Added proper documentation for camera.getWorldCoordinates
Added a convenience method to compute z in projection space from z in view space git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9934 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -382,7 +382,7 @@ public class Camera implements Savable, Cloneable {
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* @param clipPlane the plane
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* @param clipPlane the plane
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* @param side the side the camera stands from the plane
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* @param side the side the camera stands from the plane
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*/
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*/
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public void setClipPlane(Plane clipPlane, Plane.Side side) {
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public void setClipPlane(Plane clipPlane, Plane.Side side) {
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float sideFactor = 1;
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float sideFactor = 1;
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if (side == Plane.Side.Negative) {
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if (side == Plane.Side.Negative) {
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sideFactor = -1;
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sideFactor = -1;
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@ -1296,30 +1296,56 @@ public class Camera implements Savable, Cloneable {
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}
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}
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/**
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/**
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* @see Camera#getWorldCoordinates
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* Computes the z value in projection space from the z value in view space
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* Note that the returned value is going non linearly from 0 to 1.
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* for more explanations on non linear z buffer see
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* http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
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* @param viewZPos the z value in view space.
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* @return the z value in projection space.
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*/
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*/
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public Vector3f getWorldCoordinates(Vector2f screenPos, float zPos) {
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public float getViewToProjectionZ(float viewZPos) {
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return getWorldCoordinates(screenPos, zPos, null);
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float far = getFrustumFar();
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float near = getFrustumNear();
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float a = far / (far - near);
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float b = far * near / (near - far);
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return a + b / viewZPos;
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}
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/**
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* Computes a position in World space given a screen position in screen space (0,0 to width, height)
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* and a z position in projection space ( 0 to 1 non linear).
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* This former value is also known as the Z buffer value or non linear depth buffer.
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* for more explanations on non linear z buffer see
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* http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
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*
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* To compute the projection space z from the view space z (distance from cam to object) @see Camera#getViewToProjectionZ
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*
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* @param screenPos 2d coordinate in screen space
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* @param projectionZPos non linear z value in projection space
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* @return the position in world space.
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*/
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public Vector3f getWorldCoordinates(Vector2f screenPos, float projectionZPos) {
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return getWorldCoordinates(screenPos, projectionZPos, null);
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}
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}
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/**
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/**
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* @see Camera#getWorldCoordinates
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* @see Camera#getWorldCoordinates
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*/
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*/
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public Vector3f getWorldCoordinates(Vector2f screenPosition,
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public Vector3f getWorldCoordinates(Vector2f screenPosition,
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float zPos, Vector3f store) {
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float projectionZPos, Vector3f store) {
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if (store == null) {
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if (store == null) {
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store = new Vector3f();
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store = new Vector3f();
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}
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}
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Matrix4f inverseMat = new Matrix4f(viewProjectionMatrix);
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Matrix4f inverseMat = new Matrix4f(viewProjectionMatrix);
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inverseMat.invertLocal();
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inverseMat.invertLocal();
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store.set(
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store.set(
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(screenPosition.x / getWidth() - viewPortLeft) / (viewPortRight - viewPortLeft) * 2 - 1,
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(screenPosition.x / getWidth() - viewPortLeft) / (viewPortRight - viewPortLeft) * 2 - 1,
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(screenPosition.y / getHeight() - viewPortBottom) / (viewPortTop - viewPortBottom) * 2 - 1,
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(screenPosition.y / getHeight() - viewPortBottom) / (viewPortTop - viewPortBottom) * 2 - 1,
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zPos * 2 - 1);
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projectionZPos * 2 - 1);
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float w = inverseMat.multProj(store, store);
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float w = inverseMat.multProj(store, store);
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store.multLocal(1f / w);
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store.multLocal(1f / w);
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return store;
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return store;
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