());
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} else
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{
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} else
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{
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float lens = m_camera->GetLens();
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float sensor_x = m_camera->GetSensorWidth();
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bool orthographic = !m_camera->GetCameraData()->m_perspective;
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float nearfrust = m_camera->GetCameraNear();
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float farfrust = m_camera->GetCameraFar();
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float aspect_ratio = 1.0f;
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Scene *blenderScene = m_scene->GetBlenderScene();
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float aspect_ratio = 1.0f;
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Scene *blenderScene = m_scene->GetBlenderScene();
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MT_Matrix4x4 projmat;
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// compute the aspect ratio from frame blender scene settings so that render to texture
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// works the same in Blender and in Blender player
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if (blenderScene->r.ysch != 0)
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aspect_ratio = float(blenderScene->r.xsch*blenderScene->r.xasp) / float(blenderScene->r.ysch*blenderScene->r.yasp);
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// works the same in Blender and in Blender player
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if (blenderScene->r.ysch != 0)
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aspect_ratio = float(blenderScene->r.xsch*blenderScene->r.xasp) / float(blenderScene->r.ysch*blenderScene->r.yasp);
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if (orthographic) {
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RAS_FramingManager::ComputeDefaultOrtho(
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nearfrust,
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farfrust,
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m_camera->GetScale(),
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aspect_ratio,
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frustrum
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);
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nearfrust,
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farfrust,
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m_camera->GetScale(),
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aspect_ratio,
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frustrum
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);
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projmat = m_rasterizer->GetOrthoMatrix(
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frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
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} else
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frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
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} else
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{
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RAS_FramingManager::ComputeDefaultFrustum(
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nearfrust,
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farfrust,
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lens,
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sensor_x,
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aspect_ratio,
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frustrum);
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nearfrust,
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farfrust,
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lens,
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sensor_x,
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aspect_ratio,
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frustrum);
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projmat = m_rasterizer->GetFrustumMatrix(
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frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
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frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
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}
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m_camera->SetProjectionMatrix(projmat);
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}
