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libreoffice/svx/source/engine3d/camera3d.cxx

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/*************************************************************************
*
* $RCSfile: camera3d.cxx,v $
*
* $Revision: 1.3 $
2000-09-18 16:07:07 +00:00
*
* last change: $Author: pjunck $ $Date: 2004-11-03 10:37:07 $
2000-09-18 16:07:07 +00:00
*
* The Contents of this file are made available subject to the terms of
* either of the following licenses
*
* - GNU Lesser General Public License Version 2.1
* - Sun Industry Standards Source License Version 1.1
*
* Sun Microsystems Inc., October, 2000
*
* GNU Lesser General Public License Version 2.1
* =============================================
* Copyright 2000 by Sun Microsystems, Inc.
* 901 San Antonio Road, Palo Alto, CA 94303, USA
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License version 2.1, as published by the Free Software Foundation.
*
* This library 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 for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston,
* MA 02111-1307 USA
*
*
* Sun Industry Standards Source License Version 1.1
* =================================================
* The contents of this file are subject to the Sun Industry Standards
* Source License Version 1.1 (the "License"); You may not use this file
* except in compliance with the License. You may obtain a copy of the
* License at http://www.openoffice.org/license.html.
*
* Software provided under this License is provided on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING,
* WITHOUT LIMITATION, WARRANTIES THAT THE SOFTWARE IS FREE OF DEFECTS,
* MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE, OR NON-INFRINGING.
* See the License for the specific provisions governing your rights and
* obligations concerning the Software.
*
* The Initial Developer of the Original Code is: Sun Microsystems, Inc.
*
* Copyright: 2000 by Sun Microsystems, Inc.
*
* All Rights Reserved.
*
* Contributor(s): _______________________________________
*
*
************************************************************************/
#ifndef _CAMERA3D_HXX
#include "camera3d.hxx"
#endif
#ifndef _STREAM_HXX
#include <tools/stream.hxx>
#endif
#ifndef _SVDIO_HXX
#include <svdio.hxx>
#endif
/*************************************************************************
|*
|* Konstruktor
|*
\************************************************************************/
Camera3D::Camera3D(const Vector3D& rPos, const Vector3D& rLookAt,
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()
{
Vector3D aVector3D(0,0,1);
Camera3D(aVector3D, Vector3D());
}
/*************************************************************************
|*
|* Konstruktor
|*
\************************************************************************/
void Camera3D::Reset()
{
SetVPD(0);
fBankAngle = fResetBankAngle;
SetPosition(aResetPos);
SetLookAt(aResetLookAt);
SetFocalLength(fResetFocalLength);
}
/*************************************************************************
|*
|* Defaultwerte fuer Reset setzen
|*
\************************************************************************/
void Camera3D::SetDefaults(const Vector3D& rPos, const Vector3D& rLookAt,
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 Vector3D& rNewPos)
{
if ( rNewPos != aPosition )
{
aPosition = rNewPos;
SetVRP(aPosition);
SetVPN(aPosition - aLookAt);
SetBankAngle(fBankAngle);
}
}
/*************************************************************************
|*
|* Blickpunkt setzen
|*
\************************************************************************/
void Camera3D::SetLookAt(const Vector3D& rNewLookAt)
{
if ( rNewLookAt != aLookAt )
{
aLookAt = rNewLookAt;
SetVPN(aPosition - aLookAt);
SetBankAngle(fBankAngle);
}
}
/*************************************************************************
|*
|* Position und Blickpunkt setzen
|*
\************************************************************************/
void Camera3D::SetPosAndLookAt(const Vector3D& rNewPos,
const Vector3D& rNewLookAt)
{
if ( rNewPos != aPosition || rNewLookAt != aLookAt )
