nuclear@0: /*
nuclear@0: ---------------------------------------------------------------------------
nuclear@0: Open Asset Import Library (assimp)
nuclear@0: ---------------------------------------------------------------------------
nuclear@0:
nuclear@0: Copyright (c) 2006-2018, assimp team
nuclear@0:
nuclear@0:
nuclear@0:
nuclear@0: All rights reserved.
nuclear@0:
nuclear@0: Redistribution and use of this software in source and binary forms,
nuclear@0: with or without modification, are permitted provided that the following
nuclear@0: conditions are met:
nuclear@0:
nuclear@0: * Redistributions of source code must retain the above
nuclear@0: copyright notice, this list of conditions and the
nuclear@0: following disclaimer.
nuclear@0:
nuclear@0: * Redistributions in binary form must reproduce the above
nuclear@0: copyright notice, this list of conditions and the
nuclear@0: following disclaimer in the documentation and/or other
nuclear@0: materials provided with the distribution.
nuclear@0:
nuclear@0: * Neither the name of the assimp team, nor the names of its
nuclear@0: contributors may be used to endorse or promote products
nuclear@0: derived from this software without specific prior
nuclear@0: written permission of the assimp team.
nuclear@0:
nuclear@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0: "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0: LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0: A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0: OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0: SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0: LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0: DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0: THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0: OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0: ---------------------------------------------------------------------------
nuclear@0: */
nuclear@0:
nuclear@0: /** @file camera.h
nuclear@0: * @brief Defines the aiCamera data structure
nuclear@0: */
nuclear@0:
nuclear@0: #pragma once
nuclear@0: #ifndef AI_CAMERA_H_INC
nuclear@0: #define AI_CAMERA_H_INC
nuclear@0:
nuclear@0: #include "types.h"
nuclear@0:
nuclear@0: #ifdef __cplusplus
nuclear@0: extern "C" {
nuclear@0: #endif
nuclear@0:
nuclear@0: // ---------------------------------------------------------------------------
nuclear@0: /** Helper structure to describe a virtual camera.
nuclear@0: *
nuclear@0: * Cameras have a representation in the node graph and can be animated.
nuclear@0: * An important aspect is that the camera itself is also part of the
nuclear@0: * scenegraph. This means, any values such as the look-at vector are not
nuclear@0: * *absolute*, they're relative to the coordinate system defined
nuclear@0: * by the node which corresponds to the camera. This allows for camera
nuclear@0: * animations. For static cameras parameters like the 'look-at' or 'up' vectors
nuclear@0: * are usually specified directly in aiCamera, but beware, they could also
nuclear@0: * be encoded in the node transformation. The following (pseudo)code sample
nuclear@0: * shows how to do it:
nuclear@0: * @code
nuclear@0: * // Get the camera matrix for a camera at a specific time
nuclear@0: * // if the node hierarchy for the camera does not contain
nuclear@0: * // at least one animated node this is a static computation
nuclear@0: * get-camera-matrix (node sceneRoot, camera cam) : matrix
nuclear@0: * {
nuclear@0: * node cnd = find-node-for-camera(cam)
nuclear@0: * matrix cmt = identity()
nuclear@0: *
nuclear@0: * // as usual - get the absolute camera transformation for this frame
nuclear@0: * for each node nd in hierarchy from sceneRoot to cnd
nuclear@0: * matrix cur
nuclear@0: * if (is-animated(nd))
nuclear@0: * cur = eval-animation(nd)
nuclear@0: * else cur = nd->mTransformation;
nuclear@0: * cmt = mult-matrices( cmt, cur )
nuclear@0: * end for
nuclear@0: *
nuclear@0: * // now multiply with the camera's own local transform
nuclear@0: * cam = mult-matrices (cam, get-camera-matrix(cmt) )
nuclear@0: * }
nuclear@0: * @endcode
nuclear@0: *
nuclear@0: * @note some file formats (such as 3DS, ASE) export a "target point" -
nuclear@0: * the point the camera is looking at (it can even be animated). Assimp
nuclear@0: * writes the target point as a subnode of the camera's main node,
nuclear@0: * called ".Target". However this is just additional information
nuclear@0: * then the transformation tracks of the camera main node make the
nuclear@0: * camera already look in the right direction.
nuclear@0: *
nuclear@0: */
nuclear@0: struct aiCamera
nuclear@0: {
nuclear@0: /** The name of the camera.
nuclear@0: *
nuclear@0: * There must be a node in the scenegraph with the same name.
nuclear@0: * This node specifies the position of the camera in the scene
nuclear@0: * hierarchy and can be animated.
nuclear@0: */
nuclear@0: C_STRUCT aiString mName;
nuclear@0:
nuclear@0: /** Position of the camera relative to the coordinate space
nuclear@0: * defined by the corresponding node.
nuclear@0: *
nuclear@0: * The default value is 0|0|0.
nuclear@0: */
nuclear@0: C_STRUCT aiVector3D mPosition;
nuclear@0:
nuclear@0:
nuclear@0: /** 'Up' - vector of the camera coordinate system relative to
nuclear@0: * the coordinate space defined by the corresponding node.
