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https://github.com/leozide/leocad
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852 lines
20 KiB
C++
852 lines
20 KiB
C++
// Camera object.
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include "opengl.h"
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#include "globals.h"
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#include "defines.h"
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#include "vector.h"
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#include "matrix.h"
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#include "file.h"
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#include "camera.h"
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#include "tr.h"
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#define LC_CAMERA_SAVE_VERSION 6 // LeoCAD 0.73
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GLuint Camera::m_nTargetList = 0;
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static LC_OBJECT_KEY_INFO camera_key_info[LC_CK_COUNT] =
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{
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{ "Camera Position", 3, LC_CK_EYE },
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{ "Camera Target", 3, LC_CK_TARGET },
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{ "Camera Up Vector", 3, LC_CK_UP }
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};
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// =============================================================================
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// CameraTarget class
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CameraTarget::CameraTarget (Camera *pParent)
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: Object (LC_OBJECT_CAMERA_TARGET)
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{
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m_pParent = pParent;
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/*
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strcpy (m_strName, pParent->GetName ());
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m_strName[LC_OBJECT_NAME_LEN-8] = '\0';
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strcat (m_strName, ".Target");
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*/
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}
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CameraTarget::~CameraTarget ()
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{
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}
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void CameraTarget::MinIntersectDist (LC_CLICKLINE* pLine)
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{
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float dist = (float)BoundingBoxIntersectDist (pLine);
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if (dist < pLine->mindist)
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{
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pLine->mindist = dist;
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pLine->pClosest = this;
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}
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}
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void CameraTarget::Select (bool bSelecting, bool bFocus, bool bMultiple)
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{
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m_pParent->SelectTarget (bSelecting, bFocus, bMultiple);
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}
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const char* CameraTarget::GetName() const
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{
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return m_pParent->GetName();
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}
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/////////////////////////////////////////////////////////////////////////////
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// Camera construction/destruction
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Camera::Camera ()
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: Object (LC_OBJECT_CAMERA)
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{
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Initialize();
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}
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// Start with a standard camera.
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Camera::Camera (unsigned char nType, Camera* pPrev)
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: Object (LC_OBJECT_CAMERA)
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{
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if (nType > 7)
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nType = 8;
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char names[8][7] = { "Front", "Back", "Top", "Under", "Left", "Right", "Main", "User" };
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float eyes[8][3] = { { 50,0,0 }, { -50,0,0 }, { 0,0,50 }, { 0,0,-50 },
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{ 0,50,0 }, { 0,-50,0 }, { -10,-10,5}, { 0,5,0 } };
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float ups [8][3] = { { 0,0,1 }, { 0,0,1 }, { 1,0,0 }, { -1,0,0 }, { 0,0,1 },
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{ 0,0,1 }, {-0.2357f, -0.2357f, 0.94281f }, { 0,0,1 } };
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Initialize();
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ChangeKey (1, false, true, eyes[nType], LC_CK_EYE);
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ChangeKey (1, false, true, ups[nType], LC_CK_UP);
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ChangeKey (1, true, true, eyes[nType], LC_CK_EYE);
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ChangeKey (1, true, true, ups[nType], LC_CK_UP);
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strcpy (m_strName, names[nType]);
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if (nType != 8)
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m_nState = LC_CAMERA_HIDDEN;
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m_nType = nType;
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if (pPrev)
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pPrev->m_pNext = this;
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UpdatePosition(1, false);
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}
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// From OnMouseMove(), case LC_ACTION_ROTATE_VIEW
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Camera::Camera (const float *eye, const float *target, const float *up, Camera* pCamera)
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: Object (LC_OBJECT_CAMERA)
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{
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// Fix the up vector
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Vector upvec(up), frontvec(eye[0]-target[0], eye[1]-target[1], eye[2]-target[2]), sidevec;
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frontvec.Normalize();
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sidevec.Cross(frontvec, upvec);
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upvec.Cross(sidevec, frontvec);
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upvec.Normalize();
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Initialize();
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ChangeKey (1, false, true, eye, LC_CK_EYE);
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ChangeKey (1, false, true, target, LC_CK_TARGET);
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ChangeKey (1, false, true, upvec, LC_CK_UP);
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ChangeKey (1, true, true, eye, LC_CK_EYE);
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ChangeKey (1, true, true, target, LC_CK_TARGET);
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ChangeKey (1, true, true, upvec, LC_CK_UP);
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int i, max = 0;
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for (;;)
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{
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if (strncmp (pCamera->m_strName, "Camera ", 7) == 0)
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if (sscanf(pCamera->m_strName, "Camera %d", &i) == 1)
