/* * Copyright (c) 2006-2011 Hypertriton, Inc. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions 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. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE * USE OF THIS SOFTWARE EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * Camera (viewpoint) node object. */ #include #include #include #include /* Create a new Camera node. */ SG_Camera * SG_CameraNew(void *parent, const char *name) { SG_Camera *cam; cam = Malloc(sizeof(SG_Camera)); AG_ObjectInitNamed(cam, &sgCameraClass, name); AG_ObjectAttach(parent, cam); return (cam); } /* Create a new Camera node, copying parameters from an existing one. */ SG_Camera * SG_CameraNewDuplicate(void *parent, const char *name, SG_Camera *cOrig) { SG *sg = SGNODE(cOrig)->sg; SG_Camera *cNew; cNew = Malloc(sizeof(SG_Camera)); AG_ObjectInit(cNew, &sgCameraClass); AG_ObjectSetNameS(cNew, name); if (sg) { AG_ObjectLock(sg); } AG_ObjectLock(cOrig); cNew->flags = cOrig->flags; cNew->pmode = cOrig->pmode; cNew->polyFace = cOrig->polyFace; cNew->polyBack = cOrig->polyBack; cNew->fov = cOrig->fov; cNew->aspect = cOrig->aspect; cNew->pNear = cOrig->pNear; cNew->pFar = cOrig->pFar; cNew->userProj[0] = cOrig->userProj[0]; cNew->userProj[1] = cOrig->userProj[1]; cNew->rotCtrl = cOrig->rotCtrl; cNew->focus[0] = cOrig->focus[0]; cNew->focus[1] = cOrig->focus[1]; SGNODE(cNew)->T = SGNODE(cOrig)->T; AG_ObjectAttach(parent, cNew); AG_ObjectUnlock(cOrig); if (sg) { AG_ObjectUnlock(sg); } return (cNew); } static void Init(void *_Nonnull obj) { SG_Camera *cam = obj; cam->flags = SG_CAMERA_DRAW; cam->pmode = SG_CAMERA_PERSPECTIVE; cam->aspect = 1.0; cam->pNear = 0.40; cam->pFar = 100.0; cam->fov = Radians(60.0); cam->polyFace.mode = SG_CAMERA_SMOOTH_SHADED; cam->polyFace.cull = 0; cam->polyBack.mode = SG_CAMERA_WIREFRAME; cam->polyBack.cull = 0; cam->rotCtrl = SG_CAMERA_ROT_CIRCULAR; cam->focus[0] = NULL; cam->focus[1] = NULL; cam->rotSpeed = 0.1; } static int Load(void *_Nonnull obj, AG_DataSource *_Nonnull buf, const AG_Version *_Nonnull ver) { SG_Camera *cam = obj; cam->flags = (Uint)AG_ReadUint32(buf); cam->pmode = (enum sg_camera_pmode)AG_ReadUint8(buf); cam->fov = M_ReadReal(buf); cam->aspect = M_ReadReal(buf); cam->pNear = M_ReadReal(buf); cam->pFar = M_ReadReal(buf); cam->polyFace.mode = (int)AG_ReadUint8(buf); cam->polyFace.cull = (int)AG_ReadUint8(buf); cam->polyBack.mode = (int)AG_ReadUint8(buf); cam->polyBack.cull = (int)AG_ReadUint8(buf); return (0); } static int Save(void *_Nonnull obj, AG_DataSource *_Nonnull buf) { SG_Camera *cam = obj; AG_WriteUint32(buf, (Uint32)cam->flags); AG_WriteUint8(buf, (Uint8)cam->pmode); M_WriteReal(buf, cam->fov); M_WriteReal(buf, cam->aspect); M_WriteReal(buf, cam->pNear); M_WriteReal(buf, cam->pFar); AG_WriteUint8(buf, (Uint8)cam->polyFace.mode); AG_WriteUint8(buf, (Uint8)cam->polyFace.cull); AG_WriteUint8(buf, (Uint8)cam->polyBack.mode); AG_WriteUint8(buf, (Uint8)cam->polyBack.cull); return (0); } /* Obtain view frustum coordinates (relative to camera node). */ void SG_CameraFrustum(SG_Camera *cam, M_Rectangle3 *rNear, M_Rectangle3 *rFar) { M_Vector3 cFar, cNear, r[4]; M_Vector3 x, y; M_Real w, h; AG_ObjectLock(cam); if (rFar != NULL) { h = 2.0*Tan(cam->fov/2.0)*cam->pFar; w = h*cam->aspect; cFar = M_VecScale3(M_VecK3(), -cam->pFar); x = M_VecScale3(M_VecI3(), w/2); y = M_VecScale3(M_VecJ3(), h/2); r[0] = M_VecSub3(M_VecAdd3(cFar,x), y); r[1] = M_VecAdd3(M_VecAdd3(cFar,x), y); r[2] = M_VecAdd3(M_VecSub3(cFar,x), y); r[3] = M_VecSub3(M_VecSub3(cFar,x), y); *rFar = M_RectangleFromPts3(r[0], r[1], r[2], r[3]); } if (rNear != NULL) { h = 2.0*Tan(cam->fov/2.0)*cam->pNear; w = h*cam->aspect; cNear = M_VecScale3(M_VecK3(), -cam->pNear); x = M_VecScale3(M_VecI3(), w/2); y = M_VecScale3(M_VecJ3(), h/2); r[0] = M_VecSub3(M_VecAdd3(cNear,x), y); r[1] = M_VecAdd3(M_VecAdd3(cNear,x), y); r[2] = M_VecAdd3(M_VecSub3(cNear,x), y); r[3] = M_VecSub3(M_VecSub3(cNear,x), y); *rNear = M_RectangleFromPts3(r[0], r[1], r[2], r[3]); } AG_ObjectUnlock(cam); } /* * Multiply the current matrix by the camera's projection matrix * (mono rendering). */ void SG_CameraProject(SG_Camera *cam) { GLdouble yMin, yMax; switch (cam->pmode) { case SG_CAMERA_PERSPECTIVE: yMax = cam->pNear*Tan(cam->fov/2.0); yMin = -yMax; glFrustum( yMin*cam->aspect, yMax*cam->aspect, yMin, yMax, cam->pNear, cam->pFar); break; case SG_CAMERA_ORTHOGRAPHIC: { M_Matrix44 *Tcam; M_Real zoom; M_Vector3 t; AG_ObjectLock(SGNODE(cam)->sg); Tcam = &SGNODE(cam)->T; t.x = Tcam->m[0][3]; t.y = Tcam->m[1][3]; t.z = Tcam->m[2][3]; AG_ObjectUnlock(SGNODE(cam)->sg); zoom = -Fabs(t.z); glOrtho(-1.0+zoom, 1.0-zoom, -1.0+zoom, 1.0-zoom, -1.0/cam->pNear, cam->pFar); } break; case SG_CAMERA_USER_PROJ: GL_MultMatrixv(&cam->userProj[0]); break; } } /* * Multiply the current matrix by the camera's projection matrix * (stereo rendering, left eye). */ void SG_CameraProjectLeft(SG_Camera *cam) { GLdouble yMin, yMax; switch (cam->pmode) { case SG_CAMERA_PERSPECTIVE: yMax = cam->pNear*Tan(cam->fov/2.0); yMin = -yMax; glFrustum( yMin*cam->aspect, yMax*cam->aspect, yMin, yMax, cam->pNear, cam->pFar); GL_Translate(M_VECTOR3(-sgEyeSeparation, 0.0, 0.0)); break; case SG_CAMERA_ORTHOGRAPHIC: SG_CameraProject(cam); GL_Translate(M_VECTOR3(-sgEyeSeparation, 0.0, 0.0)); break; case SG_CAMERA_USER_PROJ: GL_MultMatrixv(&cam->userProj[0]); break; } } /* * Multiply the current matrix by the camera's projection matrix * (stereo rendering, right eye). */ void SG_CameraProjectRight(SG_Camera *cam) { GLdouble yMin, yMax; switch (cam->pmode) { case SG_CAMERA_PERSPECTIVE: yMax = cam->pNear*Tan(cam->fov/2.0); yMin = -yMax; glFrustum( yMin*cam->aspect, yMax*cam->aspect, yMin, yMax, cam->pNear, cam->pFar); GL_Translate(M_VECTOR3(+sgEyeSeparation, 0.0, 0.0)); break; case SG_CAMERA_ORTHOGRAPHIC: SG_CameraProject(cam); GL_Translate(M_VECTOR3(+sgEyeSeparation, 0.0, 0.0)); break; case SG_CAMERA_USER_PROJ: GL_MultMatrixv(&cam->userProj[1]); break; } } /* * Apply the viewing transformation for a camera and set up for * rendering. * * Must be called from widget draw context; SG and SG_Camera object * must be locked. */ void SG_CameraSetup(SG_Camera *cam) { M_Matrix44 T; SG_GetNodeTransformInverse(cam, &T); M_MatTranspose44v(&T); /* OpenGL is column-major */ GL_MultMatrixv(&T); #if 1 { static M_Real iRot = 0.0, jRot = 0.0, kRot = 0.0; if (cam->flags & SG_CAMERA_ROT_I) { glRotatef(iRot, 1.0, 0.0, 0.0); iRot += cam->rotSpeed; } if (cam->flags & SG_CAMERA_ROT_J) { glRotatef(jRot, 0.0, 1.0, 0.0); jRot += cam->rotSpeed; } if (cam->flags & SG_CAMERA_ROT_K) { glRotatef(kRot, 0.0, 0.0, 1.0); kRot += cam->rotSpeed; } } #endif if (cam->polyFace.cull && cam->polyBack.cull) { GL_Enable(GL_CULL_FACE); glCullFace(GL_FRONT_AND_BACK); } else if (cam->polyFace.cull) { GL_Enable(GL_CULL_FACE); glCullFace(GL_FRONT); } else if (cam->polyBack.cull) { GL_Enable(GL_CULL_FACE); glCullFace(GL_BACK); } else { GL_Disable(GL_CULL_FACE); } switch (cam->polyFace.mode) { case SG_CAMERA_POINTS: glPolygonMode(GL_FRONT, GL_POINT); break; case SG_CAMERA_WIREFRAME: glPolygonMode(GL_FRONT, GL_LINE); break; case SG_CAMERA_FLAT_SHADED: glPolygonMode(GL_FRONT, GL_FILL); glShadeModel(GL_FLAT); break; case SG_CAMERA_SMOOTH_SHADED: glPolygonMode(GL_FRONT, GL_FILL); glShadeModel(GL_SMOOTH); break; } switch (cam->polyBack.mode) { case SG_CAMERA_POINTS: glPolygonMode(GL_BACK, GL_POINT); break; case SG_CAMERA_WIREFRAME: glPolygonMode(GL_BACK, GL_LINE); break; case SG_CAMERA_FLAT_SHADED: glPolygonMode(GL_BACK, GL_FILL); glShadeModel(GL_FLAT); break; case SG_CAMERA_SMOOTH_SHADED: glPolygonMode(GL_BACK, GL_FILL); glShadeModel(GL_SMOOTH); break; } } /* Return the projection matrix for a camera. XXX */ void SG_CameraGetProjection(SG_Camera *cam, M_Matrix44 *M) { AG_ObjectLock(cam); GL_PushAttrib(GL_TRANSFORM_BIT); GL_MatrixMode(GL_PROJECTION); GL_PushMatrix(); GL_LoadIdentity(); SG_CameraProject(cam); GL_FetchMatrixv(GL_PROJECTION_MATRIX, M); M_MatTranspose44v(M); GL_PopMatrix(); GL_PopAttrib(); AG_ObjectUnlock(cam); } /* * Configure a perspective matrix from a given field of view and aspect * ratio. */ void SG_CameraSetPerspective(SG_Camera *cam, M_Real fov, M_Real aspect) { AG_ObjectLock(cam); cam->pmode = SG_CAMERA_PERSPECTIVE; cam->fov = fov; cam->aspect = aspect; AG_ObjectUnlock(cam); } /* Set an orthographic projection matrix. */ void SG_CameraSetOrthographic(SG_Camera *cam) { AG_ObjectLock(cam); cam->pmode = SG_CAMERA_ORTHOGRAPHIC; AG_ObjectUnlock(cam); } /* Set the z position of the near and far clipping planes. */ void SG_CameraSetClipPlanes(SG_Camera *cam, M_Real pNear, M_Real pFar) { AG_ObjectLock(cam); cam->pNear = pNear; cam->pFar = pFar; AG_ObjectUnlock(cam); } /* Set a user-specified projection