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/*
* Copyright (c) 2007 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
* INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
* MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
* ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
* DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
* DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
* SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed or intended for use
* in the design, construction, operation or maintenance of any nuclear
* facility.
*
*/
package net.java.joglutils.msg.nodes;
import net.java.joglutils.msg.actions.*;
import net.java.joglutils.msg.elements.*;
import net.java.joglutils.msg.math.*;
/** Represents a camera which is used to view the scene. The camera
should be added to the scene graph before the geometry it is
intended to view. <P>
The camera's default parameters are a position at (0, 0, 1),
facing down the negative Z axis with the Y axis up, an aspect
ratio of 1.0, a near distance of 1.0, a far distance of 100.0, and
a focal distance of 10.0.
*/
public abstract class Camera extends Node {
private Vec3f position;
private Rotf orientation;
private float aspectRatio = 1.0f;
private float nearDistance = 1.0f;
private float farDistance = 100.0f;
private float focalDistance = 10.0f;
protected boolean projDirty;
protected boolean viewDirty;
protected Mat4f projMatrix;
protected Mat4f viewMatrix;
static {
// Enable the elements this node affects for known actions
// Note that all of these elements are interdependent
GLModelMatrixElement .enable(GLRenderAction.getDefaultState());
GLProjectionMatrixElement .enable(GLRenderAction.getDefaultState());
GLViewingMatrixElement .enable(GLRenderAction.getDefaultState());
ModelMatrixElement .enable(RayPickAction.getDefaultState());
ProjectionMatrixElement.enable(RayPickAction.getDefaultState());
ViewingMatrixElement .enable(RayPickAction.getDefaultState());
}
public Camera() {
position = new Vec3f(0, 0, 1);
orientation = new Rotf();
projMatrix = new Mat4f();
viewMatrix = new Mat4f();
projDirty = true;
viewDirty = true;
}
/** Sets the position of the camera. */
public void setPosition(Vec3f position) {
this.position.set(position);
viewDirty = true;
}
/** Returns the position of the camera. */
public Vec3f getPosition() {
return position;
}
/** Sets the orientation of the camera. */
public void setOrientation(Rotf orientation) {
this.orientation.set(orientation);
viewDirty = true;
}
/** Returns the orientation of the camera. */
public Rotf getOrientation() {
return orientation;
}
/** Sets the aspect ratio of the camera -- the width of the viewport
divided by the height of the viewport. */
public void setAspectRatio(float aspectRatio) {
this.aspectRatio = aspectRatio;
projDirty = true;
}
/** Returns the aspect ratio of the camera -- the width of the
viewport divided by the height of the viewport. */
public float getAspectRatio() {
return aspectRatio;
}
/** Sets the distance from the eye point to the near clipping plane. */
public void setNearDistance(float nearDistance) {
this.nearDistance = nearDistance;
projDirty = true;
}
/** Returns the distance from the eye point to the near clipping plane. */
public float getNearDistance() {
return nearDistance;
}
/** Sets the distance from the eye point to the far clipping plane. */
public void setFarDistance(float farDistance) {
this.farDistance = farDistance;
projDirty = true;
}
/** Returns the distance from the eye point to the far clipping plane. */
public float getFarDistance() {
return farDistance;
}
/** Sets the distance from the eye point to the focal point of the
scene. This is only used for mouse-based interaction with the
scene and is not factored in to the rendering process. */
public void setFocalDistance(float focalDistance) {
this.focalDistance = focalDistance;
projDirty = true;
}
/** Returns the distance from the eye point to the focal point of
the scene. This is only used for mouse-based interaction with
the scene and is not factored in to the rendering process. */
public float getFocalDistance() {
return focalDistance;
}
/** Returns the viewing matrix associated with this camera's parameters. */
public Mat4f getViewingMatrix() {
if (viewDirty) {
viewMatrix.makeIdent();
viewDirty = false;
viewMatrix.setRotation(getOrientation());
viewMatrix.setTranslation(getPosition());
viewMatrix.invertRigid();
}
return viewMatrix;
}
/** Returns the projection matrix associated with this camera's parameters. */
public abstract Mat4f getProjectionMatrix();
/** Un-projects the given on-screen point to a line in 3D space
which can be used for picking or other operations. The x and y
coordinates of the point must be in normalized coordinates,
where (0, 0) is the lower-left corner of the viewport and (1, 1)
is the upper-right. Allocates new storage for the returned
Line. */
public Line unproject(Vec2f point) {
Line line = new Line();
unproject(point, line);
return line;
}
/** Un-projects the given on-screen point in to the given line in 3D
space (in world coordinates) which can be used for picking or
other operations. The x and y coordinates of the point must be
in normalized coordinates, where (0, 0) is the lower-left corner
of the viewport and (1, 1) is the upper-right. */
public void unproject(Vec2f point, Line line) throws SingularMatrixException {
// First, we are going to compute the 3D point which corresponds
// to the given point on the near plane. Map the screen
// coordinates to the (-1, 1) range.
Vec4f pt3d = new Vec4f(2 * point.x() - 1,
2 * point.y() - 1,
getNearDistance(),
1);
// Compute the cumulative view and projection matrices
Mat4f mat = new Mat4f();
mat.mul(getProjectionMatrix(), getViewingMatrix());
// Compute the inverse of this matrix
mat.invert();
// Multiply
Vec4f unproj = new Vec4f();
mat.xformVec(pt3d, unproj);
if (unproj.z() == 0) {
// FIXME: is this the right exception to throw in this case?
throw new SingularMatrixException();
}
float ooZ = 1.0f / unproj.w();
Vec3f to = new Vec3f(unproj.x() * ooZ,
unproj.y() * ooZ,
unproj.z() * ooZ);
// FIXME: for orthographic projections, need to do something
// different; can't just use the eye point
Vec3f from = getPosition();
Vec3f dir = to.minus(from);
// System.err.println("unprojected point: " + from);
// System.err.println("unprojected dir : " + dir);
line.setPoint(from);
line.setDirection(dir);
}
public void doAction(Action action) {
if (ViewingMatrixElement.isEnabled(action.getState())) {
ViewingMatrixElement.set(action.getState(), getViewingMatrix());
}
if (ProjectionMatrixElement.isEnabled(action.getState())) {
ProjectionMatrixElement.set(action.getState(), getProjectionMatrix());
}
}
public void rayPick(RayPickAction action) {
doAction(action);
action.recomputeRay(this);
}
}
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