| 867 | //---------------------------------------------------------------------------- |
| 868 | |
| 869 | void RigidShape::getCameraTransform(F32* pos,MatrixF* mat) |
| 870 | { |
| 871 | // Returns camera to world space transform |
| 872 | // Handles first person / third person camera position |
| 873 | if (isServerObject() && mShapeInstance) |
| 874 | mShapeInstance->animateNodeSubtrees(true); |
| 875 | |
| 876 | if (*pos == 0) |
| 877 | { |
| 878 | getRenderEyeTransform(mat); |
| 879 | return; |
| 880 | } |
| 881 | |
| 882 | // Get the shape's camera parameters. |
| 883 | F32 min,max; |
| 884 | MatrixF rot; |
| 885 | Point3F offset; |
| 886 | getCameraParameters(&min,&max,&offset,&rot); |
| 887 | |
| 888 | // Start with the current eye position |
| 889 | MatrixF eye; |
| 890 | getRenderEyeTransform(&eye); |
| 891 | |
| 892 | // Build a transform that points along the eye axis |
| 893 | // but where the Z axis is always up. |
| 894 | if (mDataBlock->cameraRoll) |
| 895 | mat->mul(eye,rot); |
| 896 | else |
| 897 | { |
| 898 | MatrixF cam(1); |
| 899 | VectorF x,y,z(0,0,1); |
| 900 | eye.getColumn(1, &y); |
| 901 | |
| 902 | mCross(y, z, &x); |
| 903 | x.normalize(); |
| 904 | mCross(x, y, &z); |
| 905 | z.normalize(); |
| 906 | |
| 907 | cam.setColumn(0,x); |
| 908 | cam.setColumn(1,y); |
| 909 | cam.setColumn(2,z); |
| 910 | mat->mul(cam,rot); |
| 911 | } |
| 912 | |
| 913 | // Camera is positioned straight back along the eye's -Y axis. |
| 914 | // A ray is cast to make sure the camera doesn't go through |
| 915 | // anything solid. |
| 916 | VectorF vp,vec; |
| 917 | vp.x = vp.z = 0; |
| 918 | vp.y = -(max - min) * *pos; |
| 919 | eye.mulV(vp,&vec); |
| 920 | |
| 921 | // Use the camera node as the starting position if it exists. |
| 922 | Point3F osp,sp; |
| 923 | if (mDataBlock->cameraNode != -1) |
| 924 | { |
| 925 | mShapeInstance->mNodeTransforms[mDataBlock->cameraNode].getColumn(3,&osp); |
| 926 | getRenderTransform().mulP(osp,&sp); |
nothing calls this directly
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