leocad/common/camera.cpp

853 lines
20 KiB
C++
Raw Normal View History

2011-09-07 23:06:51 +02:00
// Camera object.
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "opengl.h"
#include "globals.h"
#include "defines.h"
#include "vector.h"
#include "matrix.h"
#include "file.h"
#include "camera.h"
#include "tr.h"
#define LC_CAMERA_SAVE_VERSION 6 // LeoCAD 0.73
GLuint Camera::m_nTargetList = 0;
static LC_OBJECT_KEY_INFO camera_key_info[LC_CK_COUNT] =
{
{ "Camera Position", 3, LC_CK_EYE },
{ "Camera Target", 3, LC_CK_TARGET },
{ "Camera Up Vector", 3, LC_CK_UP }
};
// =============================================================================
// CameraTarget class
CameraTarget::CameraTarget (Camera *pParent)
: Object (LC_OBJECT_CAMERA_TARGET)
{
m_pParent = pParent;
/*
strcpy (m_strName, pParent->GetName ());
m_strName[LC_OBJECT_NAME_LEN-8] = '\0';
strcat (m_strName, ".Target");
*/
}
CameraTarget::~CameraTarget ()
{
}
void CameraTarget::MinIntersectDist (LC_CLICKLINE* pLine)
{
float dist = (float)BoundingBoxIntersectDist (pLine);
if (dist < pLine->mindist)
{
pLine->mindist = dist;
pLine->pClosest = this;
}
}
void CameraTarget::Select (bool bSelecting, bool bFocus, bool bMultiple)
{
m_pParent->SelectTarget (bSelecting, bFocus, bMultiple);
}
const char* CameraTarget::GetName() const
{
return m_pParent->GetName();
}
/////////////////////////////////////////////////////////////////////////////
// Camera construction/destruction
Camera::Camera ()
: Object (LC_OBJECT_CAMERA)
{
Initialize();
}
// Start with a standard camera.
Camera::Camera (unsigned char nType, Camera* pPrev)
: Object (LC_OBJECT_CAMERA)
{
if (nType > 7)
nType = 8;
char names[8][7] = { "Front", "Back", "Top", "Under", "Left", "Right", "Main", "User" };
float eyes[8][3] = { { 50,0,0 }, { -50,0,0 }, { 0,0,50 }, { 0,0,-50 },
{ 0,50,0 }, { 0,-50,0 }, { -10,-10,5}, { 0,5,0 } };
float ups [8][3] = { { 0,0,1 }, { 0,0,1 }, { 1,0,0 }, { -1,0,0 }, { 0,0,1 },
{ 0,0,1 }, {-0.2357f, -0.2357f, 0.94281f }, { 0,0,1 } };
Initialize();
ChangeKey (1, false, true, eyes[nType], LC_CK_EYE);
ChangeKey (1, false, true, ups[nType], LC_CK_UP);
ChangeKey (1, true, true, eyes[nType], LC_CK_EYE);
ChangeKey (1, true, true, ups[nType], LC_CK_UP);
strcpy (m_strName, names[nType]);
if (nType != 8)
m_nState = LC_CAMERA_HIDDEN;
m_nType = nType;
if (pPrev)
pPrev->m_pNext = this;
UpdatePosition(1, false);
}
// From OnMouseMove(), case LC_ACTION_ROTATE_VIEW
Camera::Camera (const float *eye, const float *target, const float *up, Camera* pCamera)
: Object (LC_OBJECT_CAMERA)
{
// Fix the up vector
Vector upvec(up), frontvec(eye[0]-target[0], eye[1]-target[1], eye[2]-target[2]), sidevec;
