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+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*************************************************************************
+ *
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * Copyright 2000, 2010 Oracle and/or its affiliates.
+ *
+ * OpenOffice.org - a multi-platform office productivity suite
+ *
+ * This file is part of OpenOffice.org.
+ *
+ * OpenOffice.org is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU Lesser General Public License version 3
+ * only, as published by the Free Software Foundation.
+ *
+ * OpenOffice.org 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 version 3 for more details
+ * (a copy is included in the LICENSE file that accompanied this code).
+ *
+ * You should have received a copy of the GNU Lesser General Public License
+ * version 3 along with OpenOffice.org. If not, see
+ * <http://www.openoffice.org/license.html>
+ * for a copy of the LGPLv3 License.
+ *
+ ************************************************************************/
+
+#include "camera3d.hxx"
+
+
+#include <svdio.hxx>
+namespace binfilter {
+
+/*************************************************************************
+|*
+|* Konstruktor
+|*
+\************************************************************************/
+
+/*N*/ Camera3D::Camera3D(const Vector3D& rPos, const Vector3D& rLookAt,
+/*N*/ double fFocalLen, double fBankAng) :
+/*N*/ aResetPos(rPos),
+/*N*/ aResetLookAt(rLookAt),
+/*N*/ fResetFocalLength(fFocalLen),
+/*N*/ fResetBankAngle(fBankAng),
+/*N*/ fBankAngle(fBankAng),
+/*N*/ bAutoAdjustProjection(TRUE)
+/*N*/ {
+/*N*/ SetVPD(0);
+/*N*/ SetPosition(rPos);
+/*N*/ SetLookAt(rLookAt);
+/*N*/ SetFocalLength(fFocalLen);
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Default-Konstruktor
+|*
+\************************************************************************/
+
+/*?*/ Camera3D::Camera3D()
+/*?*/ {
+/*?*/ Vector3D aVector3D(0,0,1);
+/*?*/ Camera3D(aVector3D, Vector3D());
+/*?*/ }
+
+/*************************************************************************
+|*
+|* Konstruktor
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::Reset()
+/*N*/ {
+/*N*/ SetVPD(0);
+/*N*/ fBankAngle = fResetBankAngle;
+/*N*/ SetPosition(aResetPos);
+/*N*/ SetLookAt(aResetLookAt);
+/*N*/ SetFocalLength(fResetFocalLength);
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Defaultwerte fuer Reset setzen
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::SetDefaults(const Vector3D& rPos, const Vector3D& rLookAt,
+/*N*/ double fFocalLen, double fBankAng)
+/*N*/ {
+/*N*/ aResetPos = rPos;
+/*N*/ aResetLookAt = rLookAt;
+/*N*/ fResetFocalLength = fFocalLen;
+/*N*/ fResetBankAngle = fBankAng;
+/*N*/ }
+
+/*************************************************************************
+|*
+|* ViewWindow setzen und PRP anpassen
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::SetViewWindow(double fX, double fY, double fW, double fH)
+/*N*/ {
+/*N*/ Viewport3D::SetViewWindow(fX, fY, fW, fH);
+/*N*/ if ( bAutoAdjustProjection )
+/*N*/ SetFocalLength(fFocalLength);
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Kameraposition setzen
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::SetPosition(const Vector3D& rNewPos)
+/*N*/ {
+/*N*/ if ( rNewPos != aPosition )
+/*N*/ {
+/*N*/ aPosition = rNewPos;
+/*N*/ SetVRP(aPosition);
+/*N*/ SetVPN(aPosition - aLookAt);
+/*N*/ SetBankAngle(fBankAngle);
+/*N*/ }
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Blickpunkt setzen
