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/*
* gleem -- OpenGL Extremely Easy-To-Use Manipulators.
* Copyright (C) 1998-2003 Kenneth B. Russell (kbrussel@alum.mit.edu)
*
* Copying, distribution and use of this software in source and binary
* forms, with or without modification, is permitted provided that the
* following conditions are met:
*
* Distributions of source code must reproduce the copyright notice,
* this list of conditions and the following disclaimer in the source
* code header files; and Distributions of binary code must reproduce
* the copyright notice, this list of conditions and the following
* disclaimer in the documentation, Read me file, license file and/or
* other materials provided with the software distribution.
*
* The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
* holder may not 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, NON-INTERFERENCE, ACCURACY OF
* INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
* COPYRIGHT HOLDER, SUN AND SUN'S 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 THE
* COPYRIGHT HOLDER, SUN OR SUN'S 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 ADVISED OF THE POSSIBILITY
* OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
* DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
* OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
* HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
* WARRANTY OF FITNESS FOR SUCH USES.
*/
package gleem;
import gleem.linalg.*;
/** Container class for camera's parameters. */
public class CameraParameters {
private Vec3f position = new Vec3f();
private Vec3f forwardDirection = new Vec3f();
private Vec3f upDirection = new Vec3f();
private Rotf orientation = new Rotf();
private Mat4f modelviewMatrix = new Mat4f();
private Mat4f projectionMatrix = new Mat4f();
float vertFOV;
float imagePlaneAspectRatio;
int xSize;
int ySize;
public CameraParameters() {}
public CameraParameters(Vec3f position,
Vec3f forwardDirection,
Vec3f upDirection,
Rotf orientation,
float vertFOV,
float imagePlaneAspectRatio,
int xSize,
int ySize) {
setPosition(position);
setForwardDirection(forwardDirection);
setUpDirection(upDirection);
setOrientation(orientation);
setVertFOV(vertFOV);
setImagePlaneAspectRatio(imagePlaneAspectRatio);
setXSize(xSize);
setYSize(ySize);
}
public void set(CameraParameters params) {
setPosition(params.getPosition());
setForwardDirection(params.getForwardDirection());
setUpDirection(params.getUpDirection());
setVertFOV(params.getVertFOV());
setImagePlaneAspectRatio(params.getImagePlaneAspectRatio());
setXSize(params.getXSize());
setYSize(params.getYSize());
}
/** Sets 3-space origin of camera */
public void setPosition(Vec3f position) { this.position.set(position); }
/** Gets 3-space origin of camera */
public Vec3f getPosition() { return position; }
/** Sets 3-space forward direction of camera. Does not need to be
normalized. */
public void setForwardDirection(Vec3f fwd) { forwardDirection.set(fwd); }
/** Gets 3-space forward direction of camera. */
public Vec3f getForwardDirection() { return forwardDirection; }
/** Sets 3-space upward direction of camera. This must be orthogonal
to the viewing direction, but does not need to be normalized. */
public void setUpDirection(Vec3f up) { upDirection.set(up); }
/** Gets 3-space upward direction of camera. */
public Vec3f getUpDirection() { return upDirection; }
/** Sets orientation of camera. NOTE: user is responsible for
ensuring this corresponds with the up and forward vectors. */
public void setOrientation(Rotf orientation) { this.orientation.set(orientation); }
/** Gets orientation of camera. */
public Rotf getOrientation() { return orientation; }
/** Sets the modelview matrix corresponding to the orientation and
position of the camera. NOTE: user is responsible for ensuring
this corresponds to the rest of the camera parameters. */
public void setModelviewMatrix(Mat4f matrix) {
modelviewMatrix.set(matrix);
}
/** Gets the modelview matrix corresponding to the orientation and
position of the camera. */
public Mat4f getModelviewMatrix() {
return modelviewMatrix;
}
/** Sets the projection matrix corresponding to the camera's
field-of-view and aspect ratio parameters. NOTE: user is
responsible for ensuring this matrix corresponds to these
parameters.*/
public void setProjectionMatrix(Mat4f matrix) {
projectionMatrix.set(matrix);
}
/** Gets the projection matrix corresponding to the camera's
field-of-view and aspect ratio parameters. */
public Mat4f getProjectionMatrix() {
return projectionMatrix;
}
/** Takes HALF of the vertical angular span of the frustum,
specified in radians. For example, if your <b>fovy</b> argument
to gluPerspective() is 90, then this would be Math.PI / 4. */
public void setVertFOV(float vertFOV) { this.vertFOV = vertFOV; }
/** Returns HALF of the vertical angular span of the frustum,
specified in radians. */
public float getVertFOV() { return vertFOV; }
/** Sets the aspect ratio of the image plane. Note that this does not
necessarily have to correspond to the aspect ratio of the
window. */
public void setImagePlaneAspectRatio(float ratio) { imagePlaneAspectRatio = ratio; }
/** Gets the aspect ratio of the image plane. */
public float getImagePlaneAspectRatio() { return imagePlaneAspectRatio; }
/** Sets the horizontal size of the window, in pixels */
public void setXSize(int xSize) { this.xSize = xSize; }
/** Gets the horizontal size of the window, in pixels */
public int getXSize() { return xSize; }
/** Sets the vertical size of the window, in pixels */
public void setYSize(int ySize) { this.ySize = ySize; }
/** Gets the vertical size of the window, in pixels */
public int getYSize() { return ySize; }
}
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