frontvec.Normalize();
sidevec.Cross(frontvec, upvec);
upvec.Cross(sidevec, frontvec);
upvec.Normalize();
Initialize();
ChangeKey (1, false, true, eye, LC_CK_EYE);
ChangeKey (1, false, true, target, LC_CK_TARGET);
ChangeKey (1, false, true, upvec, LC_CK_UP);
ChangeKey (1, true, true, eye, LC_CK_EYE);
ChangeKey (1, true, true, target, LC_CK_TARGET);
ChangeKey (1, true, true, upvec, LC_CK_UP);
int i, max = 0;
for (;;)
{
if (strncmp (pCamera->m_strName, "Camera ", 7) == 0)
if (sscanf(pCamera->m_strName, "Camera %d", &i) == 1)
if (i > max)
max = i;
if (pCamera->m_pNext == NULL)
{
sprintf(m_strName, "Camera %d", max+1);
pCamera->m_pNext = this;
break;
}
else
pCamera = pCamera->m_pNext;
}
UpdatePosition (1, false);
}
// From LC_ACTION_CAMERA
Camera::Camera (float ex, float ey, float ez, float tx, float ty, float tz, Camera* pCamera)
: Object (LC_OBJECT_CAMERA)
{
// Fix the up vector
Vector upvec(0,0,1), frontvec(ex-tx, ey-ty, ez-tz), sidevec;
frontvec.Normalize();
if (frontvec == upvec)
sidevec = Vector(1,0,0);
else
sidevec.Cross(frontvec, upvec);
upvec.Cross(sidevec, frontvec);
upvec.Normalize();
Initialize();
float eye[3] = { ex, ey, ez }, target[3] = { tx, ty, tz };
ChangeKey (1, false, true, eye, LC_CK_EYE);
ChangeKey (1, false, true, target, LC_CK_TARGET);
ChangeKey (1, false, true, upvec, LC_CK_UP);
ChangeKey (1, true, true, eye, LC_CK_EYE);
ChangeKey (1, true, true, target, LC_CK_TARGET);
ChangeKey (1, true, true, upvec, LC_CK_UP);
int i, max = 0;
if (pCamera)
for (;;)
{
if (strncmp (pCamera->m_strName, "Camera ", 7) == 0)
if (sscanf(pCamera->m_strName, "Camera %d", &i) == 1)
if (i > max)
max = i;
if (pCamera->m_pNext == NULL)
{
sprintf(m_strName, "Camera %d", max+1);
pCamera->m_pNext = this;
break;
}
else
pCamera = pCamera->m_pNext;
}
UpdatePosition (1, false);
}
Camera::~Camera()
{
if (m_nList != 0)
glDeleteLists (m_nList, 1);
delete m_pTarget;
}
void Camera::Initialize()
{
m_fovy = 30;
m_zNear = 1;
m_zFar = 500;
m_pNext = NULL;
m_nState = 0;
m_nList = 0;
m_nType = LC_CAMERA_USER;
m_nList = 0;
m_pTR = NULL;
for (unsigned char i = 0 ; i < sizeof(m_strName) ; i++ )
m_strName[i] = 0;
float *values[] = { m_fEye, m_fTarget, m_fUp };
RegisterKeys (values, camera_key_info, LC_CK_COUNT);
m_pTarget = new CameraTarget (this);
}
/////////////////////////////////////////////////////////////////////////////
// Camera save/load
bool Camera::FileLoad (File& file)
{
unsigned char version, ch;
file.ReadByte (&version, 1);
if (version > LC_CAMERA_SAVE_VERSION)
return false;
if (version > 5)
if (!Object::FileLoad (file))
return false;
if (version == 4)
{
file.Read(m_strName, 80);
m_strName[80] = 0;
}
else
