TransformFaceToCamera class is finished.

This commit is contained in:
hyzboy 2024-08-31 15:46:11 +08:00
parent 99264b5b0a
commit 5e8957b78b
6 changed files with 130 additions and 27 deletions

2
CMCore

@ -1 +1 @@
Subproject commit df5189ed09cab1197ddbb4e9f5a3d7959c961e3e
Subproject commit 0a0f885c75bc9342bb46d639a2174f8d8a44cf4c

View File

@ -6,11 +6,65 @@ using namespace hgl;
using namespace hgl::graph;
const Vector3f GizmoPosition(0,0,0);
//
/**
*
*/
class TransformFaceToCamera:public TransformBase
{
CameraInfo *camera_info=nullptr;
Matrix4f last_view_matrix;
protected:
void MakeNewestData(Matrix4f &mat) override
{
if(camera_info)
mat=ToMatrix(CalculateFacingRotationQuat(WorldPosition,camera_info->view,WorldNormal));
else
mat=Identity4f;
}
public:
using TransformBase::TransformBase;
constexpr const size_t GetTypeHash()const override { return hgl::GetTypeHash<TransformFaceToCamera>(); }
TransformFaceToCamera(CameraInfo *ci):TransformBase()
{
camera_info=ci;
last_view_matrix=Identity4f;
}
TransformBase *CreateSelfCopy()const override
{
return(new TransformFaceToCamera(camera_info));
}
void SetCameraInfo(CameraInfo *ci) { camera_info=ci; }
bool Update() override
{
if(!camera_info)
return(false);
if(IsNearlyEqual(last_view_matrix,camera_info->view))
return(false);
last_view_matrix=camera_info->view;
UpdateVersion();
return(true);
}
};//class TransformFaceToCamera:public TransformBase
///**
//* 一种永远转向正面的场景节点
//* 一种永远转向正面的变换节点
//*/
//class BillboardSceneNode:public SceneNode
//class TransformBillboard:public TransformBase
//{
// CameraInfo *camera_info=nullptr;
// bool face_to_camera=false;
@ -20,9 +74,6 @@ const Vector3f GizmoPosition(0,0,0);
//
//public:
//
// using SceneNode::SceneNode;
// virtual ~BillboardSceneNode()=default;
//
// virtual void SetCameraInfo (CameraInfo * ci ){camera_info =ci;}
// virtual void SetViewportInfo(ViewportInfo * vi ){viewport_info =vi;}
//
@ -57,7 +108,7 @@ const Vector3f GizmoPosition(0,0,0);
class TestApp:public SceneAppFramework
{
SceneNode root;
//BillboardSceneNode *rotate_white_torus=nullptr;
SceneNode *rotate_white_torus=nullptr;
StaticMesh *sm_move=nullptr;
StaticMesh *sm_rotate=nullptr;
@ -92,18 +143,20 @@ private:
root.CreateSubNode(sm_rotate->GetScene());
//root.CreateSubNode(sm_scale->GetScene());
//{
// Transform tm;
{
rotate_white_torus=new SceneNode(scale(13),face_torus);
// tm.SetScale(7.5);
rotate_white_torus->SetLocalNormal(AxisVector::X);
// rotate_white_torus=new BillboardSceneNode(tm,face_torus);
TransformFaceToCamera *rotate_white_torus_tfc=new TransformFaceToCamera(ci);
// rotate_white_torus->SetCameraInfo(ci);
// rotate_white_torus->SetFaceToCamera(true);
rotate_white_torus->GetTransform().AddTransform(rotate_white_torus_tfc);
// root.AddSubNode(rotate_white_torus);
//}
//rotate_white_torus->SetCameraInfo(ci);
//rotate_white_torus->SetFaceToCamera(true);
root.AddSubNode(rotate_white_torus);
}
root.RefreshMatrix();
render_list->SetCamera(ci);

