📄 cvcamera.cpp
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/*----------------------------------------------------------------------------
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/\ | | | (_)
/ \ _ __ __| |_ __ ___ _ __ ___ ___ __| |_ __ _
/ /\ \ | '_ \ / _` | '__/ _ \| '_ ` _ \ / _ \/ _` | |/ _` |
/ ____ \| | | | (_| | | | (_) | | | | | | __/ (_| | | (_| |
/_/ \_\_| |_|\__,_|_| \___/|_| |_| |_|\___|\__,_|_|\__,_|
The contents of this file are subject to the Andromedia Public
License Version 1.0 (the "License"); you may not use this file
except in compliance with the License. You may obtain a copy of
the License at http://www.andromedia.com/APL/
Software distributed under the License is distributed on an
"AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
implied. See the License for the specific language governing
rights and limitations under the License.
The Original Code is Pueblo client code, released November 4, 1998.
The Initial Developer of the Original Code is Andromedia Incorporated.
Portions created by Andromedia are Copyright (C) 1998 Andromedia
Incorporated. All Rights Reserved.
Andromedia Incorporated 415.365.6700
818 Mission Street - 2nd Floor 415.365.6701 fax
San Francisco, CA 94103
Contributor(s):
--------------------------------------------------------------------------
Chaco team: Dan Greening, Glenn Crocker, Jim Doubek,
Coyote Lussier, Pritham Shetty.
Wrote and designed original codebase.
------------------------------------------------------------------------------
Implementation for the ChQvPCameraRenderData class for Intel 3DR and
Microsoft's RealityLab.
----------------------------------------------------------------------------*/
// $Header: /home/cvs/chaco/modules/client/msw/ChGraphx/CvCamera.cpp,v 2.27 1996/10/03 21:46:12 jimd Exp $
#include "grheader.h"
#include <QvInfo.h>
#include <QvState.h>
#include "ChMaze.h"
#include "CvConvrt.h"
#include "CvTrnsfm.h"
#include "CvNormal.h"
#include "CvInstnc.h"
#include "CvType.h"
#include "CvBound.h"
#include "ChRenderData.h"
#include "GxQuaternion.h"
#include "ChVrmlTransition.h"
ChQvPCameraRenderData::ChQvPCameraRenderData(QvPerspectiveCamera *pCamera, ChQvBuildState* state ) :
ChQvRenderBaseData(),
m_boolPerspective(true),
m_pCamera(pCamera),
m_boolNew(true),
m_boolSynchEnabled(true)
{
#if defined(CH_VRML_EVENTS)
if(!m_pDispatcher)
{
m_pDispatcher = new ChVrmlDispatcher;
Init();
}
#endif
Attach(pCamera);
m_strName = MakeName(state);
ChRenderContext *pRC = ((ChQvState*)state)->GetView()->GetRenderContext();
m_pRC = pRC;
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D))
m_transform = m_pRC->GetModelTransform();
#endif
#if 1
if(!m_strName.IsEmpty()) pRC->AddCamera(pCamera, m_strName);
#endif
}
ChQvPCameraRenderData::ChQvPCameraRenderData(QvOrthographicCamera *pCamera, ChQvBuildState* state ) :
ChQvRenderBaseData(),
m_boolPerspective(false),
m_pCamera((QvPerspectiveCamera *)((QvNode*)pCamera)),
m_boolNew(true),
m_boolSynchEnabled(true)
{
#if defined(CH_VRML_EVENTS)
if(!m_pDispatcher)
{
m_pDispatcher = new ChVrmlDispatcher;
Init();
}
#endif
Attach(pCamera);
m_strName = MakeName(state);
ChRenderContext *pRC = ((ChQvState*)state)->GetView()->GetRenderContext();
m_pRC = pRC;
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D))
m_transform = m_pRC->GetModelTransform();
#endif
pRC->AddCamera(pCamera, m_strName);
}
ChQvPCameraRenderData::~ChQvPCameraRenderData()
{
#if 1
//if(!m_strName.IsEmpty()) m_pRC->RemoveCamera(m_strName);
#endif
}
void ChQvPCameraRenderData::Init()
{
ChQvRenderBaseData::Init();
