// Camera object. #include "lc_global.h" #include "lc_math.h" #include "lc_colors.h" #include #include #include #include "opengl.h" #include "globals.h" #include "lc_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 lcVector3 UpVector(up[0], up[1], up[2]); lcVector3 FrontVector(eye[0] - target[0], eye[1] - target[1], eye[2] - target[2]), SideVector; FrontVector.Normalize(); SideVector = lcCross(FrontVector, UpVector); UpVector = lcCross(SideVector, FrontVector); UpVector.Normalize(); Initialize(); ChangeKey (1, false, true, eye, LC_CK_EYE); ChangeKey (1, false, true, target, LC_CK_TARGET); ChangeKey (1, false, true, UpVector, LC_CK_UP); ChangeKey (1, true, true, eye, LC_CK_EYE); ChangeKey (1, true, true, target, LC_CK_TARGET); ChangeKey (1, true, true, UpVector, 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 lcVector3 UpVector(0, 0, 1), FrontVector(ex - tx, ey - ty, ez - tz), SideVector; FrontVector.Normalize(); if (FrontVector == UpVector) SideVector = lcVector3(1, 0, 0); else SideVector = lcCross(FrontVector, UpVector); UpVector = lcCross(SideVector, FrontVector); UpVector.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, UpVector, LC_CK_UP); ChangeKey (1, true, true, eye, LC_CK_EYE); ChangeKey (1, true, true, target, LC_CK_TARGET); ChangeKey (1, true, true, UpVector, 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[] = { mPosition, mTargetPosition, mUpVector }; RegisterKeys (values, camera_key_info, LC_CK_COUNT); m_pTarget = new CameraTarget (this); } ///////////////////////////////////////////////////////////////////////////// // Camera save/load bool Camera::FileLoad(lcFile& file) { lcuint8 version, ch; version = file.ReadU8(); if (version > LC_CAMERA_SAVE_VERSION) return false; if (version > 5) if (!Object::FileLoad (file)) return false; if (version == 4) { file.ReadBuffer(m_strName, 80); m_strName[80] = 0; } else { ch = file.ReadU8(); if (ch == 0xFF) return false; // don't read CString file.ReadBuffer(m_strName, ch); m_strName[ch] = 0; } if (version < 3) { double d[3]; float f[3]; file.ReadDoubles(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.ReadDoubles(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.ReadDoubles(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) { ch = file.ReadU8(); while (ch--) { lcuint8 step; double eye[3], target[3], up[3]; float f[3]; file.ReadDoubles(eye, 3); file.ReadDoubles(target, 3); file.ReadDoubles(up, 3); file.ReadU8(&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); file.ReadS32(); // snapshot file.ReadS32(); // cam } } if (version < 4) { m_fovy = (float)file.ReadDouble(); m_zFar = (float)file.ReadDouble(); m_zNear= (float)file.ReadDouble(); } else { lcint32 n; if (version < 6) { lcuint16 time; float param[4]; lcuint8 type; n = file.ReadS32(); while (n--) { file.ReadU16(&time, 1); file.ReadFloats(param, 3); file.ReadU8(&type, 1); ChangeKey (time, false, true, param, type); } n = file.ReadS32(); while (n--) { file.ReadU16(&time, 1); file.ReadFloats(param, 3); file.ReadU8(&type, 1); ChangeKey (time, true, true, param, type); } } file.ReadFloats(&m_fovy, 1); file.ReadFloats(&m_zFar, 1); file.ReadFloats(&m_zNear, 1); if (version < 5) { n = file.ReadS32(); if (n != 0) m_nState |= LC_CAMERA_HIDDEN; } else { m_nState = file.ReadU8(); m_nType = file.ReadU8(); } } if ((version > 1) && (version < 4)) { lcuint32 show; lcint32 user; show = file.ReadU32(); // if (version > 2) user = file.ReadS32(); if (show == 0) m_nState |= LC_CAMERA_HIDDEN; } return true; } void Camera::FileSave(lcFile& file) const { file.WriteU8(LC_CAMERA_SAVE_VERSION); Object::FileSave (file); lcuint8 ch = (unsigned char)strlen(m_strName); file.WriteU8(ch); file.WriteBuffer(m_strName, ch); file.WriteFloat(m_fovy); file.WriteFloat(m_zFar); file.WriteFloat(m_zNear); // version 5 file.WriteU8(m_nState); file.WriteU8(m_nType); } ///////////////////////////////////////////////////////////////////////////// // Camera operations void Camera::Move(unsigned short nTime, bool bAnimation, bool bAddKey, float dx, float dy, float dz) { lcVector3 Move(dx, dy, dz); if (IsSide()) { mPosition += Move; mTargetPosition += Move; ChangeKey(nTime, bAnimation, bAddKey, mPosition, LC_CK_EYE); ChangeKey(nTime, bAnimation, bAddKey, mTargetPosition, LC_CK_TARGET); } else { if (IsEyeSelected()) { mPosition += Move; ChangeKey(nTime, bAnimation, bAddKey, mPosition, LC_CK_EYE); } if (IsTargetSelected()) { mTargetPosition += Move; ChangeKey(nTime, bAnimation, bAddKey, mTargetPosition, LC_CK_TARGET); } // Fix the up vector lcVector3 FrontVector(mTargetPosition - mPosition); lcVector3 SideVector = lcCross(FrontVector, mUpVector); mUpVector = lcNormalize(lcCross(SideVector, FrontVector)); ChangeKey(nTime, bAnimation, bAddKey, mUpVector, 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); lcVector3 FrontVector(mPosition - mTargetPosition); lcVector3 SideVector = lcCross(FrontVector, mUpVector); mUpVector = lcNormalize(lcCross(SideVector, FrontVector)); mWorldView = lcMatrix44LookAt(mPosition, mTargetPosition, mUpVector); UpdateBoundingBox(); } void Camera::UpdateBoundingBox() { // Fix the up vector lcVector3 FrontVector(mPosition - mTargetPosition); float len = FrontVector.Length(); lcMatrix44 Mat = lcMatrix44Inverse(mWorldView); Mat.SetTranslation(mPosition); BoundingBoxCalculate((Matrix*)&Mat); Mat.SetTranslation(mTargetPosition); m_pTarget->BoundingBoxCalculate((Matrix*)&Mat); Mat.SetTranslation(lcVector3(0, 0, 0)); if (!m_nList) return; glNewList(m_nList, GL_COMPILE); glPushMatrix(); glTranslatef(mPosition[0], mPosition[1], mPosition[2]); glMultMatrixf(Mat); 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); if (m_nState & LC_CAMERA_FOCUSED) lcSetColorFocused(); else lcSetColorSelected(); glCallList(m_nList); glLineWidth(fLineWidth); } else { lcSetColorCamera(); glCallList(m_nList); } if (IsTargetSelected()) { glLineWidth(fLineWidth*2); if (m_nState & LC_CAMERA_TARGET_FOCUSED) lcSetColorFocused(); else lcSetColorSelected(); glCallList(m_nTargetList); glLineWidth(fLineWidth); } else { lcSetColorCamera(); glCallList(m_nTargetList); } lcSetColorCamera(); glBegin(GL_LINES); glVertex3fv(mPosition); glVertex3fv(mTargetPosition); glEnd(); if (IsSelected()) { lcVector3 FrontVector(mTargetPosition - mPosition); float len = FrontVector.Length(); glPushMatrix (); lcMatrix44 ViewWorld = lcMatrix44Inverse(mWorldView); glMultMatrixf(ViewWorld); lcMatrix44 InvProjection = lcMatrix44Inverse(lcMatrix44Perspective(m_fovy, 1.33f, 0.01f, len)); glMultMatrixf(InvProjection); // 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); glLoadMatrixf(mWorldView); } void Camera::DoZoom(int dy, int mouse, unsigned short nTime, bool bAnimation, bool bAddKey) { lcVector3 FrontVector(mPosition - mTargetPosition); FrontVector.Normalize(); FrontVector *= 2.0f * dy / (21 - mouse); // TODO: option to move eye, target or both mPosition += FrontVector; mTargetPosition += FrontVector; ChangeKey(nTime, bAnimation, bAddKey, mPosition, LC_CK_EYE); ChangeKey(nTime, bAnimation, bAddKey, mTargetPosition, LC_CK_TARGET); UpdatePosition(nTime, bAnimation); } void Camera::DoPan(int dx, int dy, int mouse, unsigned short nTime, bool bAnimation, bool bAddKey) { lcVector3 FrontVector(mPosition - mTargetPosition); lcVector3 SideVector = lcNormalize(lcCross(FrontVector, mUpVector)); lcVector3 Move = (SideVector * (2.0f * dx / (21 - mouse))) + (mUpVector * (-2.0f * dy / (21 - mouse))); mPosition += Move; mTargetPosition += Move; ChangeKey(nTime, bAnimation, bAddKey, mPosition, LC_CK_EYE); ChangeKey(nTime, bAnimation, bAddKey, mTargetPosition, LC_CK_TARGET); UpdatePosition(nTime, bAnimation); } void Camera::DoRotate(int dx, int dy, int mouse, unsigned short nTime, bool bAnimation, bool bAddKey, float* /*center*/) { lcVector3 FrontVector(mPosition - mTargetPosition); lcVector3 SideVector = lcNormalize(lcCross(FrontVector, mUpVector)); // TODO: option to move eye or target float len = FrontVector.Length(); FrontVector += (SideVector * (2.0f * dx / (21 - mouse))) + (mUpVector * (-2.0f * dy / (21 - mouse))); FrontVector.Normalize(); mPosition = (FrontVector * len) + mTargetPosition; // Calculate new up FrontVector = mPosition - mTargetPosition; SideVector = lcCross(FrontVector, mUpVector); mUpVector = lcNormalize(lcCross(SideVector, FrontVector)); ChangeKey(nTime, bAnimation, bAddKey, mPosition, LC_CK_EYE); ChangeKey(nTime, bAnimation, bAddKey, mUpVector, LC_CK_UP); UpdatePosition(nTime, bAnimation); } void Camera::DoRoll(int dx, int mouse, unsigned short nTime, bool bAnimation, bool bAddKey) { lcVector3 FrontVector(mPosition - mTargetPosition); lcMatrix44 Rotation = lcMatrix44FromAxisAngle(FrontVector, 2.0f * dx / (21 - mouse) * LC_DTOR); mUpVector = lcMul30(mUpVector, Rotation); ChangeKey(nTime, bAnimation, bAddKey, mUpVector, 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; }