1 /*****************************************************************************
2 * DynaMechs: A Multibody Dynamic Simulation Library
3 *
4 * Copyright (C) 1994-2001 Scott McMillan All Rights Reserved.
5 *
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or (at your option) any later version.
10 *
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * General Public License for more details.
15 *
16 * You should have received a copy of the GNU Library General Public
17 * License along with this library; if not, write to the Free
18 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
19 *****************************************************************************
20 * File: dmGLCamera.cpp
21 * Author: Scott McMillan
22 * Created: 22 March 1997
23 * Summary: camera base class for viewing objects
24 *****************************************************************************/
25
26 #include <dmGLCamera.hpp>
27
28 //============================================================================
29 // class dmGLCamera
30 //============================================================================
31
32 //----------------------------------------------------------------------------
33 // Function: dmGLCamera Constructor
34 // Summary: This will initialize a camera that will view a scene
35 // constructed in a Performer scene graph
36 // Parameters: Performer channel this camera will be responsible for
37 // Returns: none
38 //----------------------------------------------------------------------------
dmGLCamera()39 dmGLCamera::dmGLCamera()
40 {
41 reset();
42 }
43
44 //----------------------------------------------------------------------------
45 // Function: dmGLCamera Destructor
46 // Summary:
47 // Parameters:
48 // Returns: none
49 //----------------------------------------------------------------------------
~dmGLCamera()50 dmGLCamera::~dmGLCamera()
51 {
52 #ifdef DEBUG
53 cerr << "destructing dmGLCamera" << endl;
54 #endif
55 }
56
57 //----------------------------------------------------------------------------
58 // Function: reset
59 // Summary: Reset most of the camera position, orientation, and FOV
60 // parameters.
61 // Parameters: none
62 // Returns: none
63 //----------------------------------------------------------------------------
reset()64 void dmGLCamera::reset()
65 {
66 for (int i=0; i<4; i++)
67 {
68 for (int j=0; j<4; j++)
69 {
70 m_view_mat[i][j] = 0.0;
71 }
72 m_view_mat[i][i] = 1.0;
73 }
74
75 setPerspective(45.0, 1.0, 1.0, 100.0);
76 }
77
78
79 //----------------------------------------------------------------------------
80 // Function: setPerspective
81 // Summary: set field of view, and keep it in the
82 // range [22.5, 120]
83 // Parameters: new field of view, in degrees
84 // Returns: none
85 //----------------------------------------------------------------------------
setPerspective(GLfloat fov,GLfloat aspect,GLfloat near_clip,GLfloat far_clip)86 void dmGLCamera::setPerspective(GLfloat fov, GLfloat aspect,
87 GLfloat near_clip, GLfloat far_clip)
88 {
89 m_fov = fov;
90 m_aspect = aspect;
91 m_near_clip = near_clip;
92 m_far_clip = far_clip;
93
94 applyPerspective();
95 }
96
97 //----------------------------------------------------------------------------
98 // Summary:
99 // Parameters:
100 // Returns:
101 //----------------------------------------------------------------------------
applyPerspective()102 void dmGLCamera::applyPerspective()
103 {
104 glMatrixMode (GL_PROJECTION);
105 glLoadIdentity ();
106 gluPerspective(m_fov, m_aspect, m_near_clip, m_far_clip);
107 }
108
109 //----------------------------------------------------------------------------
110 // Summary:
111 // Parameters:
112 // Returns:
113 //----------------------------------------------------------------------------
setViewMat(GLfloat mat[4][4])114 void dmGLCamera::setViewMat(GLfloat mat[4][4])
115 {
116 for (int i=0; i<4; i++)
117 {
118 for (int j=0; j<4; j++)
119 {
120 m_view_mat[i][j] = mat[i][j];
121 }
122 }
123 }
124
125 //----------------------------------------------------------------------------
126 // Summary:
127 // Parameters:
128 // Returns:
129 //----------------------------------------------------------------------------
getViewMat(GLfloat mat[4][4])130 void dmGLCamera::getViewMat(GLfloat mat[4][4])
131 {
132 for (int i=0; i<4; i++)
133 {
134 for (int j=0; j<4; j++)
135 {
136 mat[i][j] = m_view_mat[i][j];
137 }
138 }
139 }
140
141 //----------------------------------------------------------------------------
142 // Function: updateView
143 // Summary: adds an arbitrary position and orientation change to the
144 // existing m_view_mat.
145 // Parameters: The change is specified either by another
146 // pfMatrix, pfCoord, pos/hpr vector pair, or six floats
147 // Returns: none
148 //----------------------------------------------------------------------------
updateViewMat(GLfloat (*)[4])149 void dmGLCamera::updateViewMat(GLfloat (*)[4]) //delta_mat[4][4])
150 {
151 cerr << "dmGLCamera::updateViewMat: not implemented" << endl;
152
153 //m_view_mat.preMult(delta_mat);
154 }
155
156 //----------------------------------------------------------------------------
157 // Function: applyView
158 // Summary: Transfer the camera position and orientation data stored in the
159 // class to the channel. The new view will take affect in the
160 // Performer simulation only after this function is called
161 // Parameters: none
162 // Returns: none
163 //----------------------------------------------------------------------------
applyView()164 void dmGLCamera::applyView()
165 {
166 glMatrixMode(GL_MODELVIEW);
167 glLoadMatrixf((GLfloat *)m_view_mat);
168 }
169