{
file.Read(&ch, 1);
if (ch == 0xFF)
return false; // don't read CString
file.Read(m_strName, ch);
m_strName[ch] = 0;
}
if (version < 3)
{
double d[3];
float f[3];
file.ReadDouble (d, 3);
f[0] = (float)d[0];
f[1] = (float)d[1];
f[2] = (float)d[2];
ChangeKey (1, false, true, f, LC_CK_EYE);
ChangeKey (1, true, true, f, LC_CK_EYE);
file.ReadDouble (d, 3);
f[0] = (float)d[0];
f[1] = (float)d[1];
f[2] = (float)d[2];
ChangeKey (1, false, true, f, LC_CK_TARGET);
ChangeKey (1, true, true, f, LC_CK_TARGET);
file.ReadDouble (d, 3);
f[0] = (float)d[0];
f[1] = (float)d[1];
f[2] = (float)d[2];
ChangeKey (1, false, true, f, LC_CK_UP);
ChangeKey (1, true, true, f, LC_CK_UP);
}
if (version == 3)
{
file.Read(&ch, 1);
while (ch--)
{
unsigned char step;
double eye[3], target[3], up[3];
float f[3];
file.ReadDouble (eye, 3);
file.ReadDouble (target, 3);
file.ReadDouble (up, 3);
file.ReadByte (&step, 1);
if (up[0] == 0 && up[1] == 0 && up[2] == 0)
up[2] = 1;
f[0] = (float)eye[0];
f[1] = (float)eye[1];
f[2] = (float)eye[2];
ChangeKey (step, false, true, f, LC_CK_EYE);
ChangeKey (step, true, true, f, LC_CK_EYE);
f[0] = (float)target[0];
f[1] = (float)target[1];
f[2] = (float)target[2];
ChangeKey (step, false, true, f, LC_CK_TARGET);
ChangeKey (step, true, true, f, LC_CK_TARGET);
f[0] = (float)up[0];
f[1] = (float)up[1];
f[2] = (float)up[2];
ChangeKey (step, false, true, f, LC_CK_UP);
ChangeKey (step, true, true, f, LC_CK_UP);
int snapshot; // BOOL under Windows
int cam;
file.ReadLong (&snapshot, 1);
file.ReadLong (&cam, 1);
// if (cam == -1)
// node->pCam = NULL;
// else
// node->pCam = pDoc->GetCamera(i);
}
}
if (version < 4)
{
double d;
file.ReadDouble (&d, 1); m_fovy = (float)d;
file.ReadDouble (&d, 1); m_zFar = (float)d;
file.ReadDouble (&d, 1); m_zNear= (float)d;
}
else
{
int n;
if (version < 6)
{
unsigned short time;
float param[4];
unsigned char type;
file.ReadLong (&n, 1);
while (n--)
{
file.ReadShort (&time, 1);
file.ReadFloat (param, 3);
file.ReadByte (&type, 1);
ChangeKey (time, false, true, param, type);
}
file.ReadLong (&n, 1);
while (n--)
{
file.ReadShort (&time, 1);
file.ReadFloat (param, 3);
file.ReadByte (&type, 1);
ChangeKey (time, true, true, param, type);
}
}
file.ReadFloat (&m_fovy, 1);
file.ReadFloat (&m_zFar, 1);
file.ReadFloat (&m_zNear, 1);
if (version < 5)
{
file.ReadLong (&n, 1);
if (n != 0)
m_nState |= LC_CAMERA_HIDDEN;
}
else
{
file.ReadByte (&m_nState, 1);
file.ReadByte (&m_nType, 1);
}
}
if ((version > 1) && (version < 4))
{
unsigned long show;
int user;
file.ReadLong (&show, 1);
// if (version > 2)
file.ReadLong (&user, 1);
if (show == 0)
m_nState |= LC_CAMERA_HIDDEN;
}
return true;
}