matrix. */ void SG_CameraSetUser(SG_Camera *cam, const M_Matrix44 *Pleft, const M_Matrix44 *Pright) { AG_ObjectLock(cam); cam->userProj[0] = M_MatTranspose44p(Pleft); cam->userProj[1] = M_MatTranspose44p(Pright); AG_ObjectUnlock(cam); } /* Set the rendering mode for back-facing polygons. */ void SG_CameraSetBackPolyMode(SG_Camera *cam, const SG_CameraPolyMode *pm) { AG_ObjectLock(cam); cam->polyBack = *pm; AG_ObjectUnlock(cam); } /* Set the rendering mode for front-facing polygons. */ void SG_CameraSetFacePolyMode(SG_Camera *cam, const SG_CameraPolyMode *pm) { AG_ObjectLock(cam); cam->polyFace = *pm; AG_ObjectUnlock(cam); } static void UpdateProjection(AG_Event *_Nonnull event) { SG_View *sv = AG_PTR(1); AG_ObjectLock(sv); sv->flags |= SG_VIEW_UPDATE_PROJ; AG_WidgetUpdate(sv); AG_Redraw(sv); AG_ObjectUnlock(sv); } static void *_Nullable Edit(void *_Nonnull obj, SG_View *_Nullable sgv) { SG_Camera *cam = obj; AG_Mutex *lock = &OBJECT(cam)->pvt.lock; AG_Notebook *nb; AG_NotebookTab *ntab; AG_Radio *rad; const char *rasModes[] = { N_("Points"), N_("Wireframe"), N_("Flat shaded"), N_("Smooth shaded"), NULL }; AG_Checkbox *cb; nb = AG_NotebookNew(NULL, AG_NOTEBOOK_EXPAND); ntab = AG_NotebookAdd(nb, _("Proj"), AG_BOX_VERT); { const char *projModes[] = { N_("Perspective"), N_("Orthographic"), NULL }; AG_Box *vbox, *sbox; sbox = AG_BoxNewVert(ntab, AG_BOX_EXPAND); cb = AG_CheckboxNew(sbox, 0, _("Draw Camera Object")); AG_BindFlagMp(cb, "state", &cam->flags, SG_CAMERA_DRAW, lock); rad = AG_RadioNew(sbox, 0, projModes); if (sgv != NULL) { AG_BindUintMp(rad, "value", &cam->pmode, lock); AG_SetEvent(rad, "radio-changed", UpdateProjection, "%p", sgv); } else { AG_WidgetDisable(rad); } AG_SeparatorNewHoriz(sbox); vbox = AG_BoxNewVert(sbox, AG_BOX_HFILL); { AG_Numerical *n[4]; int i; n[0] = AG_NumericalNew(vbox, 0, "deg", _("Field of View: ")); M_BindRealMp(n[0], "value", &cam->fov, lock); n[1] = AG_NumericalNew(vbox, 0, NULL, _("Aspect Ratio: ")); M_BindRealMp(n[1], "value", &cam->aspect, lock); M_SetReal(n[1], "inc", 0.1); n[2] = AG_NumericalNew(vbox, 0, NULL, _("Near Plane: ")); M_BindRealMp(n[2], "value", &cam->pNear, lock); M_SetReal(n[2], "inc", 0.05); n[3] = AG_NumericalNew(vbox, 0, NULL, _("Far Plane: ")); M_BindRealMp(n[3], "value", &cam->pFar, lock); M_SetReal(n[3], "inc", 0.05); for (i = 0; i < 4; i++) { if (sgv != NULL) { AG_SetEvent(n[i], "numerical-changed", UpdateProjection, "%p", sgv); } else { AG_WidgetDisable(n[i]); } } } } ntab = AG_NotebookAdd(nb, _("Pos"), AG_BOX_VERT); { M_EditTranslate3Mp(ntab, _("Eye coordinates: "), &SGNODE(cam)->T, lock); } ntab = AG_NotebookAdd(nb, _("Polygons"), AG_BOX_VERT); { AG_LabelNewS(ntab, 0, _("Front-facing:")); rad = AG_RadioNew(ntab, 0, rasModes); AG_BindUintMp(rad, "value", &cam->polyFace.mode, lock); cb = AG_CheckboxNew(ntab, 0, _("Cull all")); AG_BindIntMp(cb, "value", &cam->polyFace.cull, lock); AG_SeparatorNewHoriz(ntab); AG_LabelNewS(ntab, 