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::SetLookAt(const Vector3D& rNewLookAt)
+/*N*/ {
+/*N*/ if ( rNewLookAt != aLookAt )
+/*N*/ {
+/*N*/ aLookAt = rNewLookAt;
+/*N*/ SetVPN(aPosition - aLookAt);
+/*N*/ SetBankAngle(fBankAngle);
+/*N*/ }
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Position und Blickpunkt setzen
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::SetPosAndLookAt(const Vector3D& rNewPos,
+/*N*/ const Vector3D& rNewLookAt)
+/*N*/ {
+/*N*/ if ( rNewPos != aPosition || rNewLookAt != aLookAt )
+/*N*/ {
+/*N*/ aPosition = rNewPos;
+/*N*/ aLookAt = rNewLookAt;
+/*N*/
+/*N*/ SetVRP(aPosition);
+/*N*/ SetVPN(aPosition - aLookAt);
+/*N*/ SetBankAngle(fBankAngle);
+/*N*/ }
+/*N*/ }
+
+/*************************************************************************
+|*
+|* seitlichen Neigungswinkel setzen
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::SetBankAngle(double fAngle)
+/*N*/ {
+/*N*/ Vector3D aDiff = aPosition - aLookAt;
+/*N*/ Vector3D aPrj = aDiff;
+/*N*/
+/*N*/ fBankAngle = fAngle;
+/*N*/
+/*N*/ if ( aDiff.Y() == 0 )
+/*N*/ aPrj.Y() = -1;
+/*N*/ else
+/*N*/ { // aPrj = Projektion von aDiff auf die XZ-Ebene
+/*N*/ aPrj.Y() = 0;
+/*N*/ if ( aDiff.Y() < 0 )
+/*N*/ aPrj = -aPrj;
+/*N*/ }
+/*N*/ // von aDiff nach oben zeigenden View-Up-Vektor berechnen
+/*N*/ aPrj |= aDiff;
+/*N*/ aPrj |= aDiff;
+/*N*/ aDiff.Normalize();
+/*N*/
+/*N*/ // auf Z-Achse rotieren, dort um BankAngle drehen und zurueck
+/*N*/ Matrix4D aTf;
+/*N*/ double fV = sqrt(aDiff.Y() * aDiff.Y() + aDiff.Z() * aDiff.Z());
+/*N*/
+/*N*/ if ( fV != 0 )
+/*N*/ aTf.RotateX(aDiff.Y() / fV, aDiff.Z() / fV);
+/*N*/ aTf.RotateY(-aDiff.X(), fV);
+/*N*/ aTf.RotateZ(fBankAngle);
+/*N*/ aTf.RotateY(aDiff.X(), fV);
+/*N*/ if ( fV != 0 )
+/*N*/ aTf.RotateX(-aDiff.Y() / fV, aDiff.Z() / fV);
+/*N*/
+/*N*/ SetVUV(aTf * aPrj);
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Brennweite setzen
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::SetFocalLength(double fLen)
+/*N*/ {
+/*N*/ if ( fLen < 5 )
+/*N*/ fLen = 5;
+/*N*/ SetPRP(Vector3D(0, 0, fLen / 35.0 * aViewWin.W));
+/*N*/ fFocalLength = fLen;
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Um den Blickpunkt drehen, Position wird dabei veraendert
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::RotateAroundLookAt(double fHAngle, double fVAngle)
+/*N*/ {
+/*N*/ Matrix4D aTf;
+/*N*/ Vector3D aDiff = aPosition - aLookAt;
+/*N*/ double fV = sqrt(aDiff.X() * aDiff.X() + aDiff.Z() * aDiff.Z());
+/*N*/
+/*N*/ if ( fV != 0 ) aTf.RotateY(aDiff.Z() / fV, aDiff.X() / fV);
+/*N*/ aTf.RotateZ(fVAngle);
+/*N*/ if ( fV != 0 ) aTf.RotateY(-aDiff.Z() / fV, aDiff.X() / fV);
+/*N*/ aTf.RotateY(fHAngle);
+/*N*/
+/*N*/ aDiff *= aTf;
+/*N*/ SetPosition(aLookAt + aDiff);
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Stream-Out-Operator fuer Camera3D fuer die Filerevision 3.1
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::WriteData31(SvStream& rOut) const
+/*N*/ {
+/*N*/ #ifndef SVX_LIGHT
+/*N*/ Viewport3D::WriteData(rOut);
+/*N*/
+/*N*/ rOut << aResetPos;
+/*N*/ rOut << aResetLookAt;
+/*N*/ rOut << fResetFocalLength;
+/*N*/ rOut << fResetBankAngle;
+/*N*/ rOut << aPosition;
+/*N*/ rOut << aLookAt;
+/*N*/ rOut << fFocalLength;
+/*N*/ rOut << fBankAngle;
+/*N*/ rOut << BOOL(bAutoAdjustProjection);
+/*N*/ #endif
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Stream-Out-Operator fuer Camera3D
+|* Zur Version 356 wurde das Fileformat inkompatibel, wenn man das alte
+|* Format schreiben will, muss man die Version am Stream abfragen.