View File

@ -26,11 +26,20 @@ namespace hgl
Matrix4f parent_matrix;
Matrix4f local_matrix;
bool local_is_identity;
Vector3f local_normal;
TransformManager transform_manager;
Matrix4f transform_matrix;
Vector3f OriginWorldPosition; //原始世界坐标
Vector3f FinalWorldPosition; //最终世界坐标
protected:
Vector3f OriginWorldPosition; //变换前世界坐标
Vector3f FinalWorldPosition; //变换后世界坐标
Vector3f OriginWorldNormal; //变换前世界法线
Vector3f FinalWorldNormal; //变换后世界法线
protected:
@ -44,6 +53,7 @@ namespace hgl
void Clear();
const Matrix4f &GetLocalMatrix()const{return local_matrix;} ///<取得本地矩阵
const Vector3f &GetLocalNormal()const{return local_normal;} ///<取得本地法线
const Matrix4f &GetLocalToWorldMatrix(){return GetNewestVersionData();} ///<取得本地到世界矩阵
const Matrix4f &GetInverseLocalToWorldMatrix(){UpdateNewestData();return inverse_local_to_world_matrix;} ///<取得世界到本地矩阵
@ -56,6 +66,7 @@ namespace hgl
TransformManager &GetTransform(){return transform_manager;} ///<取得变换管理器
const Vector3f &GetWorldPosition()const{return FinalWorldPosition;} ///<取得世界坐标
const Vector3f &GetWorldNormal()const { return FinalWorldNormal; } ///<取得世界法线
public:
@ -67,6 +78,16 @@ namespace hgl
UpdateVersion();
}
void SetLocalNormal(const Vector3f &normal)
{
//if(IsNearlyEqual(local_normal,normal))
if(!hgl_cmp(local_normal,normal))
return;
local_normal=normal;
UpdateVersion();
}
void SetLocalMatrix(const Matrix4f &mat)
{
//if (IsNearlyEqual(local_matrix,mat))
@ -74,6 +95,8 @@ namespace hgl
return;
local_matrix=mat;
local_is_identity=IsIdentityMatrix(mat);
UpdateVersion();
}
@ -86,6 +109,8 @@ namespace hgl
parent_matrix=pm;
UpdateVersion();
}
virtual void Update();
};//class SceneMatrix
}//namespace graph
}//namespace hgl

View File

@ -28,8 +28,9 @@ namespace hgl
scene_matrix.Clear();
}
void SetLocalMatrix (const Matrix4f &mat){scene_matrix.SetLocalMatrix(mat);} ///<设置本地矩阵
void SetParentMatrix (const Matrix4f &mat){scene_matrix.SetParentMatrix(mat);} ///<设置上级到世界空间变换矩阵
void SetLocalNormal(const Vector3f &nor) {scene_matrix.SetLocalNormal(nor);} ///<设置本地法线
void SetLocalMatrix (const Matrix4f &mat){scene_matrix.SetLocalMatrix(mat);} ///<设置本地矩阵
void SetParentMatrix(const Matrix4f &mat){scene_matrix.SetParentMatrix(mat);} ///<设置上级到世界空间变换矩阵
public:

View File

@ -8,6 +8,8 @@ namespace hgl
{
parent_matrix=so.parent_matrix;
local_matrix=so.local_matrix;
local_is_identity=IsIdentityMatrix(local_matrix);
local_normal=AxisVector::Z;
transform_manager=so.transform_manager;
transform_matrix=so.transform_matrix;
@ -20,31 +22,57 @@ namespace hgl
{
parent_matrix=Identity4f;
local_matrix=Identity4f;
local_is_identity=true;
local_normal=AxisVector::Z;
transform_matrix=Identity4f;
UpdateVersion();
}
void SceneMatrix::MakeNewestData(Matrix4f &local_to_world_matrix)
{
local_to_world_matrix=parent_matrix*local_matrix;
if(local_is_identity)
local_to_world_matrix=parent_matrix;
else
local_to_world_matrix=parent_matrix*local_matrix;
OriginWorldPosition=TransformPosition(local_to_world_matrix,ZeroVector3f);
OriginWorldNormal=TransformNormal(local_to_world_matrix,local_normal);
if(transform_manager.IsEmpty())
{
FinalWorldPosition=OriginWorldPosition;
FinalWorldNormal=OriginWorldNormal;
}
else
{
transform_manager.GetMatrix(transform_matrix,OriginWorldPosition);
transform_manager.GetMatrix(transform_matrix,OriginWorldPosition,OriginWorldNormal);
local_to_world_matrix*=transform_matrix;
FinalWorldPosition=TransformPosition(local_to_world_matrix,ZeroVector3f);
FinalWorldNormal=TransformNormal(local_to_world_matrix,local_normal);
}
inverse_local_to_world_matrix =inverse(local_to_world_matrix);
inverse_transpose_local_to_world_matrix=transpose(inverse_local_to_world_matrix);
}
void SceneMatrix::Update()
{
if(transform_manager.IsEmpty())
{
if(IsNewestVersion())
return;
}
else
{
if(!transform_manager.Update())
return;
UpdateVersion();
}
UpdateNewestData();
}
}//namespace graph
}//namespace hgl

View File

@ -19,11 +19,7 @@ namespace hgl
void SceneOrient::RefreshMatrix()
{
if (scene_matrix.IsNewestVersion())
{
//是最新版本,证明没有更新,那不用刷新了
return;
}
scene_matrix.Update();
}
}//namespace graph
}//namespace hgl