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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Camera Class - Position and Point of View
*/

#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;
}