blob: 1e4a480614d76a53a3633a1e1c8f743c3f684703 [file] [log] [blame]
/**************************************************************
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (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.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*
*************************************************************/
// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_svx.hxx"
#include <svx/camera3d.hxx>
#include <tools/stream.hxx>
/*************************************************************************
|*
|* Konstruktor
|*
\************************************************************************/
Camera3D::Camera3D(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt,
double fFocalLen, double fBankAng) :
aResetPos(rPos),
aResetLookAt(rLookAt),
fResetFocalLength(fFocalLen),
fResetBankAngle(fBankAng),
fBankAngle(fBankAng),
bAutoAdjustProjection(sal_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());
}
/*************************************************************************
|*
|* 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,
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)
{
if ( rNewPos != aPosition )
{
aPosition = rNewPos;
SetVRP(aPosition);
SetVPN(aPosition - aLookAt);
SetBankAngle(fBankAngle);
}
}
/*************************************************************************
|*
|* Blickpunkt setzen
|*
\************************************************************************/
void Camera3D::SetLookAt(const basegfx::B3DPoint& rNewLookAt)
{
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)
{
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);
fBankAngle = fAngle;
if ( aDiff.getY() == 0 )
{
aPrj.setY(-1.0);
}
else
{ // aPrj = Projektion von aDiff auf die XZ-Ebene
aPrj.setY(0.0);
if ( aDiff.getY() < 0.0 )
{
aPrj = -aPrj;
}
}
// von aDiff nach oben zeigenden View-Up-Vektor berechnen
aPrj = aPrj.getPerpendicular(aDiff);
aPrj = aPrj.getPerpendicular(aDiff);
aDiff.normalize();
// 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);
aTf *= aTemp;
}
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));
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()));
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);
aTf *= aTemp;
}
{
aTf.rotate(0.0, 0.0, fVAngle);
}
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);
aTf *= aTemp;
}
{
aTf.rotate(0.0, fHAngle, 0.0);
}
aDiff *= aTf;
SetLookAt(aPosition + aDiff);
}
/*************************************************************************
|*
|* Um den Blickpunkt drehen, Position wird dabei veraendert
|*
\************************************************************************/
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()));
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);
aTf *= aTemp;
}
{
aTf.rotate(0.0, 0.0, fVAngle);
}
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);
aTf *= aTemp;
}
{
aTf.rotate(0.0, fHAngle, 0.0);
}
aDiff *= aTf;
SetPosition(aLookAt + aDiff);
}
/*************************************************************************
|*
|* 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));
fFocalLength = fLen;
}
// eof