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@@ -259,8 +259,8 @@ void ImageRender::Render()
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m_rasterizer->SetViewMatrix(viewmat, m_camera->NodeGetWorldOrientation(), m_camera->NodeGetWorldPosition(), m_camera->GetCameraData()->m_perspective);
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m_camera->SetModelviewMatrix(viewmat);
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// restore the stereo mode now that the matrix is computed
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m_rasterizer->SetStereoMode(stereomode);
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// restore the stereo mode now that the matrix is computed
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m_rasterizer->SetStereoMode(stereomode);
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m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);
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@@ -330,11 +330,11 @@ static int ImageRender_init (PyObject * pySelf, PyObject * args, PyObject * kwds
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// get background color
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PyObject * getBackground (PyImage * self, void * closure)
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{
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return Py_BuildValue("[BBBB]",
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getImageRender(self)->getBackground(0),
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getImageRender(self)->getBackground(1),
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getImageRender(self)->getBackground(2),
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getImageRender(self)->getBackground(3));
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return Py_BuildValue("[BBBB]",
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getImageRender(self)->getBackground(0),
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getImageRender(self)->getBackground(1),
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getImageRender(self)->getBackground(2),
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getImageRender(self)->getBackground(3));
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}
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// set color
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@@ -435,24 +435,24 @@ static int ImageMirror_init (PyObject * pySelf, PyObject * args, PyObject * kwds
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PyObject * scene;
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// reference object for mirror
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PyObject * observer;
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// object holding the mirror
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PyObject * mirror;
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// material of the mirror
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short materialID = 0;
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// object holding the mirror
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PyObject * mirror;
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// material of the mirror
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short materialID = 0;
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// parameter keywords
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static const char *kwlist[] = {"scene", "observer", "mirror", "material", NULL};
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// get parameters
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "OOO|h",
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const_cast<char**>(kwlist), &scene, &observer, &mirror, &materialID))
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const_cast<char**>(kwlist), &scene, &observer, &mirror, &materialID))
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return -1;
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try
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{
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// get scene pointer
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KX_Scene * scenePtr (NULL);
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if (scene != NULL && PyObject_TypeCheck(scene, &KX_Scene::Type))
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scenePtr = static_cast<KX_Scene*>BGE_PROXY_REF(scene);
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if (scene != NULL && PyObject_TypeCheck(scene, &KX_Scene::Type))
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scenePtr = static_cast<KX_Scene*>BGE_PROXY_REF(scene);
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else
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THRWEXCP(SceneInvalid, S_OK);
