--- /dev/null
+/*
+This file is part of the graphics core library.
+
+Copyright (c) 2004, 2005 John Tsiombikas <nuclear@siggraph.org>
+
+the graphics core library is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+the graphics core library is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with the graphics core library; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+*/
+
+#include "3dengfx_config.h"
+
+#include "base_cam.hpp"
+
+#ifdef USING_3DENGFX
+#include "3dengfx/3denginefx.hpp"
+#endif // USING_3DENGFX
+
+FrustumPlane::FrustumPlane() {
+ a = b = c = d = 0;
+}
+
+FrustumPlane::FrustumPlane(scalar_t a, scalar_t b, scalar_t c, scalar_t d) {
+ this->a = a;
+ this->b = b;
+ this->c = c;
+ this->d = d;
+}
+
+// frustum plane extraction from a projection (or mvp) matrix
+FrustumPlane::FrustumPlane(const Matrix4x4 &mat, int plane) {
+ int i = plane / 2;
+ int neg = plane % 2;
+
+ a = mat[3][0] + (neg ? -mat[i][0] : mat[i][0]);
+ b = mat[3][1] + (neg ? -mat[i][1] : mat[i][1]);
+ c = mat[3][2] + (neg ? -mat[i][2] : mat[i][2]);
+ d = mat[3][3] + (neg ? -mat[i][3] : mat[i][3]);
+
+ // normalize plane equation
+ scalar_t len = Vector3(a, b, c).length();
+ a /= len;
+ b /= len;
+ c /= len;
+ d /= len;
+}
+
+BaseCamera::BaseCamera(const Vector3 &trans, const Quaternion &rot) {
+ set_position(trans);
+ set_rotation(rot);
+ up = Vector3(0, 1, 0);
+ fov = quarter_pi;
+ near_clip = 1.0;
+ far_clip = 10000.0;
+ aspect = 1.33333;
+ flip_view.x = flip_view.y = flip_view.z = false;
+}
+
+BaseCamera::~BaseCamera() {}
+
+void BaseCamera::setup_frustum(const Matrix4x4 &m) {
+ for(int i=0; i<6; i++) {
+ frustum[i] = FrustumPlane(m, i);
+ }
+}
+
+void BaseCamera::set_up_vector(const Vector3 &up) {
+ this->up = up;
+}
+
+void BaseCamera::set_fov(scalar_t angle) {
+ fov = angle;
+}
+
+scalar_t BaseCamera::get_fov() const {
+ return fov;
+}
+
+void BaseCamera::set_aspect(scalar_t aspect) {
+ this->aspect = aspect;
+}
+
+scalar_t BaseCamera::get_aspect() const {
+ return aspect;
+}
+
+void BaseCamera::set_clipping_planes(scalar_t near_clip, scalar_t far_clip) {
+ this->near_clip = near_clip;
+ this->far_clip = far_clip;
+}
+
+void BaseCamera::set_clipping_plane(scalar_t val, ClipPlane which) {
+ if(which == CLIP_NEAR) {
+ near_clip = val;
+ } else {
+ far_clip = val;
+ }
+}
+
+scalar_t BaseCamera::get_clipping_plane(ClipPlane which) const {
+ return which == CLIP_NEAR ? near_clip : far_clip;
+}
+
+
+void BaseCamera::zoom(scalar_t zoom_factor, unsigned long msec) {
+ Vector3 zoom_dir(0, 0, zoom_factor);
+ PRS prs = get_prs(msec);
+
+ zoom_dir.transform(prs.rotation.inverse());
+ translate(zoom_dir, msec);
+}
+
+void BaseCamera::pan(const Vector2 &dir, unsigned long msec) {
+ Vector3 i(1, 0, 0), j(0, 1, 0);
+
+ PRS prs = get_prs(msec);
+
+ i.transform(prs.rotation.inverse());
+ j.transform(prs.rotation.inverse());
+
+ translate(i * dir.x);
+ translate(j * dir.y);
+}
+
+void BaseCamera::roll(scalar_t angle, unsigned long msec) {
+ Vector3 dir(0, 0, 1);
+ dir.transform(get_prs(msec).rotation);
+
+ Quaternion q(dir, angle);
+ up = Vector3(0, 1, 0);
+ up.transform(q);
+}
+
+void BaseCamera::flip(bool x, bool y, bool z) {
+ flip_view.x = x;
+ flip_view.y = y;
+ flip_view.z = z;
+}
+
+const FrustumPlane *BaseCamera::get_frustum() const {
+ return frustum;
+}
+
+Matrix4x4 BaseCamera::get_projection_matrix() const {
+#ifdef USING_3DENGFX
+ return create_projection_matrix(fov, aspect, near_clip, far_clip);
+#else
+ return Matrix4x4::identity_matrix;
+#endif // USING_3DENGFX
+}
+
+void BaseCamera::activate(unsigned long msec) const {
+#ifdef USING_3DENGFX
+ set_matrix(XFORM_VIEW, get_camera_matrix(msec));
+
+ Matrix4x4 proj = get_projection_matrix();
+ set_matrix(XFORM_PROJECTION, proj);
+
+ engfx_state::view_mat_camera = (const Camera*)this;
+ const_cast<BaseCamera*>(this)->setup_frustum(proj * engfx_state::view_matrix);
+#endif // USING_3DENGFX
+}