void Camera::FileSave (File& file) const
{
unsigned char ch = LC_CAMERA_SAVE_VERSION;
file.WriteByte (&ch, 1);
Object::FileSave (file);
ch = (unsigned char)strlen(m_strName);
file.Write (&ch, 1);
file.Write (m_strName, ch);
file.WriteFloat (&m_fovy, 1);
file.WriteFloat (&m_zFar, 1);
file.WriteFloat (&m_zNear, 1);
// version 5
file.WriteByte (&m_nState, 1);
file.WriteByte (&m_nType, 1);
}
/////////////////////////////////////////////////////////////////////////////
// Camera operations
void Camera::Move (unsigned short nTime, bool bAnimation, bool bAddKey, float dx, float dy, float dz)
{
if (IsSide())
{
m_fEye[0] += dx;
m_fEye[1] += dy;
m_fEye[2] += dz;
m_fTarget[0] += dx;
m_fTarget[1] += dy;
m_fTarget[2] += dz;
ChangeKey(nTime, bAnimation, bAddKey, m_fEye, LC_CK_EYE);
ChangeKey(nTime, bAnimation, bAddKey, m_fTarget, LC_CK_TARGET);
}
else
{
if (IsEyeSelected())
{
m_fEye[0] += dx;
m_fEye[1] += dy;
m_fEye[2] += dz;
ChangeKey(nTime, bAnimation, bAddKey, m_fEye, LC_CK_EYE);
}
if (IsTargetSelected())
{
m_fTarget[0] += dx;
m_fTarget[1] += dy;
m_fTarget[2] += dz;
ChangeKey(nTime, bAnimation, bAddKey, m_fTarget, LC_CK_TARGET);
}
// Fix the up vector
Vector upvec(m_fUp), sidevec;
Vector frontvec(m_fTarget[0]-m_fEye[0], m_fTarget[1]-m_fEye[1], m_fTarget[2]-m_fEye[2]);
sidevec.Cross(frontvec, upvec);
upvec.Cross(sidevec, frontvec);
upvec.Normalize();
upvec.ToFloat(m_fUp);
ChangeKey(nTime, bAnimation, bAddKey, m_fUp, LC_CK_UP);
}
}
void Camera::Select (bool bSelecting, bool bFocus, bool bMultiple)
{
if (bSelecting == true)
{
if (bFocus == true)
{
m_nState |= (LC_CAMERA_FOCUSED|LC_CAMERA_SELECTED);
m_pTarget->Select (false, true, bMultiple);
}
else
m_nState |= LC_CAMERA_SELECTED;
if (bMultiple == false)
m_pTarget->Select (false, false, bMultiple);
}
else
{
if (bFocus == true)
m_nState &= ~(LC_CAMERA_FOCUSED);
else
m_nState &= ~(LC_CAMERA_SELECTED|LC_CAMERA_FOCUSED);
}
}
void Camera::SelectTarget (bool bSelecting, bool bFocus, bool bMultiple)
{
// FIXME: the target should handle this
if (bSelecting == true)
{
if (bFocus == true)
{
m_nState |= (LC_CAMERA_TARGET_FOCUSED|LC_CAMERA_TARGET_SELECTED);
Select (false, true, bMultiple);
}
else
m_nState |= LC_CAMERA_TARGET_SELECTED;
if (bMultiple == false)
Select (false, false, bMultiple);
}
else
{
if (bFocus == true)
m_nState &= ~(LC_CAMERA_TARGET_FOCUSED);
else
m_nState &= ~(LC_CAMERA_TARGET_SELECTED|LC_CAMERA_TARGET_FOCUSED);
}
}
void Camera::UpdatePosition(unsigned short nTime, bool bAnimation)
{
CalculateKeys(nTime, bAnimation);
UpdateBoundingBox();
}
void Camera::UpdateBoundingBox()
{
// Fix the up vector
Vector frontvec(m_fEye[0]-m_fTarget[0], m_fEye[1]-m_fTarget[1], m_fEye[2]-m_fTarget[2]);
