Fixes #fdo30794 Based on bin/add-modelines script (originally posted in mail 1286706307.1871.1399280959@webmail.messagingengine.com) Signed-off-by: Sebastian Spaeth <Sebastian@SSpaeth.de>
396 lines
10 KiB
C++
396 lines
10 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*************************************************************************
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*
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* Copyright 2000, 2010 Oracle and/or its affiliates.
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* This file is part of OpenOffice.org.
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*
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* OpenOffice.org is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License version 3
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* only, as published by the Free Software Foundation.
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*
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* OpenOffice.org is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License version 3 for more details
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* (a copy is included in the LICENSE file that accompanied this code).
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*
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* You should have received a copy of the GNU Lesser General Public License
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* version 3 along with OpenOffice.org. If not, see
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* <http://www.openoffice.org/license.html>
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* for a copy of the LGPLv3 License.
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*
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************************************************************************/
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// MARKER(update_precomp.py): autogen include statement, do not remove
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#include "precompiled_svx.hxx"
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#include <svx/camera3d.hxx>
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#include <tools/stream.hxx>
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/*************************************************************************
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|*
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|* Konstruktor
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|*
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\************************************************************************/
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Camera3D::Camera3D(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt,
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double fFocalLen, double fBankAng) :
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aResetPos(rPos),
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aResetLookAt(rLookAt),
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fResetFocalLength(fFocalLen),
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fResetBankAngle(fBankAng),
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fBankAngle(fBankAng),
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bAutoAdjustProjection(TRUE)
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{
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SetVPD(0);
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SetPosition(rPos);
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SetLookAt(rLookAt);
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SetFocalLength(fFocalLen);
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}
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/*************************************************************************
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|*
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|* Default-Konstruktor
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|*
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\************************************************************************/
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Camera3D::Camera3D()
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{
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basegfx::B3DPoint aVector3D(0.0 ,0.0 ,1.0);
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Camera3D(aVector3D, basegfx::B3DPoint());
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}
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/*************************************************************************
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|*
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|* Konstruktor
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|*
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\************************************************************************/
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void Camera3D::Reset()
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{
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SetVPD(0);
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fBankAngle = fResetBankAngle;
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SetPosition(aResetPos);
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SetLookAt(aResetLookAt);
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SetFocalLength(fResetFocalLength);
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}
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/*************************************************************************
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|*
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|* Defaultwerte fuer Reset setzen
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|*
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\************************************************************************/
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void Camera3D::SetDefaults(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt,
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double fFocalLen, double fBankAng)
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{
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aResetPos = rPos;
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aResetLookAt = rLookAt;
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fResetFocalLength = fFocalLen;
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fResetBankAngle = fBankAng;
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}
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/*************************************************************************
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|*
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|* ViewWindow setzen und PRP anpassen
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|*
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\************************************************************************/
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void Camera3D::SetViewWindow(double fX, double fY, double fW, double fH)
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{
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Viewport3D::SetViewWindow(fX, fY, fW, fH);
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if ( bAutoAdjustProjection )
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SetFocalLength(fFocalLength);
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}
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/*************************************************************************
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|*
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|* Kameraposition setzen
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|*
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\************************************************************************/
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void Camera3D::SetPosition(const basegfx::B3DPoint& rNewPos)
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{
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if ( rNewPos != aPosition )
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{
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aPosition = rNewPos;
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SetVRP(aPosition);
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SetVPN(aPosition - aLookAt);
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SetBankAngle(fBankAngle);
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}
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}
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/*************************************************************************
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|*
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|* Blickpunkt setzen
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|*
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\************************************************************************/
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void Camera3D::SetLookAt(const basegfx::B3DPoint& rNewLookAt)
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{
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if ( rNewLookAt != aLookAt )
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{
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aLookAt = rNewLookAt;
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SetVPN(aPosition - aLookAt);
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SetBankAngle(fBankAngle);
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}
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}
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/*************************************************************************
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|*
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|* Position und Blickpunkt setzen
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|*
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\************************************************************************/
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void Camera3D::SetPosAndLookAt(const basegfx::B3DPoint& rNewPos,
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const basegfx::B3DPoint& rNewLookAt)
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{
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if ( rNewPos != aPosition || rNewLookAt != aLookAt )
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{
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aPosition = rNewPos;
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aLookAt = rNewLookAt;
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SetVRP(aPosition);
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SetVPN(aPosition - aLookAt);
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SetBankAngle(fBankAngle);
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}
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}
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/*************************************************************************
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|*
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|* seitlichen Neigungswinkel setzen
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|*
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\************************************************************************/
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void Camera3D::SetBankAngle(double fAngle)
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{
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basegfx::B3DVector aDiff(aPosition - aLookAt);
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basegfx::B3DVector aPrj(aDiff);
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fBankAngle = fAngle;
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if ( aDiff.getY() == 0 )
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{
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aPrj.setY(-1.0);
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}
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else
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{ // aPrj = Projektion von aDiff auf die XZ-Ebene
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aPrj.setY(0.0);
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if ( aDiff.getY() < 0.0 )
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{
