#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 "view.h" #include "tr.h" #define LC_CAMERA_SAVE_VERSION 6 // LeoCAD 0.73 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(lcClickLine* ClickLine) { lcVector3 Min = lcVector3(-0.2f, -0.2f, -0.2f); lcVector3 Max = lcVector3(0.2f, 0.2f, 0.2f); lcMatrix44 WorldView = ((Camera*)m_pParent)->mWorldView; WorldView.SetTranslation(lcMul30(-((Camera*)m_pParent)->mTargetPosition, WorldView)); lcVector3 Start = lcMul31(ClickLine->Start, WorldView); lcVector3 End = lcMul31(ClickLine->End, WorldView); float Dist; if (lcBoundingBoxRayMinIntersectDistance(Min, Max, Start, End, &Dist, NULL) && (Dist < ClickLine->MinDist)) { ClickLine->Closest = this; ClickLine->MinDist = Dist; } } bool CameraTarget::IntersectsVolume(const lcVector4 Planes[6]) const { lcVector3 Min(-0.2f, -0.2f, -0.2f); lcVector3 Max(0.2f, 0.2f, 0.2f); // Transform the planes to local space. lcVector4 LocalPlanes[6]; lcMatrix44 WorldView = m_pParent->mWorldView; WorldView.SetTranslation(lcMul30(-m_pParent->mTargetPosition, WorldView)); for (int PlaneIdx = 0; PlaneIdx < 6; PlaneIdx++) { lcVector3 Normal = lcMul30(lcVector3(Planes[PlaneIdx][0], Planes[PlaneIdx][1], Planes[PlaneIdx][2]), WorldView); LocalPlanes[PlaneIdx] = lcVector4(Normal, Planes[PlaneIdx][3] - lcDot3(WorldView[3], Normal)); } return lcBoundingBoxIntersectsVolume(Min, Max, LocalPlanes); } 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(bool Simple) : Object(LC_OBJECT_CAMERA) { Initialize(); if (Simple) m_nState |= LC_CAMERA_SIMPLE; else { mPosition = lcVector3(-10.0f, -10.0f, 5.0f); mTargetPosition = lcVector3(0.0f, 0.0f, 0.0f); mUpVector = lcVector3(-0.2357f, -0.2357f, 0.94281f); ChangeKey(1, false, true, mPosition, LC_CK_EYE); ChangeKey(1, false, true, mTargetPosition, LC_CK_TARGET); ChangeKey(1, false, true, mUpVector, LC_CK_UP); ChangeKey(1, true, true, mPosition, LC_CK_EYE); ChangeKey(1, true, true, mTargetPosition, LC_CK_TARGET); ChangeKey(1, true, true, mUpVector, LC_CK_UP); UpdatePosition(1, false); } } Camera::Camera(float ex, float ey, float ez, float tx, float ty, float tz) : 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); UpdatePosition(1, false); } Camera::~Camera() { delete m_pTarget; } void Camera::Initialize() { m_fovy = 30.0f; m_zNear = 1.0f; m_zFar = 500.0f; m_nState = 0; m_nType = LC_CAMERA_USER; m_pTR = NULL; memset(m_strName, 0, sizeof(m_strName)); float *values[] = { mPosition, mTargetPosition, mUpVector }; RegisterKeys(values, camera_key_info, LC_CK_COUNT); m_pTarget = new CameraTarget(this); } void Camera::CreateName(const PtrArray& Cameras) { int i, max = 0; const char* Prefix = "Camera "; for (int CameraIdx = 0; CameraIdx < Cameras.GetSize(); CameraIdx++) if (strncmp(Cameras[CameraIdx]->m_strName, Prefix, strlen(Prefix)) == 0) if (sscanf(Cameras[CameraIdx]->m_strName + strlen(Prefix), " %d", &i) == 1) if (i > max) max = i; sprintf(m_strName, "%s %d", Prefix, max+1); } ///////////////////////////////////////////////////////////////////////////// // 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; file.ReadU32(&show, 1); // if (version > 2) file.ReadS32(&user, 1); 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 (IsEyeSelected()) { mPosition += Move; if (!IsSimple()) ChangeKey(nTime, bAnimation, bAddKey, mPosition, LC_CK_EYE); } if (IsTargetSelected()) { mTargetPosition += Move; if (!IsSimple()) 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)); if (!IsSimple()) 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) { if (!IsSimple()) CalculateKeys(nTime, bAnimation); lcVector3 FrontVector(mPosition - mTargetPosition); lcVector3 SideVector = lcCross(FrontVector, mUpVector); mUpVector = lcNormalize(lcCross(SideVector, FrontVector)); mWorldView = lcMatrix44LookAt(mPosition, mTargetPosition, mUpVector); } void Camera::CopyPosition(const Camera* camera) { m_fovy = camera->m_fovy; m_zNear = camera->m_zNear; m_zFar = camera->m_zFar; mWorldView = camera->mWorldView; mPosition = camera->mPosition; mTargetPosition = camera->mTargetPosition; mUpVector = camera->mUpVector; } void Camera::Render(float fLineWidth) { lcMatrix44 ViewWorld = lcMatrix44AffineInverse(mWorldView); // Draw camera. glPushMatrix(); glMultMatrixf(ViewWorld); 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 } }; if (IsEyeSelected()) { glLineWidth(2.0f); if (m_nState & LC_CAMERA_FOCUSED) lcSetColorFocused(); else lcSetColorSelected(); } else { glLineWidth(1.0f); lcSetColorCamera(); } glVertexPointer(3, GL_FLOAT, 0, verts); glDrawArrays(GL_LINES, 0, 24); glDrawArrays(GL_LINE_STRIP, 24, 10); glPopMatrix(); // Draw target. glPushMatrix(); lcMatrix44 TargetMat = ViewWorld; TargetMat.SetTranslation(mTargetPosition); glMultMatrixf(TargetMat); if (IsTargetSelected()) { glLineWidth(2.0f); if (m_nState & LC_CAMERA_TARGET_FOCUSED) lcSetColorFocused(); else lcSetColorSelected(); } else { glLineWidth(1.0f); lcSetColorCamera(); } 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(); lcVector3 Line[2] = { mPosition, mTargetPosition }; glVertexPointer(3, GL_FLOAT, 0, Line); glColor4f(0.5f, 0.8f, 0.5f, 1.0f); glLineWidth(1.0f); glDrawArrays(GL_LINES, 0, 2); if (IsSelected()) { glPushMatrix(); glMultMatrixf(ViewWorld); float Dist = lcLength(mTargetPosition - mPosition); lcMatrix44 Projection = lcMatrix44Perspective(m_fovy, 1.33f, 0.01f, Dist); Projection = lcMatrix44Inverse(Projection); glMultMatrixf(Projection); // Draw the view frustum. float verts[16][3] = { { 1, 1, 1 }, { -1, 1, 1 }, { -1, 1, 1 }, { -1, -1, 1 }, { -1, -1, 1 }, { 1, -1, 1 }, { 1, -1, 1 }, { 1, 1, 1 }, { 1, 1, -1 }, { 1, 1, 1 }, { -1, 1, -1 }, { -1, 1, 1 }, { -1, -1, -1 }, { -1, -1, 1 }, { 1, -1, -1 }, { 1, -1, 1 }, }; glVertexPointer(3, GL_FLOAT, 0, verts); glDrawArrays(GL_LINES, 0, 16); glPopMatrix(); } glDisableClientState(GL_VERTEX_ARRAY); } void Camera::MinIntersectDist(lcClickLine* ClickLine) { lcVector3 Min = lcVector3(-0.3f, -0.3f, -0.3f); lcVector3 Max = lcVector3(0.3f, 0.3f, 0.3f); lcVector3 Start = lcMul31(ClickLine->Start, mWorldView); lcVector3 End = lcMul31(ClickLine->End, mWorldView); float Dist; if (lcBoundingBoxRayMinIntersectDistance(Min, Max, Start, End, &Dist, NULL) && (Dist < ClickLine->MinDist)) { ClickLine->Closest = this; ClickLine->MinDist = Dist; } m_pTarget->MinIntersectDist(ClickLine); } bool Camera::IntersectsVolume(const lcVector4 Planes[6]) const { lcVector3 Min(-0.3f, -0.3f, -0.3f); lcVector3 Max(0.3f, 0.3f, 0.3f); // Transform the planes to local space. lcVector4 LocalPlanes[6]; for (int PlaneIdx = 0; PlaneIdx < 6; PlaneIdx++) { lcVector3 Normal = lcMul30(Planes[PlaneIdx], mWorldView); LocalPlanes[PlaneIdx] = lcVector4(Normal, Planes[PlaneIdx][3] - lcDot3(mWorldView[3], Normal)); } return lcBoundingBoxIntersectsVolume(Min, Max, LocalPlanes); } void Camera::LoadProjection(float fAspect) { if (m_pTR != NULL) m_pTR->BeginTile(); else { glMatrixMode(GL_PROJECTION); glLoadMatrixf(lcMatrix44Perspective(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::ZoomExtents(View* view, const lcVector3& Center, const lcVector3* Points, int NumPoints, unsigned short nTime, bool bAnimation, bool bAddKey) { int Viewport[4] = { 0, 0, view->GetWidth(), view->GetHeight() }; float Aspect = (float)Viewport[2]/(float)Viewport[3]; lcVector3 Position(mPosition + Center - mTargetPosition); lcMatrix44 Projection = lcMatrix44Perspective(m_fovy, Aspect, m_zNear, m_zFar); mPosition = lcZoomExtents(Position, mWorldView, Projection, Points, NumPoints); mTargetPosition = Center; if (!IsSimple()) { ChangeKey(nTime, bAnimation, bAddKey, mPosition, LC_CK_EYE); ChangeKey(nTime, bAnimation, bAddKey, mTargetPosition, LC_CK_TARGET); } UpdatePosition(nTime, bAnimation); } 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; if (!IsSimple()) { 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; if (!IsSimple()) { 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)); if (!IsSimple()) { 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); if (!IsSimple()) ChangeKey(nTime, bAnimation, bAddKey, mUpVector, LC_CK_UP); UpdatePosition(nTime, bAnimation); } void Camera::SetViewpoint(LC_VIEWPOINT Viewpoint, unsigned short nTime, bool bAnimation, bool bAddKey) { lcVector3 Positions[] = { lcVector3(50,0,0), lcVector3(-50,0,0), lcVector3(0,0,50), lcVector3(0,0,-50), lcVector3(0,50,0), lcVector3(0,-50,0), lcVector3(-10,-10,5) }; lcVector3 Ups[] = { lcVector3(0,0,1), lcVector3(0,0,1), lcVector3(1,0,0), lcVector3(-1,0,0), lcVector3(0,0,1), lcVector3(0,0,1), lcVector3(-0.2357f, -0.2357f, 0.94281f) }; mPosition = Positions[Viewpoint]; mTargetPosition = lcVector3(0, 0, 0); mUpVector = Ups[Viewpoint]; if (!IsSimple()) { ChangeKey(nTime, bAnimation, bAddKey, mPosition, LC_CK_EYE); ChangeKey(nTime, bAnimation, bAddKey, mTargetPosition, LC_CK_TARGET); 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; }