Vector upvec(m_fUp), sidevec;
sidevec.Cross(frontvec, upvec);
upvec.Cross(sidevec, frontvec);
upvec.Normalize();
upvec.ToFloat(m_fUp);
float len = frontvec.Length();
Matrix mat;
mat.CreateLookat (m_fEye, m_fTarget, m_fUp);
mat.Invert ();
mat.SetTranslation (m_fEye[0], m_fEye[1], m_fEye[2]);
BoundingBoxCalculate (&mat);
mat.SetTranslation (m_fTarget[0], m_fTarget[1], m_fTarget[2]);
m_pTarget->BoundingBoxCalculate (&mat);
mat.SetTranslation (0, 0, 0);
if (!m_nList)
return;
glNewList(m_nList, GL_COMPILE);
glPushMatrix();
glTranslatef(m_fEye[0], m_fEye[1], m_fEye[2]);
glMultMatrixf(mat.m);
glEnableClientState(GL_VERTEX_ARRAY);
float verts[34][3] = {
{ 0.3f, 0.3f, 0.3f }, { -0.3f, 0.3f, 0.3f },
{ -0.3f, 0.3f, 0.3f }, { -0.3f, -0.3f, 0.3f },
{ -0.3f, -0.3f, 0.3f }, { 0.3f, -0.3f, 0.3f },
{ 0.3f, -0.3f, 0.3f }, { 0.3f, 0.3f, 0.3f },
{ 0.3f, 0.3f, -0.3f }, { -0.3f, 0.3f, -0.3f },
{ -0.3f, 0.3f, -0.3f }, { -0.3f, -0.3f, -0.3f },
{ -0.3f, -0.3f, -0.3f }, { 0.3f, -0.3f, -0.3f },
{ 0.3f, -0.3f, -0.3f }, { 0.3f, 0.3f, -0.3f },
{ 0.3f, 0.3f, 0.3f }, { 0.3f, 0.3f, -0.3f },
{ -0.3f, 0.3f, 0.3f }, { -0.3f, 0.3f, -0.3f },
{ -0.3f, -0.3f, 0.3f }, { -0.3f, -0.3f, -0.3f },
{ 0.3f, -0.3f, 0.3f }, { 0.3f, -0.3f, -0.3f },
{ -0.3f, -0.3f, -0.6f }, { -0.3f, 0.3f, -0.6f },
{ 0.0f, 0.0f, -0.3f }, { -0.3f, -0.3f, -0.6f },
{ 0.3f, -0.3f, -0.6f }, { 0.0f, 0.0f, -0.3f },
{ 0.3f, 0.3f, -0.6f }, { 0.3f, -0.3f, -0.6f },
{ 0.3f, 0.3f, -0.6f }, { -0.3f, 0.3f, -0.6f } };
glVertexPointer (3, GL_FLOAT, 0, verts);
glDrawArrays(GL_LINES, 0, 24);
glDrawArrays(GL_LINE_STRIP, 24, 10);
// glBegin(GL_LINES);
// glVertex3f(0,0,0);
// glVertex3f(0,0,len);
// glEnd();
glTranslatef(0, 0, -len);
glEndList();
if (m_nTargetList == 0)
{
m_nTargetList = glGenLists(1);
glNewList (m_nTargetList, GL_COMPILE);
glEnableClientState(GL_VERTEX_ARRAY);
float box[24][3] = {
{ 0.2f, 0.2f, 0.2f }, { -0.2f, 0.2f, 0.2f },
{ -0.2f, 0.2f, 0.2f }, { -0.2f, -0.2f, 0.2f },
{ -0.2f, -0.2f, 0.2f }, { 0.2f, -0.2f, 0.2f },
{ 0.2f, -0.2f, 0.2f }, { 0.2f, 0.2f, 0.2f },
{ 0.2f, 0.2f, -0.2f }, { -0.2f, 0.2f, -0.2f },
{ -0.2f, 0.2f, -0.2f }, { -0.2f, -0.2f, -0.2f },
{ -0.2f, -0.2f, -0.2f }, { 0.2f, -0.2f, -0.2f },
{ 0.2f, -0.2f, -0.2f }, { 0.2f, 0.2f, -0.2f },
{ 0.2f, 0.2f, 0.2f }, { 0.2f, 0.2f, -0.2f },
{ -0.2f, 0.2f, 0.2f }, { -0.2f, 0.2f, -0.2f },
{ -0.2f, -0.2f, 0.2f }, { -0.2f, -0.2f, -0.2f },
{ 0.2f, -0.2f, 0.2f }, { 0.2f, -0.2f, -0.2f } };
glVertexPointer (3, GL_FLOAT, 0, box);
glDrawArrays(GL_LINES, 0, 24);
glPopMatrix();
glEndList();
}
}
void Camera::Render(float fLineWidth)
{
// Create the display lists if this is the first time we're rendered.
