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/**
** sipp - SImple Polygon Processor
**
** A general 3d graphic package
**
** Copyright Equivalent Software HB 1992
**
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 1, or any later version.
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
** You can receive a copy of the GNU General Public License from the
** Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
**/
/**
** viewpoint.c - Functions that handles the viewpoint definition and
** calculation of viewing transformation.
**/
#include <sipp.h>
#include <smalloc.h>
#include <viewpoint.h>
Camera *sipp_current_camera;/* Current camera used as viewpoint */
Camera *sipp_camera; /* Pointer to internal camera */
static Camera intern_camera; /* Internal camera */
/*
* Constants used in viewing transformation.
*/
double hither; /* Hither z-clipping plane */
double yon; /* Yonder z-clipping plane */
/*
* Initialize the internal camera.
*/
void
camera_init()
{
sipp_camera = &intern_camera;
camera_params(sipp_camera, 0.0, 0.0, 10.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.25);
camera_use(sipp_camera);
}
/*
* Create a virtual camera.
*/
Camera *
camera_create()
{
Camera *cp;
cp = (Camera *)smalloc(sizeof(Camera));
camera_params(cp, 0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.25);
return cp;
}
/*
* Return memory used by a virtual camera.
*/
void
camera_destruct(cp)
Camera *cp;
{
if (cp != sipp_camera) {
sfree(cp);
if (cp == sipp_current_camera) {
camera_use(sipp_camera);
}
}
}
/*
* Change the position of a virtual camera.
*/
void
camera_position(cp, x, y, z)
Camera *cp;
double x, y, z;
{
MakeVector(cp->position, x, y, z);
}
/*
* Change the point a virtual camera is "looking" at.
*/
void
camera_look_at(cp, x, y, z)
Camera *cp;
double x, y, z;
{
MakeVector(cp->lookat, x, y, z);
}
/*
* Set the up vector of a virtual camera.
*/
void
camera_up(cp, x, y, z)
Camera *cp;
double x, y, z;
{
MakeVector(cp->up, x, y, z);
}
/*
* Set the focal factor of a virtual camera.
*/
void
camera_focal(cp, focal)
Camera *cp;
double focal;
{
cp->focal_ratio = focal;
}
/*
* Set all parameters in a virtual camera in a single call.
*/
void
camera_params(cp, x0, y0, z0, x, y, z, ux, uy, uz, ratio)
Camera *cp;
double x0, y0, z0, x, y, z, ux, uy, uz, ratio;
{
MakeVector(cp->position, x0, y0, z0);
MakeVector(cp->lookat, x, y, z);
MakeVector(cp->up, ux, uy, uz);
cp->focal_ratio = ratio;
}
/*
* Set the current viewpoint parameters to be
* the ones in the virtyal camera pointed to by CP.
*/
void camera_use(cp)
Camera *cp;
{
sipp_current_camera = cp;
}
/*
* Build a transformation matrix for transformation
* into view coordinates from a particular camera position.
*/
void
get_view_transf(view_mat, camera, render_mode)
Transf_mat *view_mat;
Camera *camera;
int render_mode;
{
Vector tmp;
double transl[3];
double vy, vz;
int i, j;
/*
* We need a translation so the origo
* of the view coordinate system is placed
* in the viewpoint.
*/
transl[0] = -camera->position.x;
transl[1] = -camera->position.y;
transl[2] = -camera->position.z;
/*
* Calculate a vector from the viewpoint to the looked at
* point and use it's length to define heuristic values
* for hither and yon.
*/
VecSub(tmp, camera->lookat, camera->position);
hither = VecLen(tmp) / ZCLIPF;
yon = VecLen(tmp) * ZCLIPF;
/*
* Then we need a rotation that makes the
* up-vector point up, and alignes the sightline
* with the z-axis.
* This code might seem magic but the algebra behind
* it can be found in Jim Blinn's Corner in IEEE CG&A July 1988
*/
vecnorm(&tmp);
vecnorm(&camera->up);
vz = VecDot(tmp, camera->up);
if ((vz * vz) > 1.0) { /* this should not happen, but... */
vz = 1.0;
}
vy = sqrt(1.0 - vz * vz);
if (vy == 0.0) { /* oops, the world collapses... */
vy = 1.0e10;
vz = 1.0;
} else {
vy = 1.0 / vy;
}
view_mat->mat[0][2] = tmp.x;
view_mat->mat[1][2] = tmp.y;
view_mat->mat[2][2] = tmp.z;
VecScalMul(tmp, vz, tmp);
VecSub(tmp, camera->up, tmp);
view_mat->mat[0][1] = tmp.x * vy;
view_mat->mat[1][1] = tmp.y * vy;
view_mat->mat[2][1] = tmp.z * vy;
view_mat->mat[0][0] = (view_mat->mat[1][1] * view_mat->mat[2][2]
- view_mat->mat[1][2] * view_mat->mat[2][1]);
view_mat->mat[1][0] = (view_mat->mat[2][1] * view_mat->mat[0][2]
- view_mat->mat[2][2] * view_mat->mat[0][1]);
view_mat->mat[2][0] = (view_mat->mat[0][1] * view_mat->mat[1][2]
- view_mat->mat[0][2] * view_mat->mat[1][1]);
/*
* Install the translation into the matrix.
* Note that it is PRE-multiplied into the matrix.
*/
for (i = 0; i < 3; i++) {
view_mat->mat[3][i] = 0.0;
for (j = 0; j < 3; j++) {
view_mat->mat[3][i] += transl[j] * view_mat->mat[j][i];
}
}
/*
* Since the screen coordinates are defined in a left handed
* coordinate system, we must switch the sign of the first
* column in the matrix to get appropriate signs of x-values
* unless LINE rendering is used. In that case we switch the
* y-axis also to get the origin in the image in the upper left.
*/
if (render_mode == LINE) {
view_mat->mat[0][1] = -view_mat->mat[0][1];
view_mat->mat[1][1] = -view_mat->mat[1][1];
view_mat->mat[2][1] = -view_mat->mat[2][1];
view_mat->mat[3][1] = -view_mat->mat[3][1];
}
view_mat->mat[0][0] = -view_mat->mat[0][0];
view_mat->mat[1][0] = -view_mat->mat[1][0];
view_mat->mat[2][0] = -view_mat->mat[2][0];
view_mat->mat[3][0] = -view_mat->mat[3][0];
}
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