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if (i > max)
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max = i;
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if (pCamera->m_pNext == NULL)
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{
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sprintf(m_strName, "Camera %d", max+1);
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pCamera->m_pNext = this;
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break;
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}
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else
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pCamera = pCamera->m_pNext;
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}
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UpdatePosition (1, false);
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}
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// From LC_ACTION_CAMERA
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Camera::Camera (float ex, float ey, float ez, float tx, float ty, float tz, Camera* pCamera)
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: Object (LC_OBJECT_CAMERA)
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{
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// Fix the up vector
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Vector upvec(0,0,1), frontvec(ex-tx, ey-ty, ez-tz), sidevec;
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frontvec.Normalize();
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if (frontvec == upvec)
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sidevec = Vector(1,0,0);
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else
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sidevec.Cross(frontvec, upvec);
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upvec.Cross(sidevec, frontvec);
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upvec.Normalize();
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Initialize();
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float eye[3] = { ex, ey, ez }, target[3] = { tx, ty, tz };
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ChangeKey (1, false, true, eye, LC_CK_EYE);
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ChangeKey (1, false, true, target, LC_CK_TARGET);
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ChangeKey (1, false, true, upvec, LC_CK_UP);
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ChangeKey (1, true, true, eye, LC_CK_EYE);
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ChangeKey (1, true, true, target, LC_CK_TARGET);
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ChangeKey (1, true, true, upvec, LC_CK_UP);
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int i, max = 0;
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if (pCamera)
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for (;;)
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{
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if (strncmp (pCamera->m_strName, "Camera ", 7) == 0)
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if (sscanf(pCamera->m_strName, "Camera %d", &i) == 1)
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if (i > max)
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max = i;
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if (pCamera->m_pNext == NULL)
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{
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sprintf(m_strName, "Camera %d", max+1);
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pCamera->m_pNext = this;
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break;
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}
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else
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pCamera = pCamera->m_pNext;
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}
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UpdatePosition (1, false);
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}
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Camera::~Camera()
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{
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if (m_nList != 0)
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glDeleteLists (m_nList, 1);
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delete m_pTarget;
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}
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void Camera::Initialize()
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{
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m_fovy = 30;
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m_zNear = 1;
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m_zFar = 500;
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m_pNext = NULL;
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m_nState = 0;
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m_nList = 0;
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m_nType = LC_CAMERA_USER;
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m_nList = 0;
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m_pTR = NULL;
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for (unsigned char i = 0 ; i < sizeof(m_strName) ; i++ )
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m_strName[i] = 0;
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float *values[] = { m_fEye, m_fTarget, m_fUp };
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RegisterKeys (values, camera_key_info, LC_CK_COUNT);
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m_pTarget = new CameraTarget (this);
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}
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/////////////////////////////////////////////////////////////////////////////
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// Camera save/load
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bool Camera::FileLoad (File& file)
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{
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unsigned char version, ch;
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file.ReadByte (&version, 1);
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if (version > LC_CAMERA_SAVE_VERSION)
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return false;
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if (version > 5)
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if (!Object::FileLoad (file))
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return false;
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if (version == 4)
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{
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file.Read(m_strName, 80);
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m_strName[80] = 0;
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}
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else
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{
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file.Read(&ch, 1);
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if (ch == 0xFF)
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return false; // don't read CString
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file.Read(m_strName, ch);
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m_strName[ch] = 0;
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}
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if (version < 3)
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{
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double d[3];
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float f[3];
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file.ReadDouble (d, 3);
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f[0] = (float)d[0];
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f[1] = (float)d[1];
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f[2] = (float)d[2];
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ChangeKey (1, false, true, f, LC_CK_EYE);
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ChangeKey (1, true, true, f, LC_CK_EYE);
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file.ReadDouble (d, 3);
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f[0] = (float)d[0];
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f[1] = (float)d[1];
