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libreoffice/svx/source/engine3d/camera3d.cxx

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/*************************************************************************
*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
* Copyright 2000, 2010 Oracle and/or its affiliates.
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*
* OpenOffice.org - a multi-platform office productivity suite
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*
* This file is part of OpenOffice.org.
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*
* OpenOffice.org is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License version 3
* only, as published by the Free Software Foundation.
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*
* OpenOffice.org 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 Lesser General Public License version 3 for more details
* (a copy is included in the LICENSE file that accompanied this code).
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*
* You should have received a copy of the GNU Lesser General Public License
* version 3 along with OpenOffice.org. If not, see
* <http://www.openoffice.org/license.html>
* for a copy of the LGPLv3 License.
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*
************************************************************************/
// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"
#include <svx/camera3d.hxx>
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#include <tools/stream.hxx>
/*************************************************************************
|*
|* Konstruktor
|*
\************************************************************************/
Camera3D::Camera3D(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt,
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double fFocalLen, double fBankAng) :
aResetPos(rPos),
aResetLookAt(rLookAt),
fResetFocalLength(fFocalLen),
fResetBankAngle(fBankAng),
fBankAngle(fBankAng),
bAutoAdjustProjection(TRUE)
{
SetVPD(0);
SetPosition(rPos);
SetLookAt(rLookAt);
SetFocalLength(fFocalLen);
}
/*************************************************************************
|*
|* Default-Konstruktor
|*
\************************************************************************/
Camera3D::Camera3D()
{
basegfx::B3DPoint aVector3D(0.0 ,0.0 ,1.0);
Camera3D(aVector3D, basegfx::B3DPoint());
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}
/*************************************************************************
|*
|* Konstruktor
|*
\************************************************************************/
void Camera3D::Reset()
{
SetVPD(0);
fBankAngle = fResetBankAngle;
SetPosition(aResetPos);
SetLookAt(aResetLookAt);
SetFocalLength(fResetFocalLength);
}
/*************************************************************************
|*
|* Defaultwerte fuer Reset setzen
|*
\************************************************************************/
void Camera3D::SetDefaults(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt,
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double fFocalLen, double fBankAng)
{
aResetPos = rPos;
aResetLookAt = rLookAt;
fResetFocalLength = fFocalLen;
fResetBankAngle = fBankAng;
}
/*************************************************************************
|*
|* ViewWindow setzen und PRP anpassen
|*
\************************************************************************/
void Camera3D::SetViewWindow(double fX, double fY, double fW, double fH)
{
Viewport3D::SetViewWindow(fX, fY, fW, fH);
if ( bAutoAdjustProjection )
SetFocalLength(fFocalLength);
}
/*************************************************************************
|*
|* Kameraposition setzen
|*
\************************************************************************/
void Camera3D::SetPosition(const basegfx::B3DPoint& rNewPos)
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{
if ( rNewPos != aPosition )
{
aPosition = rNewPos;
SetVRP(aPosition);
SetVPN(aPosition - aLookAt);
SetBankAngle(fBankAngle);
}
}
/*************************************************************************
|*
|* Blickpunkt setzen
|*
\************************************************************************/
void Camera3D::SetLookAt(const basegfx::B3DPoint& rNewLookAt)
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{
if ( rNewLookAt != aLookAt )
{
aLookAt = rNewLookAt;
SetVPN(aPosition - aLookAt);
SetBankAngle(fBankAngle);
}
}
/*************************************************************************
|*
|* Position und Blickpunkt setzen
|*
\************************************************************************/
void Camera3D::SetPosAndLookAt(const basegfx::B3DPoint& rNewPos,
const basegfx::B3DPoint& rNewLookAt)
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{
if ( rNewPos != aPosition || rNewLookAt != aLookAt )
{
aPosition = rNewPos;
aLookAt = rNewLookAt;
SetVRP(aPosition);
SetVPN(aPosition - aLookAt);
SetBankAngle(fBankAngle);
}
}
/*************************************************************************
|*
|* seitlichen Neigungswinkel setzen
|*
\************************************************************************/
void Camera3D::SetBankAngle(double fAngle)
{
basegfx::B3DVector aDiff(aPosition - aLookAt);
basegfx::B3DVector aPrj(aDiff);
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fBankAngle = fAngle;
if ( aDiff.getY() == 0 )
{
aPrj.setY(-1.0);
}
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else
{ // aPrj = Projektion von aDiff auf die XZ-Ebene
aPrj.setY(0.0);
if ( aDiff.getY() < 0.0 )
