+++ /dev/null
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2010 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <cmath>
-#include "camera.h"
-#include "matrix.h"
-#include "projection.h"
-
-namespace Msp {
-namespace GL {
-
-Camera::Camera():
- fov(M_PI/4),
- aspect(4.0/3.0),
- clip_near(0.1),
- clip_far(10),
- position(0, 0, 0),
- look_dir(0, 0, -1),
- up_dir(0, 1, 0)
-{
- for(unsigned i=0; i<16; ++i)
- matrix[i] = (i%5 ? 0 : 1);
- matrix[10] = -1;
-}
-
-void Camera::set_field_of_view(float f)
-{
- fov = f;
-}
-
-void Camera::set_aspect(float a)
-{
- aspect = a;
-}
-
-void Camera::set_depth_clip(float n, float f)
-{
- clip_near = n;
- clip_far = f;
-}
-
-void Camera::set_position(const Vector3 &p)
-{
- position = p;
- compute_matrix();
-}
-
-void Camera::set_up_direction(const Vector3 &u)
-{
- float len = sqrt(u.x*u.x+u.y*u.y+u.z*u.z);
-
- up_dir.x = u.x/len;
- up_dir.y = u.y/len;
- up_dir.z = u.z/len;
-
- compute_matrix();
-}
-
-void Camera::set_look_direction(const Vector3 &l)
-{
- float len = sqrt(l.x*l.x+l.y*l.y+l.z*l.z);
-
- look_dir.x = l.x/len;
- look_dir.y = l.y/len;
- look_dir.z = l.z/len;
-
- compute_matrix();
-}
-
-void Camera::look_at(const Vector3 &p)
-{
- set_look_direction(Vector3(p.x-position.x, p.y-position.y, p.z-position.z));
-}
-
-Vector3 Camera::project(const Vector4 &p) const
-{
- float near_h = tan(fov/2)*clip_near;
- float near_w = near_h*aspect;
- float z_range = clip_far-clip_near;
-
- float eye_x = matrix[0]*p.x+matrix[4]*p.y+matrix[8]*p.z+matrix[12]*p.w;
- float eye_y = matrix[1]*p.x+matrix[5]*p.y+matrix[9]*p.z+matrix[13]*p.w;
- float eye_z = matrix[2]*p.x+matrix[6]*p.y+matrix[10]*p.z+matrix[14]*p.w;
-
- return Vector3(eye_x/near_w/-eye_z, eye_y/near_h/-eye_z,
- (clip_far+clip_near)/z_range+2*clip_far*clip_near/(eye_z*z_range));
-}
-
-Vector4 Camera::unproject(const Vector4 &p) const
-{
- float near_h = tan(fov/2)*clip_near;
- float near_w = near_h*aspect;
- float z_range = clip_far-clip_near;
-
- float z = (2*clip_far*clip_near)/(p.z*z_range-(clip_far+clip_near))-matrix[14]*p.w;
- float x = p.x*-z*near_w-matrix[12]*p.w;
- float y = p.y*-z*near_h-matrix[13]*p.w;
-
- return Vector4(matrix[0]*x+matrix[1]*y+matrix[2]*z,
- matrix[4]*x+matrix[5]*y+matrix[6]*z,
- matrix[8]*x+matrix[9]*y+matrix[10]*z,
- p.w);
-}
-
-void Camera::apply() const
-{
- float h = tan(fov/2)*2*clip_near;
-
- matrix_mode(PROJECTION);
- load_identity();
- frustum_centered(h*aspect, h, clip_near, clip_far);
-
- matrix_mode(MODELVIEW);
- load_matrix(matrix);
-}
-
-void Camera::compute_matrix()
-{
- float x = look_dir.y*up_dir.z-look_dir.z*up_dir.y;
- float y = look_dir.z*up_dir.x-look_dir.x*up_dir.z;
- float z = look_dir.x*up_dir.y-look_dir.y*up_dir.x;
- float len = sqrt(x*x+y*y+z*z);
-
- matrix[0] = x/len;
- matrix[4] = y/len;
- matrix[8] = z/len;
-
- matrix[1] = matrix[4]*look_dir.z-matrix[8]*look_dir.y;
- matrix[5] = matrix[8]*look_dir.x-matrix[0]*look_dir.z;
- matrix[9] = matrix[0]*look_dir.y-matrix[4]*look_dir.x;
-
- matrix[2] = -look_dir.x;
- matrix[6] = -look_dir.y;
- matrix[10] = -look_dir.z;
-
- matrix[12] = -position.x*matrix[0]-position.y*matrix[4]-position.z*matrix[8];
- matrix[13] = -position.x*matrix[1]-position.y*matrix[5]-position.z*matrix[9];
- matrix[14] = -position.x*matrix[2]-position.y*matrix[6]-position.z*matrix[10];
-}
-
-} // namespace GL
-} // namespace Msp