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aPrj = -aPrj;
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}
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}
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// von aDiff nach oben zeigenden View-Up-Vektor berechnen
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aPrj = aPrj.getPerpendicular(aDiff);
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aPrj = aPrj.getPerpendicular(aDiff);
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aDiff.normalize();
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// auf Z-Achse rotieren, dort um BankAngle drehen und zurueck
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basegfx::B3DHomMatrix aTf;
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const double fV(sqrt(aDiff.getY() * aDiff.getY() + aDiff.getZ() * aDiff.getZ()));
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if ( fV != 0.0 )
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{
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basegfx::B3DHomMatrix aTemp;
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const double fSin(aDiff.getY() / fV);
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const double fCos(aDiff.getZ() / fV);
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aTemp.set(1, 1, fCos);
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aTemp.set(2, 2, fCos);
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aTemp.set(2, 1, fSin);
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aTemp.set(1, 2, -fSin);
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aTf *= aTemp;
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}
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{
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basegfx::B3DHomMatrix aTemp;
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const double fSin(-aDiff.getX());
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const double fCos(fV);
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aTemp.set(0, 0, fCos);
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aTemp.set(2, 2, fCos);
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aTemp.set(0, 2, fSin);
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aTemp.set(2, 0, -fSin);
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aTf *= aTemp;
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}
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aTf.rotate(0.0, 0.0, fBankAngle);
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{
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basegfx::B3DHomMatrix aTemp;
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const double fSin(aDiff.getX());
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const double fCos(fV);
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aTemp.set(0, 0, fCos);
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aTemp.set(2, 2, fCos);
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aTemp.set(0, 2, fSin);
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aTemp.set(2, 0, -fSin);
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aTf *= aTemp;
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}
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if ( fV != 0.0 )
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{
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basegfx::B3DHomMatrix aTemp;
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const double fSin(-aDiff.getY() / fV);
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const double fCos(aDiff.getZ() / fV);
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aTemp.set(1, 1, fCos);
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aTemp.set(2, 2, fCos);
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aTemp.set(2, 1, fSin);
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aTemp.set(1, 2, -fSin);
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aTf *= aTemp;
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}
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SetVUV(aTf * aPrj);
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}
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/*************************************************************************
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|*
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|* Brennweite setzen
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|*
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\************************************************************************/
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void Camera3D::SetFocalLength(double fLen)
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{
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if ( fLen < 5 )
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fLen = 5;
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SetPRP(basegfx::B3DPoint(0.0, 0.0, fLen / 35.0 * aViewWin.W));
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fFocalLength = fLen;
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}
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/*************************************************************************
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|*
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|* Um die Kameraposition drehen, LookAt wird dabei veraendert
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|*
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\************************************************************************/
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void Camera3D::Rotate(double fHAngle, double fVAngle)
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{
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basegfx::B3DHomMatrix aTf;
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basegfx::B3DVector aDiff(aLookAt - aPosition);
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const double fV(sqrt(aDiff.getX() * aDiff.getX() + aDiff.getZ() * aDiff.getZ()));
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if ( fV != 0.0 )
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{
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basegfx::B3DHomMatrix aTemp;
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const double fSin(aDiff.getZ() / fV);
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const double fCos(aDiff.getX() / fV);
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aTemp.set(0, 0, fCos);
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aTemp.set(2, 2, fCos);
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aTemp.set(0, 2, fSin);
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aTemp.set(2, 0, -fSin);
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aTf *= aTemp;
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}
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{
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aTf.rotate(0.0, 0.0, fVAngle);
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}
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if ( fV != 0.0 )
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{
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basegfx::B3DHomMatrix aTemp;
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const double fSin(-aDiff.getZ() / fV);
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const double fCos(aDiff.getX() / fV);
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aTemp.set(0, 0, fCos);
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aTemp.set(2, 2, fCos);
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aTemp.set(0, 2, fSin);
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aTemp.set(2, 0, -fSin);
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aTf *= aTemp;
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}
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{
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aTf.rotate(0.0, fHAngle, 0.0);
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}
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aDiff *= aTf;
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SetLookAt(aPosition + aDiff);
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}
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/*************************************************************************
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|*
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|* Um den Blickpunkt drehen, Position wird dabei veraendert
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|*
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\************************************************************************/
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void Camera3D::RotateAroundLookAt(double fHAngle, double fVAngle)
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{
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basegfx::B3DHomMatrix aTf;
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basegfx::B3DVector aDiff(aPosition - aLookAt);
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const double fV(sqrt(aDiff.getX() * aDiff.getX() + aDiff.getZ() * aDiff.getZ()));
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if ( fV != 0.0 )
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{
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basegfx::B3DHomMatrix aTemp;
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const double fSin(aDiff.getZ() / fV);
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const double fCos(aDiff.getX() / fV);
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aTemp.set(0, 0, fCos);
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aTemp.set(2, 2, fCos);
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aTemp.set(0, 2, fSin);
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aTemp.set(2, 0, -fSin);
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aTf *= aTemp;
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}
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{
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aTf.rotate(0.0, 0.0, fVAngle);
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}
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if ( fV != 0.0 )
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{
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basegfx::B3DHomMatrix aTemp;
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const double fSin(-aDiff.getZ() / fV);
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const double fCos(aDiff.getX() / fV);
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aTemp.set(0, 0, fCos);
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aTemp.set(2, 2, fCos);
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aTemp.set(0, 2, fSin);
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aTemp.set(2, 0, -fSin);
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aTf *= aTemp;
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}
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{
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aTf.rotate(0.0, fHAngle, 0.0);
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}
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aDiff *= aTf;
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SetPosition(aLookAt + aDiff);
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}
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/*************************************************************************
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|*
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|* FG: ??? Setzt wohl die Projektionsebene in eine bestimmte Tiefe
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|*
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\************************************************************************/
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void Camera3D::SetFocalLengthWithCorrect(double fLen)
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{
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if ( fLen < 5.0 )
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{
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fLen = 5.0;
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}
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SetPRP(basegfx::B3DPoint(0.0, 0.0, aPRP.getZ() * fLen / fFocalLength));
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fFocalLength = fLen;
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}
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// eof
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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