nuclear@0: *
nuclear@0: * The 'right' vector of the camera coordinate system is
nuclear@0: * the cross product of the up and lookAt vectors.
nuclear@0: * The default value is 0|1|0. The vector
nuclear@0: * may be normalized, but it needn't.
nuclear@0: */
nuclear@0: C_STRUCT aiVector3D mUp;
nuclear@0:
nuclear@0:
nuclear@0: /** 'LookAt' - vector of the camera coordinate system relative to
nuclear@0: * the coordinate space defined by the corresponding node.
nuclear@0: *
nuclear@0: * This is the viewing direction of the user.
nuclear@0: * The default value is 0|0|1. The vector
nuclear@0: * may be normalized, but it needn't.
nuclear@0: */
nuclear@0: C_STRUCT aiVector3D mLookAt;
nuclear@0:
nuclear@0:
nuclear@0: /** Half horizontal field of view angle, in radians.
nuclear@0: *
nuclear@0: * The field of view angle is the angle between the center
nuclear@0: * line of the screen and the left or right border.
nuclear@0: * The default value is 1/4PI.
nuclear@0: */
nuclear@0: float mHorizontalFOV;
nuclear@0:
nuclear@0: /** Distance of the near clipping plane from the camera.
nuclear@0: *
nuclear@0: * The value may not be 0.f (for arithmetic reasons to prevent
nuclear@0: * a division through zero). The default value is 0.1f.
nuclear@0: */
nuclear@0: float mClipPlaneNear;
nuclear@0:
nuclear@0: /** Distance of the far clipping plane from the camera.
nuclear@0: *
nuclear@0: * The far clipping plane must, of course, be further away than the
nuclear@0: * near clipping plane. The default value is 1000.f. The ratio
nuclear@0: * between the near and the far plane should not be too
nuclear@0: * large (between 1000-10000 should be ok) to avoid floating-point
nuclear@0: * inaccuracies which could lead to z-fighting.
nuclear@0: */
nuclear@0: float mClipPlaneFar;
nuclear@0:
nuclear@0:
nuclear@0: /** Screen aspect ratio.
nuclear@0: *
nuclear@0: * This is the ration between the width and the height of the
nuclear@0: * screen. Typical values are 4/3, 1/2 or 1/1. This value is
nuclear@0: * 0 if the aspect ratio is not defined in the source file.
nuclear@0: * 0 is also the default value.
nuclear@0: */
nuclear@0: float mAspect;
nuclear@0:
nuclear@0: #ifdef __cplusplus
nuclear@0:
nuclear@0: aiCamera() AI_NO_EXCEPT
nuclear@0: : mUp (0.f,1.f,0.f)
nuclear@0: , mLookAt (0.f,0.f,1.f)
nuclear@0: , mHorizontalFOV (0.25f * (float)AI_MATH_PI)
nuclear@0: , mClipPlaneNear (0.1f)
nuclear@0: , mClipPlaneFar (1000.f)
nuclear@0: , mAspect (0.f)
nuclear@0: {}
nuclear@0:
nuclear@0: /** @brief Get a *right-handed* camera matrix from me
nuclear@0: * @param out Camera matrix to be filled
nuclear@0: */
nuclear@0: void GetCameraMatrix (aiMatrix4x4& out) const
nuclear@0: {
nuclear@0: /** todo: test ... should work, but i'm not absolutely sure */
nuclear@0:
nuclear@0: /** We don't know whether these vectors are already normalized ...*/
nuclear@0: aiVector3D zaxis = mLookAt; zaxis.Normalize();
nuclear@0: aiVector3D yaxis = mUp; yaxis.Normalize();
nuclear@0: aiVector3D xaxis = mUp^mLookAt; xaxis.Normalize();
nuclear@0:
nuclear@0: out.a4 = -(xaxis * mPosition);
nuclear@0: out.b4 = -(yaxis * mPosition);
nuclear@0: out.c4 = -(zaxis * mPosition);
nuclear@0:
nuclear@0: out.a1 = xaxis.x;
nuclear@0: out.a2 = xaxis.y;
nuclear@0: out.a3 = xaxis.z;
nuclear@0:
nuclear@0: out.b1 = yaxis.x;
nuclear@0: out.b2 = yaxis.y;
nuclear@0: out.b3 = yaxis.z;
nuclear@0:
nuclear@0: out.c1 = zaxis.x;
nuclear@0: out.c2 = zaxis.y;
nuclear@0: out.c3 = zaxis.z;
nuclear@0:
nuclear@0: out.d1 = out.d2 = out.d3 = 0.f;
nuclear@0: out.d4 = 1.f;
nuclear@0: }
nuclear@0:
nuclear@0: #endif
nuclear@0: };
nuclear@0:
nuclear@0:
nuclear@0: #ifdef __cplusplus
nuclear@0: }
nuclear@0: #endif
nuclear@0:
nuclear@0: #endif // AI_CAMERA_H_INC