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THRWEXCP(SceneInvalid, S_OK);
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||||
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||||
if(scenePtr==NULL) /* incase the python proxy reference is invalid */
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THRWEXCP(SceneInvalid, S_OK);
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||||
@@ -460,11 +460,11 @@ static int ImageMirror_init (PyObject * pySelf, PyObject * args, PyObject * kwds
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// get observer pointer
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||||
KX_GameObject * observerPtr (NULL);
|
||||
if (observer != NULL && PyObject_TypeCheck(observer, &KX_GameObject::Type))
|
||||
observerPtr = static_cast<KX_GameObject*>BGE_PROXY_REF(observer);
|
||||
else if (observer != NULL && PyObject_TypeCheck(observer, &KX_Camera::Type))
|
||||
observerPtr = static_cast<KX_Camera*>BGE_PROXY_REF(observer);
|
||||
observerPtr = static_cast<KX_GameObject*>BGE_PROXY_REF(observer);
|
||||
else if (observer != NULL && PyObject_TypeCheck(observer, &KX_Camera::Type))
|
||||
observerPtr = static_cast<KX_Camera*>BGE_PROXY_REF(observer);
|
||||
else
|
||||
THRWEXCP(ObserverInvalid, S_OK);
|
||||
THRWEXCP(ObserverInvalid, S_OK);
|
||||
|
||||
if(observerPtr==NULL) /* incase the python proxy reference is invalid */
|
||||
THRWEXCP(ObserverInvalid, S_OK);
|
||||
@@ -472,27 +472,27 @@ static int ImageMirror_init (PyObject * pySelf, PyObject * args, PyObject * kwds
|
||||
// get mirror pointer
|
||||
KX_GameObject * mirrorPtr (NULL);
|
||||
if (mirror != NULL && PyObject_TypeCheck(mirror, &KX_GameObject::Type))
|
||||
mirrorPtr = static_cast<KX_GameObject*>BGE_PROXY_REF(mirror);
|
||||
mirrorPtr = static_cast<KX_GameObject*>BGE_PROXY_REF(mirror);
|
||||
else
|
||||
THRWEXCP(MirrorInvalid, S_OK);
|
||||
THRWEXCP(MirrorInvalid, S_OK);
|
||||
|
||||
if(mirrorPtr==NULL) /* incase the python proxy reference is invalid */
|
||||
THRWEXCP(MirrorInvalid, S_OK);
|
||||
|
||||
// locate the material in the mirror
|
||||
// locate the material in the mirror
|
||||
RAS_IPolyMaterial * material = getMaterial(mirror, materialID);
|
||||
if (material == NULL)
|
||||
THRWEXCP(MaterialNotAvail, S_OK);
|
||||
THRWEXCP(MaterialNotAvail, S_OK);
|
||||
|
||||
// get pointer to image structure
|
||||
PyImage * self = reinterpret_cast<PyImage*>(pySelf);
|
||||
|
||||
// create source object
|
||||
if (self->m_image != NULL)
|
||||
{
|
||||
delete self->m_image;
|
||||
self->m_image = NULL;
|
||||
}
|
||||
if (self->m_image != NULL)
|
||||
{
|
||||
delete self->m_image;
|
||||
self->m_image = NULL;
|
||||
}
|
||||
self->m_image = new ImageRender(scenePtr, observerPtr, mirrorPtr, material);
|
||||
}
|
||||
catch (Exception & exp)
|
||||
@@ -532,7 +532,7 @@ static PyGetSetDef imageMirrorGetSets[] =
|
||||
{(char*)"clip", (getter)getClip, (setter)setClip, (char*)"clipping distance", NULL},
|
||||
// attribute from ImageRender
|
||||
{(char*)"background", (getter)getBackground, (setter)setBackground, (char*)"background color", NULL},
|
||||
// attribute from ImageViewport
|
||||
// attribute from ImageViewport
|
||||
{(char*)"capsize", (getter)ImageViewport_getCaptureSize, (setter)ImageViewport_setCaptureSize, (char*)"size of render area", NULL},
|
||||
{(char*)"alpha", (getter)ImageViewport_getAlpha, (setter)ImageViewport_setAlpha, (char*)"use alpha in texture", NULL},
|
||||
{(char*)"whole", (getter)ImageViewport_getWhole, (setter)ImageViewport_setWhole, (char*)"use whole viewport to render", NULL},
|
||||
@@ -554,164 +554,164 @@ ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObj
|
||||
m_scene(scene),
|
||||
m_observer(observer),
|
||||
m_mirror(mirror),
|
||||
m_clip(100.f)
|
||||
m_clip(100.f)
|
||||
{
|
||||
// this constructor is used for automatic planar mirror
|
||||
// create a camera, take all data by default, in any case we will recompute the frustrum on each frame
|
||||
// this constructor is used for automatic planar mirror
|
||||
// create a camera, take all data by default, in any case we will recompute the frustrum on each frame
|
||||
RAS_CameraData camdata;
|
||||
vector<RAS_TexVert*> mirrorVerts;
|
||||
vector<RAS_TexVert*>::iterator it;
|
||||
float mirrorArea = 0.f;
|
||||
float mirrorNormal[3] = {0.f, 0.f, 0.f};
|
||||
float mirrorUp[3];
|
||||
float dist, vec[3], axis[3];
|
||||
float zaxis[3] = {0.f, 0.f, 1.f};
|
||||
float yaxis[3] = {0.f, 1.f, 0.f};
|
||||
float mirrorMat[3][3];
|
||||
float left, right, top, bottom, back;
|
||||
vector<RAS_TexVert*> mirrorVerts;
|
||||
vector<RAS_TexVert*>::iterator it;
|
||||
float mirrorArea = 0.f;
|
||||
float mirrorNormal[3] = {0.f, 0.f, 0.f};
|
||||
float mirrorUp[3];
|
||||
float dist, vec[3], axis[3];
|
||||
float zaxis[3] = {0.f, 0.f, 1.f};
|
||||
float yaxis[3] = {0.f, 1.f, 0.f};