0, _("Back-facing:")); rad = AG_RadioNew(ntab, 0, rasModes); AG_BindUintMp(rad, "value", &cam->polyBack.mode, lock); cb = AG_CheckboxNew(ntab, 0, _("Cull all")); AG_BindIntMp(cb, "value", &cam->polyBack.cull, lock); } ntab = AG_NotebookAdd(nb, _("Rotation"), AG_BOX_VERT); { const char *rotModes[] = { N_("Ignore"), N_("Circular path"), N_("Elliptic path"), NULL }; rad = AG_RadioNew(ntab, 0, rotModes); AG_BindUintMp(rad, "value", &cam->rotCtrl, lock); #if 0 AG_LabelNewPolled(ntab, AG_LABEL_HFILL, "Center: %s", AGOBJECT(&cam->focus[0])->name); #endif } return (nb); } #ifdef SG_DEBUG static void SetRotationSpeed(AG_Event *_Nonnull event) { SG_Camera *cam = AG_PTR(1); M_Real speed = AG_FLOAT(2); AG_ObjectLock(cam); cam->rotSpeed = speed; AG_ObjectUnlock(cam); } #endif /* SG_DEBUG */ static void MenuInstance(void *_Nonnull obj, AG_MenuItem *_Nonnull m, SG_View *_Nonnull sgv) { // SG_Camera *cam = obj; // AG_MenuAction(m, _("Camera parameters..."), sgIconCamera.s, // EditCameraParams, "%p,%p", cam, sgv); #ifdef SG_DEBUG { AG_MenuItem *mRot; SG_Camera *cam = obj; AG_Mutex *lock = &OBJECT(cam)->pvt.lock; mRot = AG_MenuNode(m, _("Artificial rotation"), NULL); AG_MenuUintFlagsMp(mRot, _("Rotate around i"), sgIconI.s, &cam->flags, SG_CAMERA_ROT_I, 0, lock); AG_MenuUintFlagsMp(mRot, _("Rotate around j"), sgIconJ.s, &cam->flags, SG_CAMERA_ROT_J, 0, lock); AG_MenuUintFlagsMp(mRot, _("Rotate around k"), sgIconK.s, &cam->flags, SG_CAMERA_ROT_K, 0, lock); AG_MenuSeparator(mRot); AG_MenuAction(mRot, _("Invert direction"), NULL, SetRotationSpeed, "%p,%f", cam, -cam->rotSpeed); AG_MenuSeparator(mRot); AG_MenuAction(mRot, _("Very slow"), NULL, SetRotationSpeed, "%p,%f", cam, 0.1); AG_MenuAction(mRot, _("Slow"), NULL, SetRotationSpeed, "%p,%f", cam, 0.2); AG_MenuAction(mRot, _("Medium"), NULL, SetRotationSpeed, "%p,%f", cam, 1.0); AG_MenuAction(mRot, _("Fast"), NULL, SetRotationSpeed, "%p,%f", cam, 3.0); AG_MenuAction(mRot, _("Very fast"), NULL, SetRotationSpeed, "%p,%f", cam, 6.0); } #endif /* SG_DEBUG */ } static void Draw(void *_Nonnull obj, SG_View *_Nonnull sgv) { M_Vector3 v[4], vFoc; SG_Camera *cam = obj; M_Rectangle3 rNear, rFar; if (cam == sgv->cam || !(cam->flags & SG_CAMERA_DRAW)) return; v[0] = M_VECTOR3(-0.5, -0.5, 0.0); v[1] = M_VECTOR3(+0.5, -0.5, 0.0); v[2] = M_VECTOR3(+0.5, +0.5, 0.0); v[3] = M_VECTOR3(-0.5, +0.5, 0.0); vFoc = M_VECTOR3(0.0, 0.0, -1.0); GL_PushAttrib(GL_LINE_BIT); GL_Begin(GL_QUADS); /* GL_Color3ub(150, 0, 0); */ GL_Vertex3v(&v[3]); GL_Vertex3v(&v[2]); GL_Vertex3v(&v[1]); GL_Vertex3v(&v[0]); GL_End(); GL_Begin(GL_QUADS); /* GL_Color3ub(0, 0, 150); */ GL_Vertex3v(&v[0]); GL_Vertex3v(&v[1]); GL_Vertex3v(&v[2]); GL_Vertex3v(&v[3]); GL_End(); GL_Begin(GL_LINES); /* GL_Color3ub(0, 0, 0); */ GL_Vertex3v(&v[0]); GL_Vertex3v(&vFoc); GL_Vertex3v(&v[1]); GL_Vertex3v(&vFoc); GL_Vertex3v(&v[2]); GL_Vertex3v(&vFoc); GL_Vertex3v(&v[3]); GL_Vertex3v(&vFoc); GL_End(); GL_LineStipple(1, 