/************************************************************************* * Copyright (C) 2010 Tavian Barnes * * * * This file is part of The Dimension Library. * * * * The Dimension Library is free software; you can redistribute it and/ * * or modify it under the terms of the GNU Lesser General Public License * * as published by the Free Software Foundation; either version 3 of the * * License, or (at your option) any later version. * * * * The Dimension 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 * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this program. If not, see * * . * *************************************************************************/ #include "dimension.h" #include /* * Perspective camera */ /* Perspective camera ray callback */ static dmnsn_line dmnsn_perspective_camera_ray_fn(const dmnsn_camera *camera, double x, double y); /* Create a new perspective camera. Rays are aimed from the origin to a screen located on the z = 1 frame, from (-0.5, -0.5) to (0.5, 0.5). Rays are then transformed by the camera's transformation matrix. */ dmnsn_camera * dmnsn_new_perspective_camera() { dmnsn_camera *camera = dmnsn_new_camera(); dmnsn_matrix *ptr = dmnsn_malloc(sizeof(dmnsn_matrix)); *ptr = dmnsn_identity_matrix(); camera->ray_fn = &dmnsn_perspective_camera_ray_fn; camera->free_fn = &free; camera->ptr = ptr; return camera; } /* Get the transformation matrix */ dmnsn_matrix dmnsn_get_perspective_camera_trans(const dmnsn_camera *camera) { dmnsn_matrix *trans = camera->ptr; return *trans; } /* Set the transformation matrix */ void dmnsn_set_perspective_camera_trans(dmnsn_camera *camera, dmnsn_matrix T) { dmnsn_matrix *trans = camera->ptr; *trans = T; } /* Perspective camera ray callback */ static dmnsn_line dmnsn_perspective_camera_ray_fn(const dmnsn_camera *camera, double x, double y) { dmnsn_matrix *trans = camera->ptr; dmnsn_line l; /* Rays originate at the origin, oddly enough */ l.x0 = dmnsn_new_vector(0.0, 0.0, 0.0); /* Aim at the z = 1 plane */ l.n = dmnsn_new_vector(x - 0.5, y - 0.5, 1.0); return dmnsn_transform_line(*trans, l); }