/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. SUBSYSTEM: nGenEx.lib FILE: Camera.cpp AUTHOR: John DiCamillo OVERVIEW ======== Camera Class - Position and Point of View */ #include "MemDebug.h" #include "Camera.h" // +--------------------------------------------------------------------+ Camera::Camera(double x, double y, double z) : pos(x,y,z) { } Camera::~Camera() { } // +--------------------------------------------------------------------+ void Camera::MoveTo(double x, double y, double z) { pos.x = x; pos.y = y; pos.z = z; } void Camera::MoveTo(const Point& p) { pos.x = p.x; pos.y = p.y; pos.z = p.z; } // +--------------------------------------------------------------------+ void Camera::MoveBy(double dx, double dy, double dz) { pos.x += dx; pos.y += dz; pos.z += dy; } void Camera::MoveBy(const Point& p) { pos.x += p.x; pos.y += p.y; pos.z += p.z; } // +--------------------------------------------------------------------+ void Camera::Clone(const Camera& cam) { pos = cam.pos; orientation = cam.orientation; } // +--------------------------------------------------------------------+ void Camera::LookAt(const Point& target, const Point& eye, const Point& up) { Point zaxis = target - eye; zaxis.Normalize(); Point xaxis = up.cross(zaxis); xaxis.Normalize(); Point yaxis = zaxis.cross(xaxis); yaxis.Normalize(); orientation(0,0) = xaxis.x; orientation(0,1) = xaxis.y; orientation(0,2) = xaxis.z; orientation(1,0) = yaxis.x; orientation(1,1) = yaxis.y; orientation(1,2) = yaxis.z; orientation(2,0) = zaxis.x; orientation(2,1) = zaxis.y; orientation(2,2) = zaxis.z; pos = eye; } // +--------------------------------------------------------------------+ void Camera::LookAt(const Point& target) { // No navel gazing: if (target == Pos()) return; Point tgt, tmp = target - Pos(); // Rotate into the view orientation: tgt.x = (tmp * vrt()); tgt.y = (tmp * vup()); tgt.z = (tmp * vpn()); if (tgt.z == 0) { Pitch(0.5); Yaw(0.5); LookAt(target); return; } double az = atan(tgt.x/tgt.z); double el = atan(tgt.y/tgt.z); // if target is behind, offset by 180 degrees: if (tgt.z < 0) az -= PI; Pitch(-el); Yaw(az); // roll to upright position: double deflection = vrt().y; while (fabs(deflection) > 0.001) { double theta = asin(deflection/vrt().length()); Roll(-theta); deflection = vrt().y; } } // +--------------------------------------------------------------------+ bool Camera::Padlock(const Point& target, double alimit, double e_lo, double e_hi) { // No navel gazing: if (target == Pos()) return false; Point tgt, tmp = target - Pos(); // Rotate into the view orientation: tgt.x = (tmp * vrt()); tgt.y = (tmp * vup()); tgt.z = (tmp * vpn()); if (tgt.z == 0) { Yaw(0.1); tgt.x = (tmp * vrt()); tgt.y = (tmp * vup()); tgt.z = (tmp * vpn()); if (tgt.z == 0) return false; } bool locked = true; double az = atan(tgt.x/tgt.z); double orig = az; // if target is behind, offset by 180 degrees: if (tgt.z < 0) az -= PI; while (az > PI) az -= 2*PI; while (az < -PI) az += 2*PI; if (alimit > 0) { if (az < -alimit) { az = -alimit; locked = false; } else if (az > alimit) { az = alimit; locked = false; } } Yaw(az); // Rotate into the new view orientation: tgt.x = (tmp * vrt()); tgt.y = (tmp * vup()); tgt.z = (tmp * vpn()); double el = atan(tgt.y/tgt.z); if (e_lo > 0 && el < -e_lo) { el = -e_lo; locked = false; } else if (e_hi > 0 && el > e_hi) { el = e_hi; locked = false; } Pitch(-el); return locked; }