0x00ff); GL_Enable(GL_LINE_STIPPLE); SG_CameraFrustum(cam, &rNear, &rFar); GL_Begin(GL_LINE_LOOP); /* GL_Color3ub(0, 0, 80); */ GL_Vertex3v(&rNear.a); GL_Vertex3v(&rNear.b); GL_Vertex3v(&rNear.c); GL_Vertex3v(&rNear.d); GL_End(); GL_Begin(GL_LINE_LOOP); /* GL_Color3ub(80, 0, 80); */ GL_Vertex3v(&rFar.a); GL_Vertex3v(&rFar.b); GL_Vertex3v(&rFar.c); GL_Vertex3v(&rFar.d); GL_End(); GL_PopAttrib(); } /* Set circular rotation control. */ void SG_CameraSetRotCtrlCircular(SG_Camera *cam, SG_Node *focus) { AG_ObjectLock(cam); cam->rotCtrl = SG_CAMERA_ROT_CIRCULAR; cam->focus[0] = focus; AG_ObjectUnlock(cam); } /* Set elliptic rotation control. */ void SG_CameraSetRotCtrlElliptic(SG_Camera *cam, SG_Node *foc1, SG_Node *foc2) { AG_ObjectLock(cam); cam->rotCtrl = SG_CAMERA_ROT_ELLIPTIC; cam->focus[0] = foc1; cam->focus[1] = foc2; AG_ObjectUnlock(cam); } /* Rotate the camera by mouse motion. */ void SG_CameraRotMouse(SG_Camera *cam, SG_View *sv, int x, int y) { M_Real iRot, jRot; AG_ObjectLock(cam); AG_ObjectLock(sv->sg); switch (cam->rotCtrl) { case SG_CAMERA_ROT_CIRCULAR: iRot = sv->mouse.rsens.y*(M_Real)y; jRot = sv->mouse.rsens.x*(M_Real)x; if (cam->focus[0] == NULL || cam->focus[0] == SGNODE(cam)) { SG_Rotatev(cam, iRot, M_VecI3()); SG_Rotatev(cam, jRot, M_VecJ3()); } else { M_Vector3 vFocus = SG_NodePos(cam->focus[0]); SG_Orbitv(cam, vFocus, M_VecI3(), iRot); SG_Orbitv(cam, vFocus, M_VecJ3(), jRot); } break; default: break; } AG_Redraw(sv); AG_ObjectUnlock(sv->sg); AG_ObjectUnlock(cam); } /* Move the camera by mouse motion. */ void SG_CameraMoveMouse(SG_Camera *cam, SG_View *sv, int xrel, int yrel, int zrel) { M_Vector3 m; m.x = sv->mouse.tsens.x*(-(M_Real)xrel); m.y = sv->mouse.tsens.y*((M_Real)yrel); m.z = sv->mouse.tsens.z*(-(M_Real)zrel); AG_ObjectLock(sv->sg); AG_ObjectLock(cam); #if 0 /* Translate along the global axis, not the camera axis. */ T->m[0][3] += m.x; T->m[1][3] += m.y; T->m[2][3] += m.z; #else /* Translate along the local camera axis. */ M_MatTranslate44v(&SGNODE(cam)->T, m); #endif AG_ObjectUnlock(cam); if (cam->pmode == SG_CAMERA_ORTHOGRAPHIC) { sv->flags |= SG_VIEW_UPDATE_PROJ; } AG_Redraw(sv); AG_ObjectUnlock(sv->sg); } static int ScriptAction(void *_Nonnull obj, SG_Action *_Nonnull act, int invert) { SG_Camera *cam = obj; switch (act->type) { case SG_ACTION_MOVE: case SG_ACTION_ZMOVE: SG_Translatev(cam, invert ? M_VecFlip3(act->act_move) : act->act_move); break; case SG_ACTION_ROTATE: SG_Rotatev(cam, invert ? -act->act_rotate.theta : +act->act_rotate.theta, act->act_rotate.axis); break; case SG_ACTION_SCALE: break; default: return (0); } return (1); } SG_NodeClass sgCameraClass = { { "SG_Node:SG_Camera", sizeof(SG_Camera), { 0,0 }, Init, NULL, /* free */ NULL, /* destroy */ Load, Save, SG_NodeEdit }, MenuInstance, NULL, /* menuClass */ Draw, NULL, /* intersect */ Edit, NULL, ScriptAction };