/**************************************************************************\
*
* This file is part of the Coin 3D visualization library.
* Copyright (C) 1998-2007 by Systems in Motion. All rights reserved.
*
* This library is free software; you can redistribute it and/or
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* ("GPL") version 2 as published by the Free Software Foundation.
* See the file LICENSE.GPL at the root directory of this source
* distribution for additional information about the GNU GPL.
*
* For using Coin with software that can not be combined with the GNU
* GPL, and for taking advantage of the additional benefits of our
* support services, please contact Systems in Motion about acquiring
* a Coin Professional Edition License.
*
* See http://www.coin3d.org/ for more information.
*
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\**************************************************************************/
/*!
\class SoPerspectiveCamera SoPerspectiveCamera.h Inventor/nodes/SoPerspectiveCamera.h
\brief The SoPerspectiveCamera class defines a camera node with perspective rendering.
\ingroup nodes
For realistic looking 3D scene, the geometry should be rendered with
perspective calculations. Use this camera type to accomplish this.
FILE FORMAT/DEFAULTS:
\code
PerspectiveCamera {
viewportMapping ADJUST_CAMERA
position 0 0 1
orientation 0 0 1 0
nearDistance 1
farDistance 10
aspectRatio 1
focalDistance 5
heightAngle 0.78539819
}
\endcode
*/
// *************************************************************************
#include
#include
#include
#include
#include
// *************************************************************************
/*!
\var SoSFFloat SoPerspectiveCamera::heightAngle
The vertical angle of the viewport, also known as "field of view".
Default value is 45° (note: value is specified in radians).
*/
// *************************************************************************
SO_NODE_SOURCE(SoPerspectiveCamera);
/*!
Constructor.
*/
SoPerspectiveCamera::SoPerspectiveCamera()
{
SO_NODE_INTERNAL_CONSTRUCTOR(SoPerspectiveCamera);
SO_NODE_ADD_FIELD(heightAngle, (float(M_PI)/4.0f)); // 45°.
}
/*!
Destructor.
*/
SoPerspectiveCamera::~SoPerspectiveCamera()
{
}
// Doc in superclass.
void
SoPerspectiveCamera::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoPerspectiveCamera, SO_FROM_INVENTOR_1|SoNode::VRML1);
}
/*!
Scale the SoPerspectiveCamera::heightAngle field by multiplying with
\a scalefactor.
*/
void
SoPerspectiveCamera::scaleHeight(float scalefactor)
{
float tmp = this->heightAngle.getValue();
this->heightAngle.setValue(tmp * scalefactor);
}
// Doc in superclass.
SbViewVolume
SoPerspectiveCamera::getViewVolume(float useaspectratio) const
{
float angle = this->heightAngle.getValue();
if (useaspectratio == 0.0f) useaspectratio = this->aspectRatio.getValue();
SbViewVolume volume;
volume.perspective(angle, useaspectratio,
this->nearDistance.getValue(),
this->farDistance.getValue());
volume.rotateCamera(this->orientation.getValue());
volume.translateCamera(this->position.getValue());
return volume;
}
// Doc in superclass.
void
SoPerspectiveCamera::viewBoundingBox(const SbBox3f & box, float aspect,
float slack)
{
#if COIN_DEBUG
// Only check for "flagged" emptiness, and don't use
// SbBox3f::hasVolume(), as we *can* handle flat boxes.
if (box.isEmpty()) {
SoDebugError::postWarning("SoPerspectiveCamera::viewBoundingBox",
"bounding box is empty");
return;
}
#endif // COIN_DEBUG
// First, we want to move the camera in such a way that it is
// pointing straight at the center of the scene bounding box -- but
// without modifiying the rotation value (so we can't use
// SoCamera::pointAt()).
SbVec3f cameradirection;
this->orientation.getValue().multVec(SbVec3f(0, 0, -1), cameradirection);
this->position.setValue(box.getCenter() + -cameradirection);
// Get the radius of the bounding sphere.
SbSphere bs;
bs.circumscribe(box);
float radius = bs.getRadius();
// Make sure that everything will still be inside the viewing volume
// even if the aspect ratio "favorizes" width over height.
float aspectradius = radius / (aspect < 1.0f ? aspect : 1.0f);
// Move the camera to the edge of the bounding sphere, while still
// pointing at the scene.
SbVec3f direction = this->position.getValue() - box.getCenter();
(void) direction.normalize(); // we know this is not a null vector
float movelength =
aspectradius + (aspectradius/float(atan(this->heightAngle.getValue())));
this->position.setValue(box.getCenter() + direction * movelength);
// Set up the clipping planes according to the slack value (a value
// of 1.0 will yield clipping planes that are tangent to the
// bounding sphere of the scene).
float distance_to_midpoint =
(this->position.getValue() - box.getCenter()).length();
this->nearDistance = distance_to_midpoint - radius * slack;
this->farDistance = distance_to_midpoint + radius * slack;
// The focal distance is simply the distance from the camera to the
// scene midpoint. This field is not used in rendering, its just
// provided to make it easier for the user to do calculations based
// on the distance between the camera and the scene.
this->focalDistance = distance_to_midpoint;
}