{
aPosition = rNewPos;
aLookAt = rNewLookAt;
SetVRP(aPosition);
SetVPN(aPosition - aLookAt);
SetBankAngle(fBankAngle);
}
}
/*************************************************************************
|*
|* seitlichen Neigungswinkel setzen
|*
\************************************************************************/
void Camera3D::SetBankAngle(double fAngle)
{
Vector3D aDiff = aPosition - aLookAt;
Vector3D aPrj = aDiff;
fBankAngle = fAngle;
if ( aDiff.Y() == 0 )
aPrj.Y() = -1;
else
{ // aPrj = Projektion von aDiff auf die XZ-Ebene
aPrj.Y() = 0;
if ( aDiff.Y() < 0 )
aPrj = -aPrj;
}
// von aDiff nach oben zeigenden View-Up-Vektor berechnen
aPrj |= aDiff;
aPrj |= aDiff;
aDiff.Normalize();
// auf Z-Achse rotieren, dort um BankAngle drehen und zurueck
Matrix4D aTf;
double fV = sqrt(aDiff.Y() * aDiff.Y() + aDiff.Z() * aDiff.Z());
if ( fV != 0 )
aTf.RotateX(aDiff.Y() / fV, aDiff.Z() / fV);
aTf.RotateY(-aDiff.X(), fV);
aTf.RotateZ(fBankAngle);
aTf.RotateY(aDiff.X(), fV);
if ( fV != 0 )
aTf.RotateX(-aDiff.Y() / fV, aDiff.Z() / fV);
SetVUV(aTf * aPrj);
}
/*************************************************************************
|*
|* Brennweite setzen
|*
\************************************************************************/
void Camera3D::SetFocalLength(double fLen)
{
if ( fLen < 5 )
fLen = 5;
SetPRP(Vector3D(0, 0, fLen / 35.0 * aViewWin.W));
fFocalLength = fLen;
}
/*************************************************************************
|*
|* Um die Kameraposition drehen, LookAt wird dabei veraendert
|*
\************************************************************************/
void Camera3D::Rotate(double fHAngle, double fVAngle)
{
Matrix4D aTf;
Vector3D aDiff = aLookAt - aPosition;
double fV = sqrt(aDiff.X() * aDiff.X() + aDiff.Z() * aDiff.Z());
if ( fV != 0 ) aTf.RotateY(aDiff.Z() / fV, aDiff.X() / fV);
aTf.RotateZ(fVAngle);
if ( fV != 0 ) aTf.RotateY(-aDiff.Z() / fV, aDiff.X() / fV);
aTf.RotateY(fHAngle);
aDiff *= aTf;
SetLookAt(aPosition + aDiff);
}
/*************************************************************************
|*
|* Um den Blickpunkt drehen, Position wird dabei veraendert
|*
\************************************************************************/
void Camera3D::RotateAroundLookAt(double fHAngle, double fVAngle)
{
Matrix4D aTf;
Vector3D aDiff = aPosition - aLookAt;
double fV = sqrt(aDiff.X() * aDiff.X() + aDiff.Z() * aDiff.Z());
if ( fV != 0 ) aTf.RotateY(aDiff.Z() / fV, aDiff.X() / fV);
aTf.RotateZ(fVAngle);
if ( fV != 0 ) aTf.RotateY(-aDiff.Z() / fV, aDiff.X() / fV);
aTf.RotateY(fHAngle);
aDiff *= aTf;
SetPosition(aLookAt + aDiff);
}
/*************************************************************************
|*
|* Stream-Out-Operator fuer Camera3D fuer die Filerevision 3.1
|*
\************************************************************************/
//BFS01void Camera3D::WriteData31(SvStream& rOut) const
//BFS01{
//BFS01#ifndef SVX_LIGHT
//BFS01 Viewport3D::WriteData(rOut);
//BFS01
//BFS01 rOut << aResetPos;
//BFS01 rOut << aResetLookAt;
//BFS01 rOut << fResetFocalLength;
//BFS01 rOut << fResetBankAngle;
//BFS01 rOut << aPosition;
//BFS01 rOut << aLookAt;
//BFS01 rOut << fFocalLength;
//BFS01 rOut << fBankAngle;
//BFS01 rOut << BOOL(bAutoAdjustProjection);
//BFS01#endif
//BFS01}
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/*************************************************************************
|*
|* Stream-Out-Operator fuer Camera3D
|* Zur Version 356 wurde das Fileformat inkompatibel, wenn man das alte
|* Format schreiben will, muss man die Version am Stream abfragen.
|*
\************************************************************************/
//BFS01void Camera3D::WriteData(SvStream& rOut) const
//BFS01{
//BFS01#ifndef SVX_LIGHT
//BFS01
//BFS01 if (rOut.GetVersion() < 3560) // FG: Ab der Release 356 wurde das Fileformat geaendert
//BFS01 { // Falls das Format der Version 31 geschrieben werden soll
//BFS01 WriteData31(rOut); // muss am Stream die Version der 3.1 gesetzt sein.
//BFS01 return; // Im Prinzip kann man auf diese Art auch Zwischenversionen
//BFS01 } // erzeugen.