#if defined(CH_VRML_EVENTS)
AddVrmlDispatcher("set_orientation", SFRotation, OnSetOrientation);
AddVrmlDispatcher("set_position", SFVec3f, OnSetPosition);
#endif
};
void ChQvPCameraRenderData::Term()
{
#if defined(CH_VRML_EVENTS)
delete m_pDispatcher;
m_pDispatcher = 0;
#endif
}
void ChQvPCameraRenderData::SetDirty(bool boolDirty)
{
ChQvRenderBaseData::SetDirty(boolDirty);
#if 1
if(boolDirty && IsSynchEnabled())
{
Synch();
if(m_pRC && m_pNode == m_pRC->GetCurrentCamera())
{
SetRenderer();
// And set the context dirty
m_pRC->SetDirty();
}
}
//ChQvRenderBaseData::SetDirty(false);
#endif
}
ChQvPCameraRenderData *ChQvPCameraRenderData::SetLoc(GxVec3f &loc)
{
m_loc = loc;
// Notify window that we moved
if(m_pRC->GetCurrentCamera() == GetNode())
{
((ChMazeWnd*)(m_pRC->GetWnd()))->OnCameraChange(ChMazeWnd::cameraMoved);
}
return this;
};
ChQvPCameraRenderData *ChQvPCameraRenderData::SetDir(GxVec3f &dir)
{
m_dir = dir;
// Notify window that we turned
if(m_pRC->GetCurrentCamera() == GetNode())
{
((ChMazeWnd*)(m_pRC->GetWnd()))->OnCameraChange(ChMazeWnd::cameraTurned);
}
return this;
};
ChQvPCameraRenderData *ChQvPCameraRenderData::SetUp(GxVec3f &up)
{
m_up = up;
// Notify window that we turned
if(m_pRC->GetCurrentCamera() == GetNode())
{
((ChMazeWnd*)(m_pRC->GetWnd()))->OnCameraChange(ChMazeWnd::cameraTurned);
}
return this;
};
GxTransform3Wf ChQvPCameraRenderData::GetTransform()
{
return GxTransform3Wf(m_cameraTransform);
}
GxTransform3Wf ChQvPCameraRenderData::GetInverseTransform()
{
#if defined(CH_USE_3DR)
return GxTransform3Wf(m_invCameraTransform);
#else
return m_cameraTransform.Inverse();
#endif
}
GxTransform3Wf ChQvPCameraRenderData::GetClipTransform()
{
return GxTransform3Wf(m_camClipTransform);
}
string ChQvPCameraRenderData::MakeName(ChQvBuildState* state)
{
string name;
QvNode * pParentNode = 0;
ChQvGroupInstance *pParentInst = state->GetCurrentParent();
if(pParentInst)
{
pParentNode = pParentInst->GetNode();
}
#if 1
if(pParentNode)
{
string strType;
if(pParentNode->GetType(strType) == typeQvSwitch && pParentNode->getName() == "Cameras")
{
name = (char *)(m_pNode->getName().getString());
if(name.IsEmpty())
{
ChRenderContext *pRC = ((ChQvState*)state)->GetView()->GetRenderContext();
name.Format("Camera %d", pRC->GetCameraCount());
}
}
}
#else
string prefix;
if(pParentNode)
{
string strType;
if(pParentNode->GetType(strType) == typeQvSwitch)
{
if(pParentNode->getName() == "Cameras") prefix = "Cameras:";
}
}
name = prefix + (char *)(m_pNode->getName().getString());
if(name.IsEmpty())
{
ChRenderContext *pRC = ((ChQvState*)state)->GetView()->GetRenderContext();
name.Format("Camera %d", pRC->GetCameraCount());
}
#endif
return name;
}
ChQvPCameraRenderData * ChQvPCameraRenderData::Reset()
{
SetLoc(m_startLoc);
SetDir(m_startDir);
SetUp (m_startUp);
return this;
}
void ChQvPCameraRenderData::SynchCamera() // Set camera node fields to agree with this
{
if(m_boolPerspective)
{
EnableSynch(false); // turn off to prevent redundant computation
QvPerspectiveCamera *pCamera = (QvPerspectiveCamera*)((QvNode*)m_pCamera);
pCamera->position.setValue(&m_loc);
GxVec3f dirZ (0.0f, 0.0f, -1.0f);
GxVec3f axis;
float angle;
#if (!defined(CH_VRML_VIEWER) && !defined(CH_VRML_PLUGIN )) || defined(CH_VRML_EVENTS)
GxQuaternion quat(m_dir, m_up);
quat.AxisAngle(axis, angle);
axis.normalize();
#else
// We don't really need this except for Pueblo or VRML 2.0, so do it lazy
// The quaternion code takes longer. This way doesn't pay attention to up
// but if we don't use it who cares? Do the same thing for ortho camera
// later too.