|
||||
float mirrorMat[3][3];
|
||||
float left, right, top, bottom, back;
|
||||
// make sure this camera will delete its node
|
||||
m_camera= new KX_Camera(scene, KX_Scene::m_callbacks, camdata, true, true);
|
||||
m_camera->SetName("__mirror__cam__");
|
||||
// don't add the camera to the scene object list, it doesn't need to be accessible
|
||||
m_owncamera = true;
|
||||
// retrieve rendering objects
|
||||
m_engine = KX_GetActiveEngine();
|
||||
m_rasterizer = m_engine->GetRasterizer();
|
||||
m_canvas = m_engine->GetCanvas();
|
||||
m_rendertools = m_engine->GetRenderTools();
|
||||
// locate the vertex assigned to mat and do following calculation in mesh coordinates
|
||||
for (int meshIndex = 0; meshIndex < mirror->GetMeshCount(); meshIndex++)
|
||||
{
|
||||
RAS_MeshObject* mesh = mirror->GetMesh(meshIndex);
|
||||
int numPolygons = mesh->NumPolygons();
|
||||
for (int polygonIndex=0; polygonIndex < numPolygons; polygonIndex++)
|
||||
{
|
||||
RAS_Polygon* polygon = mesh->GetPolygon(polygonIndex);
|
||||
if (polygon->GetMaterial()->GetPolyMaterial() == mat)
|
||||
{
|
||||
RAS_TexVert *v1, *v2, *v3, *v4;
|
||||
float normal[3];
|
||||
float area;
|
||||
// this polygon is part of the mirror,
|
||||
v1 = polygon->GetVertex(0);
|
||||
v2 = polygon->GetVertex(1);
|
||||
v3 = polygon->GetVertex(2);
|
||||
mirrorVerts.push_back(v1);
|
||||
mirrorVerts.push_back(v2);
|
||||
mirrorVerts.push_back(v3);
|
||||
if (polygon->VertexCount() == 4)
|
||||
{
|
||||
v4 = polygon->GetVertex(3);
|
||||
mirrorVerts.push_back(v4);
|
||||
area = normal_quad_v3( normal,(float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ(), (float*)v4->getXYZ());
|
||||
} else
|
||||
{
|
||||
area = normal_tri_v3( normal,(float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ());
|
||||
}
|
||||
area = fabs(area);
|
||||
mirrorArea += area;
|
||||
mul_v3_fl(normal, area);
|
||||
add_v3_v3v3(mirrorNormal, mirrorNormal, normal);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (mirrorVerts.size() == 0 || mirrorArea < FLT_EPSILON)
|
||||
{
|
||||
// no vertex or zero size mirror
|
||||
THRWEXCP(MirrorSizeInvalid, S_OK);
|
||||
}
|
||||
// compute average normal of mirror faces
|
||||
mul_v3_fl(mirrorNormal, 1.0f/mirrorArea);
|
||||
if (normalize_v3(mirrorNormal) == 0.f)
|
||||
{
|
||||
// no normal
|
||||
THRWEXCP(MirrorNormalInvalid, S_OK);
|
||||
}
|
||||
// the mirror plane has an equation of the type ax+by+cz = d where (a,b,c) is the normal vector
|
||||
// don't add the camera to the scene object list, it doesn't need to be accessible
|
||||
m_owncamera = true;
|
||||
// retrieve rendering objects
|
||||
m_engine = KX_GetActiveEngine();
|
||||
m_rasterizer = m_engine->GetRasterizer();
|
||||
m_canvas = m_engine->GetCanvas();
|
||||
m_rendertools = m_engine->GetRenderTools();
|
||||
// locate the vertex assigned to mat and do following calculation in mesh coordinates
|
||||
for (int meshIndex = 0; meshIndex < mirror->GetMeshCount(); meshIndex++)
|
||||
{
|
||||
RAS_MeshObject* mesh = mirror->GetMesh(meshIndex);
|
||||
int numPolygons = mesh->NumPolygons();
|
||||
for (int polygonIndex=0; polygonIndex < numPolygons; polygonIndex++)
|
||||
{
|
||||
RAS_Polygon* polygon = mesh->GetPolygon(polygonIndex);
|
||||
if (polygon->GetMaterial()->GetPolyMaterial() == mat)
|
||||
{
|
||||
RAS_TexVert *v1, *v2, *v3, *v4;
|
||||
float normal[3];
|
||||
float area;
|
||||
// this polygon is part of the mirror,
|
||||
v1 = polygon->GetVertex(0);
|
||||
v2 = polygon->GetVertex(1);
|
||||
v3 = polygon->GetVertex(2);
|
||||
mirrorVerts.push_back(v1);
|
||||
mirrorVerts.push_back(v2);
|
||||
mirrorVerts.push_back(v3);
|
||||
if (polygon->VertexCount() == 4)
|
||||
{
|
||||
v4 = polygon->GetVertex(3);
|
||||
mirrorVerts.push_back(v4);
|
||||
area = normal_quad_v3( normal,(float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ(), (float*)v4->getXYZ());
|
||||
} else
|
||||
{
|
||||
area = normal_tri_v3( normal,(float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ());
|
||||
}
|
||||
area = fabs(area);
|
||||
mirrorArea += area;
|
||||
mul_v3_fl(normal, area);
|
||||
add_v3_v3v3(mirrorNormal, mirrorNormal, normal);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (mirrorVerts.size() == 0 || mirrorArea < FLT_EPSILON)
|
||||
{
|
||||
// no vertex or zero size mirror
|
||||
THRWEXCP(MirrorSizeInvalid, S_OK);
|
||||
}
|
||||
// compute average normal of mirror faces
|
||||
mul_v3_fl(mirrorNormal, 1.0f/mirrorArea);
|
||||
if (normalize_v3(mirrorNormal) == 0.f)
|
||||
{
|
||||
// no normal
|
||||
THRWEXCP(MirrorNormalInvalid, S_OK);
|
||||
}
|
||||
// the mirror plane has an equation of the type ax+by+cz = d where (a,b,c) is the normal vector
|
||||
// if the mirror is more vertical then horizontal, the Z axis is the up direction.
|
||||
// otherwise the Y axis is the up direction.