//BFS01
//BFS01 SdrDownCompat aCompat(rOut, STREAM_WRITE);
//BFS01#ifdef DBG_UTIL
//BFS01 aCompat.SetID("Camera3D");
//BFS01#endif
//BFS01 Viewport3D::WriteData(rOut);
//BFS01
//BFS01 rOut << aResetPos; // Alles Vektoren 3*double
//BFS01 rOut << aResetLookAt;
//BFS01 rOut << fResetFocalLength;
//BFS01 rOut << fResetBankAngle;
//BFS01 rOut << aPosition;
//BFS01 rOut << aLookAt;
//BFS01 rOut << fFocalLength;
//BFS01 rOut << fBankAngle;
//BFS01 rOut << BOOL(bAutoAdjustProjection);
//BFS01#endif
//BFS01}
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/*************************************************************************
|*
|* Stream-In-Operator fuer Camera3D
|*
\************************************************************************/
//BFS01void Camera3D::ReadData(const SdrObjIOHeader& rHead, SvStream& rIn)
//BFS01{
//BFS01 if ( rIn.GetError() != SVSTREAM_OK )
//BFS01 return;
//BFS01
//BFS01 if ((rHead.GetVersion() < 13) || (rIn.GetVersion() < 3560))
//BFS01 {
//BFS01 ReadData31(rIn);
//BFS01 return;
//BFS01 }
//BFS01
//BFS01 SdrDownCompat aCompat(rIn, STREAM_READ);
//BFS01#ifdef DBG_UTIL
//BFS01 aCompat.SetID("Camera3D");
//BFS01#endif
//BFS01
//BFS01 Viewport3D::ReadData(rHead, rIn);
//BFS01
//BFS01 BOOL bTmp;
//BFS01
//BFS01 rIn >> aResetPos;
//BFS01 rIn >> aResetLookAt;
//BFS01 rIn >> fResetFocalLength;
//BFS01 rIn >> fResetBankAngle;
//BFS01 rIn >> aPosition;
//BFS01 rIn >> aLookAt;
//BFS01 rIn >> fFocalLength;
//BFS01 rIn >> fBankAngle;
//BFS01 rIn >> bTmp; bAutoAdjustProjection = bTmp;
//BFS01
//BFS01 SetVPD(0);
//BFS01 SetPosAndLookAt(aPosition, aLookAt);
//BFS01}
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/*************************************************************************
|*
|* Stream-In-Operator fuer Camera3D
|*
\************************************************************************/
//BFS01void Camera3D::ReadData31(SvStream& rIn)
//BFS01{
//BFS01 if ( rIn.GetError() != SVSTREAM_OK )
//BFS01 return;
//BFS01
//BFS01 Viewport3D::ReadData31 (rIn);
//BFS01
//BFS01 BOOL bTmp;
//BFS01
//BFS01 rIn >> aResetPos;
//BFS01 rIn >> aResetLookAt;
//BFS01 rIn >> fResetFocalLength;
//BFS01 rIn >> fResetBankAngle;
//BFS01 rIn >> aPosition;
//BFS01 rIn >> aLookAt;
//BFS01 rIn >> fFocalLength;
//BFS01 rIn >> fBankAngle;
//BFS01 rIn >> bTmp; bAutoAdjustProjection = bTmp;
//BFS01
//BFS01 SetVPD(0);
//BFS01 SetPosAndLookAt(aPosition, aLookAt);
//BFS01}
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/*************************************************************************
|*
|* Stream-Out-Operator fuer Camera3D
|*
\************************************************************************/
//BFS01SvStream& operator<<(SvStream& rOStream, const Camera3D& rCam)
//BFS01{
//BFS01 rCam.WriteData31(rOStream);
//BFS01 return rOStream;
//BFS01}
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/*************************************************************************
|*
|* Stream-In-Operator fuer Camera3D
|*
\************************************************************************/
//BFS01SvStream& operator>>(SvStream& rIStream, Camera3D& rCam)
//BFS01{
//BFS01 rCam.ReadData31(rIStream);
//BFS01 return rIStream;
//BFS01}
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/*************************************************************************
|*
|* FG: ??? Setzt wohl die Projektionsebene in eine bestimmte Tiefe
|*
\************************************************************************/
void Camera3D::SetFocalLengthWithCorrect(double fLen)
{
if ( fLen < 5 )
fLen = 5;
SetPRP(Vector3D(0, 0, aPRP.Z () * fLen / fFocalLength));
fFocalLength = fLen;
}
// eof