#include // for memcpy #include "NodeCamera.h" #include 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; }