Update return type for viewport screen functions (#5803)

* update return type for viewport screen functions

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add tests for AZ::Matrix3x4::CreateFromMatrix4x4 and add TransformPoint to Matrix3x4

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* update NDC -> Ndc

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* updates following review feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* updates and improvements following PR feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add forward declaration of Matrix3x4 type

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* update where forward declarations are defined for Matrix3x4

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
This commit is contained in:
Tom Hulton-Harrop
2021-11-24 09:17:43 +00:00
committed by GitHub
parent b196473465
commit 5bd751531d
20 changed files with 146 additions and 74 deletions
@@ -15,6 +15,7 @@
namespace AZ
{
class Matrix4x4;
class Matrix3x4;
class Transform;
class ReflectContext;
} // namespace AZ
@@ -32,6 +33,8 @@ namespace AzFramework
//! Gets the current camera's world to view matrix.
virtual const AZ::Matrix4x4& GetCameraViewMatrix() const = 0;
//! Gets the current camera's world to view matrix as a Matrix3x4.
virtual AZ::Matrix3x4 GetCameraViewMatrixAsMatrix3x4() const = 0;
//! Sets the current camera's world to view matrix.
virtual void SetCameraViewMatrix(const AZ::Matrix4x4& matrix) = 0;
//! Gets the current camera's projection (view to clip) matrix.
@@ -31,34 +31,31 @@ namespace AzFramework
// multiplication which must be used (see CameraTransformFromCameraView and CameraViewFromCameraTransform)
// note: coordinate system convention is right handed
// see Matrix4x4::CreateProjection for more details
static AZ::Matrix4x4 ZYCoordinateSystemConversion()
static AZ::Matrix3x4 ZYCoordinateSystemConversion()
{
// note: the below matrix is the result of these combined transformations
// pitch = AZ::Matrix4x4::CreateRotationX(AZ::DegToRad(-90.0f));
// yaw = AZ::Matrix4x4::CreateRotationZ(AZ::DegToRad(180.0f));
// conversion = pitch * yaw
return AZ::Matrix4x4::CreateFromColumns(
AZ::Vector4(-1.0f, 0.0f, 0.0f, 0.0f), AZ::Vector4(0.0f, 0.0f, 1.0f, 0.0f), AZ::Vector4(0.0f, 1.0f, 0.0f, 0.0f),
AZ::Vector4(0.0f, 0.0f, 0.0f, 1.0f));
return AZ::Matrix3x4::CreateFromColumns(
AZ::Vector3(-1.0f, 0.0f, 0.0f), AZ::Vector3(0.0f, 0.0f, 1.0f), AZ::Vector3(0.0f, 1.0f, 0.0f), AZ::Vector3(0.0f, 0.0f, 0.0f));
}
AZ::Matrix4x4 CameraTransform(const CameraState& cameraState)
AZ::Matrix3x4 CameraTransform(const CameraState& cameraState)
{
return AZ::Matrix4x4::CreateFromColumns(
AZ::Vector3ToVector4(cameraState.m_side), AZ::Vector3ToVector4(cameraState.m_forward), AZ::Vector3ToVector4(cameraState.m_up),
AZ::Vector3ToVector4(cameraState.m_position, 1.0f));
return AZ::Matrix3x4::CreateFromColumns(cameraState.m_side, cameraState.m_forward, cameraState.m_up, cameraState.m_position);
}
AZ::Matrix4x4 CameraView(const CameraState& cameraState)
AZ::Matrix3x4 CameraView(const CameraState& cameraState)
{
// ensure the camera is looking down positive z with the x axis pointing left
return ZYCoordinateSystemConversion() * CameraTransform(cameraState).GetInverseTransform();
return ZYCoordinateSystemConversion() * CameraTransform(cameraState).GetInverseFast();
}
AZ::Matrix4x4 InverseCameraView(const CameraState& cameraState)
AZ::Matrix3x4 InverseCameraView(const CameraState& cameraState)
{
// ensure the camera is looking down positive z with the x axis pointing left