{
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aPrj = -aPrj;
}
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}
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// von aDiff nach oben zeigenden View-Up-Vektor berechnen
aPrj = aPrj.getPerpendicular(aDiff);
aPrj = aPrj.getPerpendicular(aDiff);
aDiff.normalize();
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// auf Z-Achse rotieren, dort um BankAngle drehen und zurueck
basegfx::B3DHomMatrix aTf;
const double fV(sqrt(aDiff.getY() * aDiff.getY() + aDiff.getZ() * aDiff.getZ()));
if ( fV != 0.0 )
{
basegfx::B3DHomMatrix aTemp;
const double fSin(aDiff.getY() / fV);
const double fCos(aDiff.getZ() / fV);
aTemp.set(1, 1, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(2, 1, fSin);
aTemp.set(1, 2, -fSin);
aTf *= aTemp;
}
{
basegfx::B3DHomMatrix aTemp;
const double fSin(-aDiff.getX());
const double fCos(fV);
aTemp.set(0, 0, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(0, 2, fSin);
aTemp.set(2, 0, -fSin);
aTf *= aTemp;
}
aTf.rotate(0.0, 0.0, fBankAngle);
{
basegfx::B3DHomMatrix aTemp;
const double fSin(aDiff.getX());
const double fCos(fV);
aTemp.set(0, 0, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(0, 2, fSin);
aTemp.set(2, 0, -fSin);
aTf *= aTemp;
}
if ( fV != 0.0 )
{
basegfx::B3DHomMatrix aTemp;
const double fSin(-aDiff.getY() / fV);
const double fCos(aDiff.getZ() / fV);
aTemp.set(1, 1, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(2, 1, fSin);
aTemp.set(1, 2, -fSin);
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aTf *= aTemp;
}
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SetVUV(aTf * aPrj);
}
/*************************************************************************
|*
|* Brennweite setzen
|*
\************************************************************************/
void Camera3D::SetFocalLength(double fLen)
{
if ( fLen < 5 )
fLen = 5;
SetPRP(basegfx::B3DPoint(0.0, 0.0, fLen / 35.0 * aViewWin.W));
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fFocalLength = fLen;
}
/*************************************************************************
|*
|* Um die Kameraposition drehen, LookAt wird dabei veraendert
|*
\************************************************************************/
void Camera3D::Rotate(double fHAngle, double fVAngle)
{
basegfx::B3DHomMatrix aTf;
basegfx::B3DVector aDiff(aLookAt - aPosition);
const double fV(sqrt(aDiff.getX() * aDiff.getX() + aDiff.getZ() * aDiff.getZ()));
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if ( fV != 0.0 )
{
basegfx::B3DHomMatrix aTemp;
const double fSin(aDiff.getZ() / fV);
const double fCos(aDiff.getX() / fV);
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aTemp.set(0, 0, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(0, 2, fSin);
aTemp.set(2, 0, -fSin);
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aTf *= aTemp;
}
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{
aTf.rotate(0.0, 0.0, fVAngle);
}
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if ( fV != 0.0 )
{
basegfx::B3DHomMatrix aTemp;
const double fSin(-aDiff.getZ() / fV);
const double fCos(aDiff.getX() / fV);
aTemp.set(0, 0, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(0, 2, fSin);
aTemp.set(2, 0, -fSin);
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aTf *= aTemp;
}
{
aTf.rotate(0.0, fHAngle, 0.0);
}
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aDiff *= aTf;
SetLookAt(aPosition + aDiff);
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}
/*************************************************************************
|*
|* Um den Blickpunkt drehen, Position wird dabei veraendert
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|*
\************************************************************************/
void Camera3D::RotateAroundLookAt(double fHAngle, double fVAngle)
{
basegfx::B3DHomMatrix aTf;
basegfx::B3DVector aDiff(aPosition - aLookAt);
const double fV(sqrt(aDiff.getX() * aDiff.getX() + aDiff.getZ() * aDiff.getZ()));
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if ( fV != 0.0 )
{
basegfx::B3DHomMatrix aTemp;
const double fSin(aDiff.getZ() / fV);
const double fCos(aDiff.getX() / fV);
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aTemp.set(0, 0, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(0, 2, fSin);
aTemp.set(2, 0, -fSin);
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aTf *= aTemp;
}
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{
aTf.rotate(0.0, 0.0, fVAngle);
}
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if ( fV != 0.0 )
{
basegfx::B3DHomMatrix aTemp;
const double fSin(-aDiff.getZ() / fV);
const double fCos(aDiff.getX() / fV);
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aTemp.set(0, 0, fCos);
aTemp.set(2, 2, fCos);
aTemp.set(0, 2, fSin);
aTemp.set(2, 0, -fSin);
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aTf *= aTemp;
}
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{
aTf.rotate(0.0, fHAngle, 0.0);
}
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aDiff *= aTf;
SetPosition(aLookAt + aDiff);
}
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/*************************************************************************
|*
|* FG: ??? Setzt wohl die Projektionsebene in eine bestimmte Tiefe
|*
\************************************************************************/
void Camera3D::SetFocalLengthWithCorrect(double fLen)
{
if ( fLen < 5.0 )
{
fLen = 5.0;
}
SetPRP(basegfx::B3DPoint(0.0, 0.0, aPRP.getZ() * fLen / fFocalLength));
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fFocalLength = fLen;
}
// eof