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f[2] = (float)d[2];
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ChangeKey (1, false, true, f, LC_CK_TARGET);
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ChangeKey (1, true, true, f, LC_CK_TARGET);
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file.ReadDouble (d, 3);
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f[0] = (float)d[0];
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f[1] = (float)d[1];
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f[2] = (float)d[2];
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ChangeKey (1, false, true, f, LC_CK_UP);
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ChangeKey (1, true, true, f, LC_CK_UP);
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}
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if (version == 3)
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{
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file.Read(&ch, 1);
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while (ch--)
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{
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unsigned char step;
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double eye[3], target[3], up[3];
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float f[3];
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file.ReadDouble (eye, 3);
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file.ReadDouble (target, 3);
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file.ReadDouble (up, 3);
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file.ReadByte (&step, 1);
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if (up[0] == 0 && up[1] == 0 && up[2] == 0)
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up[2] = 1;
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f[0] = (float)eye[0];
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f[1] = (float)eye[1];
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f[2] = (float)eye[2];
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ChangeKey (step, false, true, f, LC_CK_EYE);
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ChangeKey (step, true, true, f, LC_CK_EYE);
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f[0] = (float)target[0];
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f[1] = (float)target[1];
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f[2] = (float)target[2];
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ChangeKey (step, false, true, f, LC_CK_TARGET);
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ChangeKey (step, true, true, f, LC_CK_TARGET);
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f[0] = (float)up[0];
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f[1] = (float)up[1];
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f[2] = (float)up[2];
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ChangeKey (step, false, true, f, LC_CK_UP);
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ChangeKey (step, true, true, f, LC_CK_UP);
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int snapshot; // BOOL under Windows
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int cam;
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file.ReadLong (&snapshot, 1);
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file.ReadLong (&cam, 1);
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// if (cam == -1)
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// node->pCam = NULL;
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// else
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// node->pCam = pDoc->GetCamera(i);
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}
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}
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if (version < 4)
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{
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double d;
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file.ReadDouble (&d, 1); m_fovy = (float)d;
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file.ReadDouble (&d, 1); m_zFar = (float)d;
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file.ReadDouble (&d, 1); m_zNear= (float)d;
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}
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else
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{
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int n;
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if (version < 6)
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{
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unsigned short time;
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float param[4];
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unsigned char type;
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file.ReadLong (&n, 1);
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while (n--)
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{
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file.ReadShort (&time, 1);
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file.ReadFloat (param, 3);
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file.ReadByte (&type, 1);
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ChangeKey (time, false, true, param, type);
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}
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file.ReadLong (&n, 1);
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while (n--)
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{
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file.ReadShort (&time, 1);
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file.ReadFloat (param, 3);
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file.ReadByte (&type, 1);
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ChangeKey (time, true, true, param, type);
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}
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}
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file.ReadFloat (&m_fovy, 1);
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file.ReadFloat (&m_zFar, 1);
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file.ReadFloat (&m_zNear, 1);
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if (version < 5)
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{
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file.ReadLong (&n, 1);
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if (n != 0)
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m_nState |= LC_CAMERA_HIDDEN;
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}
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else
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{
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file.ReadByte (&m_nState, 1);
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file.ReadByte (&m_nType, 1);
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}
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}
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if ((version > 1) && (version < 4))
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{
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unsigned long show;
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int user;
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file.ReadLong (&show, 1);
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// if (version > 2)
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file.ReadLong (&user, 1);
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if (show == 0)
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m_nState |= LC_CAMERA_HIDDEN;
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}
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return true;
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}
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void Camera::FileSave (File& file) const
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{
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unsigned char ch = LC_CAMERA_SAVE_VERSION;
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file.WriteByte (&ch, 1);
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Object::FileSave (file);
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ch = (unsigned char)strlen(m_strName);
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file.Write (&ch, 1);
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file.Write (m_strName, ch);
