This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/freestyle/intern/scene_graph/NodeCamera.cpp
2012-12-08 22:24:41 +00:00

121 lines
3.9 KiB
C++

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