121 lines
3.9 KiB
C++
121 lines
3.9 KiB
C++
#include <string.h> // for memcpy
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#include "NodeCamera.h"
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#include <math.h>
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static void loadIdentity(double * matrix){
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int i;
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// Build Identity matrix
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for(i=0;i<16;++i){
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double value ;
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if((i % 5) == 0)
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value = 1.0;
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else
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value = 0;
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matrix[i] = value;
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}
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}
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NodeCamera::NodeCamera(CameraType camera_type)
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:camera_type_(camera_type){
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loadIdentity(modelview_matrix_);
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loadIdentity(projection_matrix_);
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}
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NodeCamera::NodeCamera(const NodeCamera& iBrother)
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:camera_type_(iBrother.camera_type_){
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memcpy(modelview_matrix_, iBrother.modelview_matrix_, 16*sizeof(double));
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memcpy(projection_matrix_, iBrother.projection_matrix_, 16*sizeof(double));
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}
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void NodeCamera::accept(SceneVisitor& v){
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v.visitNodeCamera(*this) ;
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}
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void NodeCamera::setModelViewMatrix(double modelview_matrix[16]){
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memcpy(modelview_matrix_, modelview_matrix,16*sizeof(double));
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}
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void NodeCamera::setProjectionMatrix(double projection_matrix[16]){
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memcpy(projection_matrix_, projection_matrix,16*sizeof(double));
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}
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NodeOrthographicCamera::NodeOrthographicCamera()
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:NodeCamera(NodeCamera::ORTHOGRAPHIC),
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left_(0),right_(0),bottom_(0),top_(0),zNear_(0),zFar_(0){
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loadIdentity(projection_matrix_);
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loadIdentity(modelview_matrix_);
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}
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NodeOrthographicCamera::NodeOrthographicCamera(double left
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, double right
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, double bottom
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, double top
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, double zNear
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, double zFar
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)
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:NodeCamera(NodeCamera::ORTHOGRAPHIC),
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left_(left),
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right_(right),
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bottom_(bottom),
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top_(top),
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zNear_(zNear),
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zFar_(zFar){
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loadIdentity(projection_matrix_);
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projection_matrix_[0] = 2.0/(right-left);
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projection_matrix_[3] = -(right + left) / (right - left) ;
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projection_matrix_[5] = 2.0/(top-bottom);
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projection_matrix_[7] = -(top + bottom) / (top - bottom) ;
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projection_matrix_[10] = -2.0/(zFar-zNear);
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projection_matrix_[11] = -(zFar + zNear) / (zFar - zNear);
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}
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NodeOrthographicCamera::NodeOrthographicCamera(const NodeOrthographicCamera& iBrother)
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:NodeCamera(iBrother),left_(iBrother.left_),right_(iBrother.right_),bottom_(iBrother.bottom_),top_(iBrother.top_),zNear_(iBrother.zNear_),zFar_(iBrother.zFar_){
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}
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NodePerspectiveCamera::NodePerspectiveCamera()
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:NodeCamera(NodeCamera::PERSPECTIVE){
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}
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NodePerspectiveCamera::NodePerspectiveCamera(double fovy
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, double aspect
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, double zNear
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, double zFar)
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:NodeCamera(NodeCamera::PERSPECTIVE){
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loadIdentity(projection_matrix_);
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double f = cos(fovy/2.0)/sin(fovy/2.0); // cotangent
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projection_matrix_[0] = f/aspect;
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projection_matrix_[5] = f;
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projection_matrix_[10] = (zNear+zFar)/(zNear-zFar);
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projection_matrix_[11] = (2.0*zNear*zFar)/(zNear-zFar);
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projection_matrix_[14] = -1.0;
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projection_matrix_[15] = 0;
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}
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NodePerspectiveCamera::NodePerspectiveCamera(double left,
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double right,
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double bottom,
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double top,
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double zNear,
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double zFar)
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:NodeCamera(NodeCamera::PERSPECTIVE){
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loadIdentity(projection_matrix_);
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projection_matrix_[0] = (2.0*zNear)/(right-left);
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projection_matrix_[2] = (right+left)/(right-left);
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projection_matrix_[5] = (2.0*zNear)/(top-bottom);
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projection_matrix_[6] = (top+bottom)/(top-bottom);
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projection_matrix_[10] = - (zFar+zNear)/(zFar-zNear);
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projection_matrix_[11] = - (2.0*zFar*zNear)/(zFar-zNear);
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projection_matrix_[14] = -1.0;
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projection_matrix_[15] = 0;
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}
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