if (!m_nList)
{
m_nList = glGenLists(1);
UpdateBoundingBox();
}
if (IsEyeSelected())
{
glLineWidth(fLineWidth*2);
glColor3ubv(FlatColorArray[(m_nState & LC_CAMERA_FOCUSED) != 0 ? LC_COL_FOCUSED : LC_COL_SELECTED]);
glCallList(m_nList);
glLineWidth(fLineWidth);
}
else
{
glColor3f(0.5f, 0.8f, 0.5f);
glCallList(m_nList);
}
if (IsTargetSelected())
{
glLineWidth(fLineWidth*2);
glColor3ubv(FlatColorArray[(m_nState & LC_CAMERA_TARGET_FOCUSED) != 0 ? LC_COL_FOCUSED : LC_COL_SELECTED]);
glCallList(m_nTargetList);
glLineWidth(fLineWidth);
}
else
{
glColor3f(0.5f, 0.8f, 0.5f);
glCallList(m_nTargetList);
}
glColor3f(0.5f, 0.8f, 0.5f);
glBegin(GL_LINES);
glVertex3fv(m_fEye);
glVertex3fv(m_fTarget);
glEnd();
if (IsSelected())
{
Matrix projection, modelview;
Vector frontvec(m_fTarget[0]-m_fEye[0], m_fTarget[1]-m_fEye[1], m_fTarget[2]-m_fEye[2]);
float len = frontvec.Length();
glPushMatrix ();
modelview.CreateLookat (m_fEye, m_fTarget, m_fUp);
modelview.Invert ();
glMultMatrixf (modelview.m);
projection.CreatePerspective (m_fovy, 1.33f, 0.01f, len);
projection.Invert ();
glMultMatrixf (projection.m);
// draw the viewing frustum
glBegin(GL_LINE_LOOP);
glVertex3i(1, 1, 1);
glVertex3i(-1, 1, 1);
glVertex3i(-1, -1, 1);
glVertex3i(1, -1, 1);
glEnd();
glBegin(GL_LINES);
glVertex3i(1, 1, -1);
glVertex3i(1, 1, 1);
glVertex3i(-1, 1, -1);
glVertex3i(-1, 1, 1);
glVertex3i(-1, -1, -1);
glVertex3i(-1, -1, 1);
glVertex3i(1, -1, -1);
glVertex3i(1, -1, 1);
glEnd();
glPopMatrix();
}
}
void Camera::MinIntersectDist(LC_CLICKLINE* pLine)
{
float dist;
if (m_nState & LC_CAMERA_HIDDEN)
return;
dist = (float)BoundingBoxIntersectDist (pLine);
if (dist < pLine->mindist)
{
pLine->mindist = dist;
pLine->pClosest = this;
}
m_pTarget->MinIntersectDist (pLine);
}
void Camera::LoadProjection(float fAspect)
{
if (m_pTR != NULL)
m_pTR->BeginTile();
else
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(m_fovy, fAspect, m_zNear, m_zFar);
/*
ymax = 10;//(m_zFar-m_zNear)*tan(DTOR*m_fovy)/3;
ymin = -ymax;
xmin = ymin * fAspect;
xmax = ymax * fAspect;
znear = -60;
zfar = 60;
glOrtho(xmin, xmax, ymin, ymax, znear, zfar);
*/
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(m_fEye[0], m_fEye[1], m_fEye[2], m_fTarget[0], m_fTarget[1], m_fTarget[2], m_fUp[0], m_fUp[1], m_fUp[2]);
}
void Camera::DoZoom(int dy, int mouse, unsigned short nTime, bool bAnimation, bool bAddKey)
{
Vector frontvec(m_fEye[0]-m_fTarget[0], m_fEye[1]-m_fTarget[1], m_fEye[2]-m_fTarget[2]);
frontvec.Normalize();
frontvec *= 2.0f*dy/(21-mouse);
// TODO: option to move eye, target or both
m_fEye[0] += frontvec[0];
m_fEye[1] += frontvec[1];
m_fEye[2] += frontvec[2];
m_fTarget[0] += frontvec[0];
m_fTarget[1] += frontvec[1];
m_fTarget[2] += frontvec[2];
ChangeKey(nTime, bAnimation, bAddKey, m_fEye, LC_CK_EYE);