axis = dirZ.cross(m_dir);
if (axis.dot(axis) < 1e-12)
{
axis.set( 0, 1, 0);
}
axis.normalize();
float cosa = dirZ.dot(m_dir); // both were unit vectors before
angle = acos(cosa);
#endif
float orient[4];
orient[0] = axis.x();
orient[1] = axis.y();
orient[2] = axis.z();
orient[3] = angle;
pCamera->orientation.setValue(orient);
EnableSynch();
}
else
{
QvOrthographicCamera *pCamera = (QvOrthographicCamera*)((QvNode*)m_pCamera);
pCamera->position.value[0] = m_loc.x();
pCamera->position.value[1] = m_loc.y();
pCamera->position.value[2] = m_loc.z();
GxVec3f dirZ(0.0f, 0.0f, -1.0f);
GxVec3f axis;
float angle;
#if (!defined(CH_VRML_VIEWER) && !defined(CH_VRML_PLUGIN )) || defined(CH_VRML_EVENTS)
GxQuaternion quat(m_dir, m_up);
quat.AxisAngle(axis, angle);
axis.normalize();
#else
axis = dirZ.cross(m_dir);
if (axis.dot(axis) < 1e-12)
{
axis.set( 0, 1, 0);
}
axis.normalize();
float cosa = dirZ.dot(m_dir); // both were unit vectors before
angle = acos(cosa);
#endif
pCamera->orientation.axis[0] = axis.x();
pCamera->orientation.axis[1] = axis.y();
pCamera->orientation.axis[2] = axis.z();
pCamera->orientation.angle = angle;
}
#if (defined(CH_USE_RLAB) || defined(CH_USE_D3D))
SetRenderer();
#endif
}
void ChQvPCameraRenderData::Synch() // Set this' fields to agree with camera node
{
GxVec3f up, yAxis(0.0f, 1.0f, 0.0f); // starting loc for look dirs
GxVec3f dir, dira(0.0f, 0.0f, -1.0f); // will rotate later
GxVec3f loc, axis;
float angle;
// Get the node's data; be safe about it
if(m_boolPerspective)
{
QvPerspectiveCamera *pCamera = (QvPerspectiveCamera*)((QvNode*)m_pCamera);
Qv2Gx(pCamera->position, loc);
Qv2Gx(pCamera->orientation.axis, axis);
angle = pCamera->orientation.angle;
}
else
{
QvOrthographicCamera *pCamera = (QvOrthographicCamera*)((QvNode*)m_pCamera);
Qv2Gx(pCamera->position, loc);
Qv2Gx(pCamera->orientation.axis, axis);
angle = pCamera->orientation.angle;
}
angle = -angle;
// Inventor puts the camera in transformed world (model) coordinates,
// RLAB's camera is in the base frame. Apply our stack transform to the
// frame, then apply the camera loc and direction.
// Remember VRML is RHS, but RLab is LHS
GxTransform3Wf stackMat = m_transform;
GxTransform3Wf rotMat(axis, -angle);
GxTransform3Wf cameraMat = rotMat; // up/down has nothing to do with the transform jwd 12/7/95
dir = cameraMat * dira;
dir.normalize();
if(m_pRC->GetViewerMode() != walk )
{
up = cameraMat * yAxis;
}
else // We're walking; keep camera level
{ // This computation is not pure VRML,
// but it keeps camera manipulations much cleaner for
// walking situations. The camera acts more camera-like
// and less airplane-like.
GxVec3f n = yAxis.cross(dir); // normal to plane defined by (dir, yaxis)
if (n.dot(n) > SMIDGEON)
{
up = dir.cross(n);
}
else
{
// special case; looking straight up or down
up = cameraMat * yAxis;
}
if (up.dot(up) < SMIDGEON)
{
up = yAxis;
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