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file.WriteFloat (&m_fovy, 1);
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file.WriteFloat (&m_zFar, 1);
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file.WriteFloat (&m_zNear, 1);
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// version 5
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file.WriteByte (&m_nState, 1);
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file.WriteByte (&m_nType, 1);
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}
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/////////////////////////////////////////////////////////////////////////////
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// Camera operations
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void Camera::Move (unsigned short nTime, bool bAnimation, bool bAddKey, float dx, float dy, float dz)
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{
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if (IsSide())
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{
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m_fEye[0] += dx;
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m_fEye[1] += dy;
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m_fEye[2] += dz;
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m_fTarget[0] += dx;
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m_fTarget[1] += dy;
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m_fTarget[2] += dz;
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ChangeKey(nTime, bAnimation, bAddKey, m_fEye, LC_CK_EYE);
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ChangeKey(nTime, bAnimation, bAddKey, m_fTarget, LC_CK_TARGET);
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}
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else
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{
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if (IsEyeSelected())
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{
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m_fEye[0] += dx;
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m_fEye[1] += dy;
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m_fEye[2] += dz;
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ChangeKey(nTime, bAnimation, bAddKey, m_fEye, LC_CK_EYE);
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}
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if (IsTargetSelected())
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{
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m_fTarget[0] += dx;
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m_fTarget[1] += dy;
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m_fTarget[2] += dz;
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ChangeKey(nTime, bAnimation, bAddKey, m_fTarget, LC_CK_TARGET);
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}
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// Fix the up vector
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Vector upvec(m_fUp), sidevec;
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Vector frontvec(m_fTarget[0]-m_fEye[0], m_fTarget[1]-m_fEye[1], m_fTarget[2]-m_fEye[2]);
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sidevec.Cross(frontvec, upvec);
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upvec.Cross(sidevec, frontvec);
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upvec.Normalize();
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upvec.ToFloat(m_fUp);
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ChangeKey(nTime, bAnimation, bAddKey, m_fUp, LC_CK_UP);
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}
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}
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void Camera::Select (bool bSelecting, bool bFocus, bool bMultiple)
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{
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if (bSelecting == true)
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{
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if (bFocus == true)
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{
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m_nState |= (LC_CAMERA_FOCUSED|LC_CAMERA_SELECTED);
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m_pTarget->Select (false, true, bMultiple);
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}
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else
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m_nState |= LC_CAMERA_SELECTED;
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if (bMultiple == false)
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m_pTarget->Select (false, false, bMultiple);
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}
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else
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{
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if (bFocus == true)
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m_nState &= ~(LC_CAMERA_FOCUSED);
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else
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m_nState &= ~(LC_CAMERA_SELECTED|LC_CAMERA_FOCUSED);
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}
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}
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void Camera::SelectTarget (bool bSelecting, bool bFocus, bool bMultiple)
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{
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// FIXME: the target should handle this
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if (bSelecting == true)
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{
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if (bFocus == true)
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{
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m_nState |= (LC_CAMERA_TARGET_FOCUSED|LC_CAMERA_TARGET_SELECTED);
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Select (false, true, bMultiple);
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}
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else
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m_nState |= LC_CAMERA_TARGET_SELECTED;
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if (bMultiple == false)
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Select (false, false, bMultiple);
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}
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else
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{
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if (bFocus == true)
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m_nState &= ~(LC_CAMERA_TARGET_FOCUSED);
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else
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m_nState &= ~(LC_CAMERA_TARGET_SELECTED|LC_CAMERA_TARGET_FOCUSED);
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}
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}
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void Camera::UpdatePosition(unsigned short nTime, bool bAnimation)
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{
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CalculateKeys(nTime, bAnimation);
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UpdateBoundingBox();
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}
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void Camera::UpdateBoundingBox()
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{
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// Fix the up vector
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Vector frontvec(m_fEye[0]-m_fTarget[0], m_fEye[1]-m_fTarget[1], m_fEye[2]-m_fTarget[2]);
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Vector upvec(m_fUp), sidevec;
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sidevec.Cross(frontvec, upvec);
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upvec.Cross(sidevec, frontvec);
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upvec.Normalize();
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upvec.ToFloat(m_fUp);
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float len = frontvec.Length();
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Matrix mat;
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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;
|
|
}
|