return CameraView(cameraState).GetInverseTransform();
return CameraView(cameraState).GetInverseFast();
}
AZ::Matrix4x4 CameraProjection(const CameraState& cameraState)
@@ -72,14 +69,14 @@ namespace AzFramework
return CameraProjection(cameraState).GetInverseFull();
}
AZ::Matrix4x4 CameraTransformFromCameraView(const AZ::Matrix4x4& cameraView)
AZ::Matrix3x4 CameraTransformFromCameraView(const AZ::Matrix3x4& cameraView)
{
return (ZYCoordinateSystemConversion() * cameraView).GetInverseTransform();
return (ZYCoordinateSystemConversion() * cameraView).GetInverseFast();
}
AZ::Matrix4x4 CameraViewFromCameraTransform(const AZ::Matrix4x4& cameraTransform)
AZ::Matrix3x4 CameraViewFromCameraTransform(const AZ::Matrix3x4& cameraTransform)
{
return ZYCoordinateSystemConversion() * cameraTransform.GetInverseTransform();
return ZYCoordinateSystemConversion() * cameraTransform.GetInverseFast();
}
AZ::Frustum FrustumFromCameraState(const CameraState& cameraState)
@@ -91,16 +88,17 @@ namespace AzFramework
{
const auto worldFromView = AzFramework::CameraTransform(cameraState);
const auto cameraWorldTransform = AZ::Transform::CreateFromMatrix3x3AndTranslation(
AZ::Matrix3x3::CreateFromMatrix4x4(worldFromView), worldFromView.GetTranslation());
AZ::Matrix3x3::CreateFromMatrix3x4(worldFromView), worldFromView.GetTranslation());
return AZ::ViewFrustumAttributes(
cameraWorldTransform, AspectRatio(cameraState.m_viewportSize), cameraState.m_fovOrZoom, cameraState.m_nearClip,
cameraState.m_farClip);
}
AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix4x4& cameraView, const AZ::Matrix4x4& cameraProjection)
AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix3x4& cameraView, const AZ::Matrix4x4& cameraProjection)
{
// transform the world space position to clip space
const auto clipSpacePosition = cameraProjection * cameraView * AZ::Vector3ToVector4(worldPosition, 1.0f);
const auto clipSpacePosition =
cameraProjection * AZ::Vector3ToVector4(cameraView.TransformPoint(worldPosition), 1.0f);
// transform the clip space position to ndc space (perspective divide)
const auto ndcPosition = clipSpacePosition / clipSpacePosition.GetW();
// transform ndc space from <-1,1> to <0, 1> range
@@ -109,7 +107,7 @@ namespace AzFramework
ScreenPoint WorldToScreen(
const AZ::Vector3& worldPosition,
const AZ::Matrix4x4& cameraView,
const AZ::Matrix3x4& cameraView,
const AZ::Matrix4x4& cameraProjection,
const AZ::Vector2& viewportSize)
{
@@ -123,7 +121,7 @@ namespace AzFramework
}
AZ::Vector3 ScreenNdcToWorld(
const AZ::Vector2& normalizedScreenPosition, const AZ::Matrix4x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection)
const AZ::Vector2& normalizedScreenPosition, const AZ::Matrix3x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection)
{
// convert screen space coordinates from <0, 1> to <-1,1> range
const auto ndcPosition = normalizedScreenPosition * 2.0f - AZ::Vector2::CreateOne();
@@ -140,7 +138,7 @@ namespace AzFramework
AZ::Vector3 ScreenToWorld(
const ScreenPoint& screenPosition,
const AZ::Matrix4x4& inverseCameraView,
const AZ::Matrix3x4& inverseCameraView,
const AZ::Matrix4x4& inverseCameraProjection,
const AZ::Vector2& viewportSize)
{
@@ -16,6 +16,7 @@
namespace AZ
{
class Frustum;
class Matrix3x4;
class Matrix4x4;
struct ViewFrustumAttributes;
} // namespace AZ
@@ -43,7 +44,7 @@ namespace AzFramework
}
//! Projects a position in world space to screen space normalized device coordinates for the given camera.
AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix4x4& cameraView, const AZ::Matrix4x4& cameraProjection);
AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix3x4& cameraView, const AZ::Matrix4x4& cameraProjection);
//! Projects a position in world space to screen space for the given camera.
ScreenPoint WorldToScreen(const AZ::Vector3& worldPosition, const CameraState& cameraState);
@@ -52,7 +53,7 @@ namespace AzFramework
//! is called many times in a loop.
ScreenPoint WorldToScreen(
const AZ::Vector3& worldPosition,
const AZ::Matrix4x4& cameraView,
const AZ::Matrix3x4& cameraView,
const AZ::Matrix4x4& cameraProjection,
const AZ::Vector2& viewportSize);
@@ -64,14 +65,14 @@ namespace AzFramework
//! is called many times in a loop.
AZ::Vector3 ScreenToWorld(
const ScreenPoint& screenPosition,
const AZ::Matrix4x4& inverseCameraView,
const AZ::Matrix3x4& inverseCameraView,
const AZ::Matrix4x4& inverseCameraProjection,
const AZ::Vector2& viewportSize);
//! Unprojects a position in screen space normalized device coordinates to world space.
//! Note: The position returned will be on the near clip plane of the camera in world space.
AZ::Vector3 ScreenNdcToWorld(
const AZ::Vector2& ndcPosition, const AZ::Matrix4x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection);
const AZ::Vector2& ndcPosition, const AZ::Matrix3x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection);
//! Returns the camera projection for the current camera state.
AZ::Matrix4x4 CameraProjection(const CameraState& cameraState);
@@ -81,27 +82,27 @@ namespace AzFramework
//! Returns the camera view for the current camera state.
//! @note This is the 'v' in the MVP transform going from world space to view space (viewFromWorld).
AZ::Matrix4x4 CameraView(const CameraState& cameraState);
AZ::Matrix3x4 CameraView(const CameraState& cameraState);
//! Returns the inverse of the camera view for the current camera state.
//! @note This is the same as the CameraTransform but corrected for Z up.
AZ::Matrix4x4 InverseCameraView(const CameraState& cameraState);
AZ::Matrix3x4 InverseCameraView(const CameraState& cameraState);
//! Returns the camera transform for the current camera state.
//! @note This is the inverse of 'v' in the MVP transform going from view space to world space (worldFromView).
AZ::Matrix4x4 CameraTransform(const CameraState& cameraState);
AZ::Matrix3x4 CameraTransform(const CameraState& cameraState);
//! Takes a camera view (the world to camera space transform) and returns the
//! corresponding camera transform (the world position and orientation of the camera).
//! @note The parameter is the viewFromWorld transform (the 'v' in MVP) going from world space
//! to view space. The return value is worldFromView transform going from view space to world space.
AZ::Matrix4x4 CameraTransformFromCameraView(const AZ::Matrix4x4& cameraView);
AZ::Matrix3x4 CameraTransformFromCameraView(const AZ::Matrix3x4& cameraView);
//! Takes a camera transform (the world position and orientation of the camera) and
//! returns the corresponding camera view (to be used to transform from world to camera space).
//! @note The parameter is the worldFromView transform going from view space to world space. The
//! return value is viewFromWorld transform (the 'v' in MVP) going from view space to world space.
AZ::Matrix4x4 CameraViewFromCameraTransform(const AZ::Matrix4x4& cameraTransform);
AZ::Matrix3x4 CameraViewFromCameraTransform(const AZ::Matrix3x4& cameraTransform);
//! Returns a frustum representing the camera transform and view volume in world space.
AZ::Frustum FrustumFromCameraState(const CameraState& cameraState);