|
||||
// If the mirror is not perfectly vertical(horizontal), the Z(Y) axis projection on the mirror
|
||||
// plan by the normal will be the up direction.
|
||||
if (fabs(mirrorNormal[2]) > fabs(mirrorNormal[1]) &&
|
||||
fabs(mirrorNormal[2]) > fabs(mirrorNormal[0]))
|
||||
fabs(mirrorNormal[2]) > fabs(mirrorNormal[0]))
|
||||
{
|
||||
// the mirror is more horizontal than vertical
|
||||
copy_v3_v3(axis, yaxis);
|
||||
copy_v3_v3(axis, yaxis);
|
||||
}
|
||||
else
|
||||
{
|
||||
// the mirror is more vertical than horizontal
|
||||
copy_v3_v3(axis, zaxis);
|
||||
copy_v3_v3(axis, zaxis);
|
||||
}
|
||||
dist = dot_v3v3(mirrorNormal, axis);
|
||||
if (fabs(dist) < FLT_EPSILON)
|
||||
{
|
||||
// the mirror is already fully aligned with up axis
|
||||
copy_v3_v3(mirrorUp, axis);
|
||||
}
|
||||
else
|
||||
{
|
||||
// projection of axis to mirror plane through normal
|
||||
copy_v3_v3(vec, mirrorNormal);
|
||||
mul_v3_fl(vec, dist);
|
||||
sub_v3_v3v3(mirrorUp, axis, vec);
|
||||
if (normalize_v3(mirrorUp) == 0.f)
|
||||
{
|
||||
// should not happen
|
||||
THRWEXCP(MirrorHorizontal, S_OK);
|
||||
return;
|
||||
}
|
||||
}
|
||||
// compute rotation matrix between local coord and mirror coord
|
||||
// to match camera orientation, we select mirror z = -normal, y = up, x = y x z
|
||||
negate_v3_v3(mirrorMat[2], mirrorNormal);
|
||||
copy_v3_v3(mirrorMat[1], mirrorUp);
|
||||
cross_v3_v3v3(mirrorMat[0], mirrorMat[1], mirrorMat[2]);
|
||||
// transpose to make it a orientation matrix from local space to mirror space
|
||||
transpose_m3(mirrorMat);
|
||||
// transform all vertex to plane coordinates and determine mirror position
|
||||
left = FLT_MAX;
|
||||
right = -FLT_MAX;
|
||||
bottom = FLT_MAX;
|
||||
top = -FLT_MAX;
|
||||
back = -FLT_MAX; // most backward vertex (=highest Z coord in mirror space)
|
||||
for (it = mirrorVerts.begin(); it != mirrorVerts.end(); it++)
|
||||
{
|
||||
copy_v3_v3(vec, (float*)(*it)->getXYZ());
|
||||
mul_m3_v3(mirrorMat, vec);
|
||||
if (vec[0] < left)
|
||||
left = vec[0];
|
||||
if (vec[0] > right)
|
||||
right = vec[0];
|
||||
if (vec[1] < bottom)
|
||||
bottom = vec[1];
|
||||
if (vec[1] > top)
|
||||
top = vec[1];
|
||||
if (vec[2] > back)
|
||||
back = vec[2];
|
||||
}
|
||||
// now store this information in the object for later rendering
|
||||
m_mirrorHalfWidth = (right-left)*0.5f;
|
||||
m_mirrorHalfHeight = (top-bottom)*0.5f;
|
||||
if (m_mirrorHalfWidth < 0.01f || m_mirrorHalfHeight < 0.01f)
|
||||
{
|
||||
// mirror too small
|
||||
THRWEXCP(MirrorTooSmall, S_OK);
|
||||
}
|
||||
// mirror position in mirror coord
|
||||
vec[0] = (left+right)*0.5f;
|
||||
vec[1] = (top+bottom)*0.5f;
|
||||
vec[2] = back;
|
||||
// convert it in local space: transpose again the matrix to get back to mirror to local transform
|
||||
transpose_m3(mirrorMat);
|
||||
mul_m3_v3(mirrorMat, vec);
|
||||
// mirror position in local space
|
||||
m_mirrorPos.setValue(vec[0], vec[1], vec[2]);
|
||||
// mirror normal vector (pointed towards the back of the mirror) in local space