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::WriteData(SvStream& rOut) const
+/*N*/ {
+/*N*/ #ifndef SVX_LIGHT
+/*N*/
+/*N*/ if (rOut.GetVersion() < 3560) // FG: Ab der Release 356 wurde das Fileformat geaendert
+/*N*/ { // Falls das Format der Version 31 geschrieben werden soll
+/*N*/ WriteData31(rOut); // muss am Stream die Version der 3.1 gesetzt sein.
+/*N*/ return; // Im Prinzip kann man auf diese Art auch Zwischenversionen
+/*N*/ } // erzeugen.
+/*N*/
+/*N*/ SdrDownCompat aCompat(rOut, STREAM_WRITE);
+/*N*/ #ifdef DBG_UTIL
+/*N*/ aCompat.SetID("Camera3D");
+/*N*/ #endif
+/*N*/ Viewport3D::WriteData(rOut);
+/*N*/
+/*N*/ rOut << aResetPos; // Alles Vektoren 3*double
+/*N*/ rOut << aResetLookAt;
+/*N*/ rOut << fResetFocalLength;
+/*N*/ rOut << fResetBankAngle;
+/*N*/ rOut << aPosition;
+/*N*/ rOut << aLookAt;
+/*N*/ rOut << fFocalLength;
+/*N*/ rOut << fBankAngle;
+/*N*/ rOut << BOOL(bAutoAdjustProjection);
+/*N*/ #endif
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Stream-In-Operator fuer Camera3D
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::ReadData(const SdrObjIOHeader& rHead, SvStream& rIn)
+/*N*/ {
+/*N*/ if ( rIn.GetError() != SVSTREAM_OK )
+/*N*/ return;
+/*N*/
+/*N*/ if ((rHead.GetVersion() < 13) || (rIn.GetVersion() < 3560))
+/*N*/ {
+/*N*/ ReadData31(rIn);
+/*N*/ return;
+/*N*/ }
+/*N*/
+/*N*/ SdrDownCompat aCompat(rIn, STREAM_READ);
+/*N*/ #ifdef DBG_UTIL
+/*N*/ aCompat.SetID("Camera3D");
+/*N*/ #endif
+/*N*/
+/*N*/ Viewport3D::ReadData(rHead, rIn);
+/*N*/
+/*N*/ BOOL bTmp;
+/*N*/
+/*N*/ rIn >> aResetPos;
+/*N*/ rIn >> aResetLookAt;
+/*N*/ rIn >> fResetFocalLength;
+/*N*/ rIn >> fResetBankAngle;
+/*N*/ rIn >> aPosition;
+/*N*/ rIn >> aLookAt;
+/*N*/ rIn >> fFocalLength;
+/*N*/ rIn >> fBankAngle;
+/*N*/ rIn >> bTmp; bAutoAdjustProjection = bTmp;
+/*N*/
+/*N*/ SetVPD(0);
+/*N*/ SetPosAndLookAt(aPosition, aLookAt);
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Stream-In-Operator fuer Camera3D
+|*
+\************************************************************************/
+
+/*N*/ void Camera3D::ReadData31(SvStream& rIn)
+/*N*/ {
+/*N*/ if ( rIn.GetError() != SVSTREAM_OK )
+/*N*/ return;
+/*N*/
+/*N*/ Viewport3D::ReadData31 (rIn);
+/*N*/
+/*N*/ BOOL bTmp;
+/*N*/
+/*N*/ rIn >> aResetPos;
+/*N*/ rIn >> aResetLookAt;
+/*N*/ rIn >> fResetFocalLength;
+/*N*/ rIn >> fResetBankAngle;
+/*N*/ rIn >> aPosition;
+/*N*/ rIn >> aLookAt;
+/*N*/ rIn >> fFocalLength;
+/*N*/ rIn >> fBankAngle;
+/*N*/ rIn >> bTmp; bAutoAdjustProjection = bTmp;
+/*N*/
+/*N*/ SetVPD(0);
+/*N*/ SetPosAndLookAt(aPosition, aLookAt);
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Stream-Out-Operator fuer Camera3D
+|*
+\************************************************************************/
+
+/*N*/ SvStream& operator<<(SvStream& rOStream, const Camera3D& rCam)
+/*N*/ {
+/*N*/ rCam.WriteData31(rOStream);
+/*N*/ return rOStream;
+/*N*/ }
+
+/*************************************************************************
+|*
+|* Stream-In-Operator fuer Camera3D
+|*
+\************************************************************************/
+
+/*N*/ SvStream& operator>>(SvStream& rIStream, Camera3D& rCam)
+/*N*/ {
+/*N*/ rCam.ReadData31(rIStream);
+/*N*/ return rIStream;
+/*N*/ }
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */