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If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_svx.hxx" #include #include /************************************************************************* |* |* Konstruktor |* \************************************************************************/ Camera3D::Camera3D(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt, double fFocalLen, double fBankAng) : aResetPos(rPos), aResetLookAt(rLookAt), fResetFocalLength(fFocalLen), fResetBankAngle(fBankAng), fBankAngle(fBankAng), bAutoAdjustProjection(sal_True) { SetVPD(0); SetPosition(rPos); SetLookAt(rLookAt); SetFocalLength(fFocalLen); } /************************************************************************* |* |* Default-Konstruktor |* \************************************************************************/ Camera3D::Camera3D() { basegfx::B3DPoint aVector3D(0.0 ,0.0 ,1.0); Camera3D(aVector3D, basegfx::B3DPoint()); } /************************************************************************* |* |* Konstruktor |* \************************************************************************/ void Camera3D::Reset() { SetVPD(0); fBankAngle = fResetBankAngle; SetPosition(aResetPos); SetLookAt(aResetLookAt); SetFocalLength(fResetFocalLength); } /************************************************************************* |* |* Defaultwerte fuer Reset setzen |* \************************************************************************/ void Camera3D::SetDefaults(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt, double fFocalLen, double fBankAng) { aResetPos = rPos; aResetLookAt = rLookAt; fResetFocalLength = fFocalLen; fResetBankAngle = fBankAng; } /************************************************************************* |* |* ViewWindow setzen und PRP anpassen |* \************************************************************************/ void Camera3D::SetViewWindow(double fX, double fY, double fW, double fH) { Viewport3D::SetViewWindow(fX, fY, fW, fH); if ( bAutoAdjustProjection ) SetFocalLength(fFocalLength); } /************************************************************************* |* |* Kameraposition setzen |* \************************************************************************/ void Camera3D::SetPosition(const basegfx::B3DPoint& rNewPos) { if ( rNewPos != aPosition ) { aPosition = rNewPos; SetVRP(aPosition); SetVPN(aPosition - aLookAt); SetBankAngle(fBankAngle); } } /************************************************************************* |* |* Blickpunkt setzen |* \************************************************************************/ void Camera3D::SetLookAt(const basegfx::B3DPoint& rNewLookAt) { if ( rNewLookAt != aLookAt ) { aLookAt = rNewLookAt; SetVPN(aPosition - aLookAt); SetBankAngle(fBankAngle); } } /************************************************************************* |* |* Position und Blickpunkt setzen |* \************************************************************************/ void Camera3D::SetPosAndLookAt(const basegfx::B3DPoint& rNewPos, const basegfx::B3DPoint& rNewLookAt) { if ( rNewPos != aPosition || rNewLookAt != aLookAt ) { aPosition = rNewPos; aLookAt = rNewLookAt; SetVRP(aPosition); SetVPN(aPosition - aLookAt); SetBankAngle(fBankAngle); } } /************************************************************************* |* |* seitlichen Neigungswinkel setzen |* \************************************************************************/ void Camera3D::SetBankAngle(double fAngle) { basegfx::B3DVector aDiff(aPosition - aLookAt); basegfx::B3DVector aPrj(aDiff); fBankAngle = fAngle; if ( aDiff.getY() == 0 ) { aPrj.setY(-1.0); } else { // aPrj = Projektion von aDiff auf die XZ-Ebene aPrj.setY(0.0); if ( aDiff.getY() < 0.0 ) { aPrj = -aPrj; } } // von aDiff nach oben zeigenden View-Up-Vektor berechnen aPrj = aPrj.getPerpendicular(aDiff); aPrj = aPrj.getPerpendicular(aDiff); aDiff.normalize(); // auf