1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194
|
#include <BALL/VIEW/RENDERING/camera.h>
#include <BALL/VIEW/KERNEL/common.h>
#include <iostream>
namespace BALL
{
namespace VIEW
{
Camera::Camera()
: view_point_(0, 0, 0),
look_at_(0, 0, -1),
look_up_vector_(0, -1, 0),
projection_mode_(PERSPECTIVE)
{
calculateVectors_();
}
Camera::Camera(const Camera& camera)
: view_point_(camera.view_point_),
look_at_(camera.look_at_),
look_up_vector_(camera.look_up_vector_),
view_vector_(camera.view_vector_),
right_vector_(camera.right_vector_),
projection_mode_(camera.projection_mode_)
{
}
Camera::Camera(const Vector3& view_point, const Vector3& look_at, const Vector3& look_up_vector, const ProjectionMode& mode)
: view_point_(view_point),
look_at_(look_at),
look_up_vector_(look_up_vector),
projection_mode_(mode)
{
calculateVectors_();
}
Camera& Camera::operator = (const Camera& camera)
{
view_point_ = camera.view_point_;
look_at_ = camera.look_at_;
look_up_vector_ = camera.look_up_vector_;
view_vector_ = camera.view_vector_;
right_vector_ = camera.right_vector_;
projection_mode_ = camera.projection_mode_;
return *this;
}
bool Camera::operator < (const Camera& camera) const
{
return this < &camera;
}
bool Camera::operator == (const Camera& camera) const
{
return view_point_ == camera.view_point_ &&
look_at_ == camera.look_at_ &&
look_up_vector_ == camera.look_up_vector_ &&
projection_mode_ == camera.projection_mode_;
}
void Camera::calculateVectors_()
{
view_vector_ = look_at_ - view_point_;
if (look_up_vector_.isZero())
look_up_vector_.set(0,1,0);
else
{
Vector3 normalized_view(view_vector_);
normalized_view.normalize();
look_up_vector_ -= normalized_view*(normalized_view*look_up_vector_);
look_up_vector_.normalize();
}
right_vector_ = look_up_vector_ % view_vector_;
right_vector_ *= -1.0;
if (!right_vector_.isZero()) right_vector_.normalize();
else right_vector_.set(1,0,0);
}
void Camera::dump(std::ostream& s, Size depth) const
{
BALL_DUMP_STREAM_PREFIX(s);
BALL_DUMP_DEPTH(s, depth);
BALL_DUMP_HEADER(s, this, this);
BALL_DUMP_DEPTH(s, depth);
s << "Viewpoint : " << view_point_ << std::endl;
BALL_DUMP_DEPTH(s, depth);
s << "Look at : " << look_at_ << std::endl;
BALL_DUMP_DEPTH(s, depth);
s << "Look up vector: " << look_up_vector_ << std::endl;
BALL_DUMP_DEPTH(s, depth);
s << "Projection mode: " << ((projection_mode_ == PERSPECTIVE) ? "perspective" : "orthographic") << std::endl;
BALL_DUMP_STREAM_SUFFIX(s);
}
String Camera::toString() const
{
// NOTE: we do *not* store the projection mode when we write the current camera.
// Instead, it is extracted from the stage settings dialog. If we would store
// it here, we would break backwards compatibility severely.
return vector3ToString(view_point_) + " " +
vector3ToString(look_at_) + " " +
vector3ToString(look_up_vector_);
}
bool Camera::readFromString(const String& data)
{
vector<String> fields;
if (data.split(fields) < 3) return false;
Vector3 results[3];
for (Position p = 0; p < 3; p++)
{
if (!stringToVector3(fields[p], results[p])) return false;
}
view_point_ = results[0];
look_at_ = results[1];
look_up_vector_ = results[2];
calculateVectors_();
return true;
}
void Camera::rotate(const Quaternion& q, const Vector3& origin)
{
translate(-origin);
Matrix4x4 m;
q.getRotationMatrix(m);
view_point_ = m*view_point_;
look_at_ = m*look_at_;
look_up_vector_ = m*look_up_vector_;
calculateVectors_();
translate(origin);
}
void Camera::rotate(const Matrix4x4& mat, const Vector3& origin)
{
translate(-origin);
view_point_ = mat*view_point_;
look_at_ = mat*look_at_;
look_up_vector_ = mat*look_up_vector_;
calculateVectors_();
translate(origin);
}
void Camera::rotateAboutView(float degree)
{
Matrix4x4 m;
m.setRotation(Angle(-degree, false), view_vector_);
// setLookUp takes care of normalization and the right vector for us...
setLookUpVector(m * look_up_vector_);
}
void Camera::translate(const Vector3& v)
{
view_point_ += v;
look_at_ += v;
calculateVectors_();
}
Vector3 Camera::convertCameraToSceneCoordinates(const Vector3& v)
{
Vector3 vv = view_vector_;
float length = vv.getLength();
if (!Maths::isZero(length)) vv /= length;
return v.x * right_vector_ +
v.y * look_up_vector_ -
v.z * vv;
}
} // namespace VIEW
} // namespace BALL
|