|
||||
m_mirrorZ.setValue(-mirrorNormal[0], -mirrorNormal[1], -mirrorNormal[2]);
|
||||
m_mirrorY.setValue(mirrorUp[0], mirrorUp[1], mirrorUp[2]);
|
||||
m_mirrorX = m_mirrorY.cross(m_mirrorZ);
|
||||
m_render = true;
|
||||
dist = dot_v3v3(mirrorNormal, axis);
|
||||
if (fabs(dist) < FLT_EPSILON)
|
||||
{
|
||||
// the mirror is already fully aligned with up axis
|
||||
copy_v3_v3(mirrorUp, axis);
|
||||
}
|
||||
else
|
||||
{
|
||||
// projection of axis to mirror plane through normal
|
||||
copy_v3_v3(vec, mirrorNormal);
|
||||
mul_v3_fl(vec, dist);
|
||||
sub_v3_v3v3(mirrorUp, axis, vec);
|
||||
if (normalize_v3(mirrorUp) == 0.f)
|
||||
{
|
||||
// should not happen
|
||||
THRWEXCP(MirrorHorizontal, S_OK);
|
||||
return;
|
||||
}
|
||||
}
|
||||
// compute rotation matrix between local coord and mirror coord
|
||||
// to match camera orientation, we select mirror z = -normal, y = up, x = y x z
|
||||
negate_v3_v3(mirrorMat[2], mirrorNormal);
|
||||
copy_v3_v3(mirrorMat[1], mirrorUp);
|
||||
cross_v3_v3v3(mirrorMat[0], mirrorMat[1], mirrorMat[2]);
|
||||
// transpose to make it a orientation matrix from local space to mirror space
|
||||
transpose_m3(mirrorMat);
|
||||
// transform all vertex to plane coordinates and determine mirror position
|
||||
left = FLT_MAX;
|
||||
right = -FLT_MAX;
|
||||
bottom = FLT_MAX;
|
||||
top = -FLT_MAX;
|
||||
back = -FLT_MAX; // most backward vertex (=highest Z coord in mirror space)
|
||||
for (it = mirrorVerts.begin(); it != mirrorVerts.end(); it++)
|
||||
{
|
||||
copy_v3_v3(vec, (float*)(*it)->getXYZ());
|
||||
mul_m3_v3(mirrorMat, vec);
|
||||
if (vec[0] < left)
|
||||
left = vec[0];
|
||||
if (vec[0] > right)
|
||||
right = vec[0];
|
||||
if (vec[1] < bottom)
|
||||
bottom = vec[1];
|
||||
if (vec[1] > top)
|
||||
top = vec[1];
|
||||
if (vec[2] > back)
|
||||
back = vec[2];
|
||||
}
|
||||
// now store this information in the object for later rendering
|
||||
m_mirrorHalfWidth = (right-left)*0.5f;
|
||||
m_mirrorHalfHeight = (top-bottom)*0.5f;
|
||||
if (m_mirrorHalfWidth < 0.01f || m_mirrorHalfHeight < 0.01f)
|
||||
{
|
||||
// mirror too small
|
||||
THRWEXCP(MirrorTooSmall, S_OK);
|
||||
}
|
||||
// mirror position in mirror coord
|
||||
vec[0] = (left+right)*0.5f;
|
||||
vec[1] = (top+bottom)*0.5f;
|
||||
vec[2] = back;
|
||||
// convert it in local space: transpose again the matrix to get back to mirror to local transform
|
||||
transpose_m3(mirrorMat);
|
||||
mul_m3_v3(mirrorMat, vec);
|
||||
// mirror position in local space
|
||||
m_mirrorPos.setValue(vec[0], vec[1], vec[2]);
|
||||
// mirror normal vector (pointed towards the back of the mirror) in local space
|
||||
m_mirrorZ.setValue(-mirrorNormal[0], -mirrorNormal[1], -mirrorNormal[2]);
|
||||
m_mirrorY.setValue(mirrorUp[0], mirrorUp[1], mirrorUp[2]);
|
||||
m_mirrorX = m_mirrorY.cross(m_mirrorZ);
|
||||
m_render = true;
|
||||
|
||||
setBackground(0, 0, 255, 255);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user