ChangeKey(nTime, bAnimation, bAddKey, m_fTarget, LC_CK_TARGET);
UpdatePosition(nTime, bAnimation);
}
void Camera::DoPan(int dx, int dy, int mouse, unsigned short nTime, bool bAnimation, bool bAddKey)
{
Vector upvec(m_fUp), frontvec(m_fEye[0]-m_fTarget[0], m_fEye[1]-m_fTarget[1], m_fEye[2]-m_fTarget[2]), sidevec;
sidevec.Cross(frontvec, upvec);
sidevec.Normalize();
sidevec *= 2.0f*dx/(21-mouse);
upvec.Normalize();
upvec *= -2.0f*dy/(21-mouse);
m_fEye[0] += upvec[0] + sidevec[0];
m_fEye[1] += upvec[1] + sidevec[1];
m_fEye[2] += upvec[2] + sidevec[2];
m_fTarget[0] += upvec[0] + sidevec[0];
m_fTarget[1] += upvec[1] + sidevec[1];
m_fTarget[2] += upvec[2] + sidevec[2];
ChangeKey(nTime, bAnimation, bAddKey, m_fEye, LC_CK_EYE);
ChangeKey(nTime, bAnimation, bAddKey, m_fTarget, LC_CK_TARGET);
UpdatePosition(nTime, bAnimation);
}
void Camera::DoRotate(int dx, int dy, int mouse, unsigned short nTime, bool bAnimation, bool bAddKey, float* /*center*/)
{
Vector upvec(m_fUp), frontvec(m_fEye[0]-m_fTarget[0], m_fEye[1]-m_fTarget[1], m_fEye[2]-m_fTarget[2]), sidevec;
sidevec.Cross(frontvec, upvec);
sidevec.Normalize();
sidevec *= 2.0f*dx/(21-mouse);
upvec.Normalize();
upvec *= -2.0f*dy/(21-mouse);
// TODO: option to move eye or target
float len = frontvec.Length();
frontvec += Vector(upvec[0] + sidevec[0], upvec[1] + sidevec[1], upvec[2] + sidevec[2]);
frontvec.Normalize();
frontvec *= len;
frontvec += Vector(m_fTarget);
frontvec.ToFloat(m_fEye);
// Calculate new up
upvec = Vector(m_fUp[0], m_fUp[1], m_fUp[2]);
frontvec = Vector(m_fEye[0]-m_fTarget[0], m_fEye[1]-m_fTarget[1], m_fEye[2]-m_fTarget[2]);
sidevec.Cross(frontvec, upvec);
upvec.Cross(sidevec, frontvec);
upvec.Normalize();
upvec.ToFloat(m_fUp);
ChangeKey(nTime, bAnimation, bAddKey, m_fEye, LC_CK_EYE);
ChangeKey(nTime, bAnimation, bAddKey, m_fUp, LC_CK_UP);
UpdatePosition(nTime, bAnimation);
}
void Camera::DoRoll(int dx, int mouse, unsigned short nTime, bool bAnimation, bool bAddKey)
{
Matrix mat;
float front[3] = { m_fEye[0]-m_fTarget[0], m_fEye[1]-m_fTarget[1], m_fEye[2]-m_fTarget[2] };
mat.FromAxisAngle(front, 2.0f*dx/(21-mouse));
mat.TransformPoints(m_fUp, 1);
ChangeKey(nTime, bAnimation, bAddKey, m_fUp, LC_CK_UP);
UpdatePosition(nTime, bAnimation);
}
void Camera::StartTiledRendering(int tw, int th, int iw, int ih, float fAspect)
{
m_pTR = new TiledRender();
m_pTR->TileSize(tw, th, 0);
m_pTR->ImageSize(iw, ih);
m_pTR->Perspective(m_fovy, fAspect, m_zNear, m_zFar);
}
void Camera::GetTileInfo(int* row, int* col, int* width, int* height)
{
if (m_pTR != NULL)
{
*row = m_pTR->m_Rows - m_pTR->m_CurrentRow - 1;
*col = m_pTR->m_CurrentColumn;
*width = m_pTR->m_CurrentTileWidth;
*height = m_pTR->m_CurrentTileHeight;
}
}
bool Camera::EndTile()
{
if (m_pTR != NULL)
{
if (m_pTR->EndTile())
return true;
delete m_pTR;
m_pTR = NULL;
}
return false;
}