Z-Achse rotieren, dort um BankAngle drehen und zurueck basegfx::B3DHomMatrix aTf; const double fV(sqrt(aDiff.getY() * aDiff.getY() + aDiff.getZ() * aDiff.getZ())); if ( fV != 0.0 ) { basegfx::B3DHomMatrix aTemp; const double fSin(aDiff.getY() / fV); const double fCos(aDiff.getZ() / fV); aTemp.set(1, 1, fCos); aTemp.set(2, 2, fCos); aTemp.set(2, 1, fSin); aTemp.set(1, 2, -fSin); aTf *= aTemp; } { basegfx::B3DHomMatrix aTemp; const double fSin(-aDiff.getX()); const double fCos(fV); aTemp.set(0, 0, fCos); aTemp.set(2, 2, fCos); aTemp.set(0, 2, fSin); aTemp.set(2, 0, -fSin); aTf *= aTemp; } aTf.rotate(0.0, 0.0, fBankAngle); { basegfx::B3DHomMatrix aTemp; const double fSin(aDiff.getX()); const double fCos(fV); aTemp.set(0, 0, fCos); aTemp.set(2, 2, fCos); aTemp.set(0, 2, fSin); aTemp.set(2, 0, -fSin); aTf *= aTemp; } if ( fV != 0.0 ) { basegfx::B3DHomMatrix aTemp; const double fSin(-aDiff.getY() / fV); const double fCos(aDiff.getZ() / fV); aTemp.set(1, 1, fCos); aTemp.set(2, 2, fCos); aTemp.set(2, 1, fSin); aTemp.set(1, 2, -fSin); aTf *= aTemp; } SetVUV(aTf * aPrj); } /************************************************************************* |* |* Brennweite setzen |* \************************************************************************/ void Camera3D::SetFocalLength(double fLen) { if ( fLen < 5 ) fLen = 5; SetPRP(basegfx::B3DPoint(0.0, 0.0, fLen / 35.0 * aViewWin.W)); fFocalLength = fLen; } /************************************************************************* |* |* Um die Kameraposition drehen, LookAt wird dabei veraendert |* \************************************************************************/ void Camera3D::Rotate(double fHAngle, double fVAngle) { basegfx::B3DHomMatrix aTf; basegfx::B3DVector aDiff(aLookAt - aPosition); const double fV(sqrt(aDiff.getX() * aDiff.getX() + aDiff.getZ() * aDiff.getZ())); if ( fV != 0.0 ) { basegfx::B3DHomMatrix aTemp; const double fSin(aDiff.getZ() / fV); const double fCos(aDiff.getX() / fV); aTemp.set(0, 0, fCos); aTemp.set(2, 2, fCos); aTemp.set(0, 2, fSin); aTemp.set(2, 0, -fSin); aTf *= aTemp; } { aTf.rotate(0.0, 0.0, fVAngle); } if ( fV != 0.0 ) { basegfx::B3DHomMatrix aTemp; const double fSin(-aDiff.getZ() / fV); const double fCos(aDiff.getX() / fV); aTemp.set(0, 0, fCos); aTemp.set(2, 2, fCos); aTemp.set(0, 2, fSin); aTemp.set(2, 0, -fSin); aTf *= aTemp; } { aTf.rotate(0.0, fHAngle, 0.0); } aDiff *= aTf; SetLookAt(aPosition + aDiff); } /************************************************************************* |* |* Um den Blickpunkt drehen, Position wird dabei veraendert |* \************************************************************************/ void Camera3D::RotateAroundLookAt(double fHAngle, double fVAngle) { basegfx::B3DHomMatrix aTf; basegfx::B3DVector aDiff(aPosition - aLookAt); const double fV(sqrt(aDiff.getX() * aDiff.getX() + aDiff.getZ() * aDiff.getZ())); if ( fV != 0.0 ) { basegfx::B3DHomMatrix aTemp; const double fSin(aDiff.getZ() / fV); const double fCos(aDiff.getX() / fV); aTemp.set(0, 0, fCos); aTemp.set(2, 2, fCos); aTemp.set(0, 2, fSin); aTemp.set(2, 0, -fSin); aTf *= aTemp; } { aTf.rotate(0.0, 0.0, fVAngle); } if ( fV != 0.0 ) { basegfx::B3DHomMatrix aTemp; const double fSin(-aDiff.getZ() / fV); const double fCos(aDiff.getX() / fV); aTemp.set(0, 0, fCos); aTemp.set(2, 2, fCos); aTemp.set(0, 2, fSin); aTemp.set(2, 0, -fSin); aTf *= aTemp; } { aTf.rotate(0.0, fHAngle, 0.0); } aDiff *= aTf; SetPosition(aLookAt + aDiff); } /************************************************************************* |* |* FG: ??? Setzt wohl die Projektionsebene in eine bestimmte Tiefe |* \************************************************************************/ void Camera3D::SetFocalLengthWithCorrect(double fLen) { if ( fLen < 5.0 ) { fLen = 5.0; } SetPRP(basegfx::B3DPoint(0.0, 0.0, aPRP.getZ() * fLen / fFocalLength)); fFocalLength = fLen; } // eof