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camera.c from Boson at Krugle


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/*
 * The 3D Studio File Format Library
 * Copyright (C) 1996-2001 by J.E. Hoffmann <je-h@gmx.net>
 * All rights reserved.
 *
 * This program 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 2.1 of the License,  or (at 
 * your option) any later version.
 *
 * This  program  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, write to the  Free Software Foundation,
 * Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 *
 * $Id: camera.c,v 1.12 2004/11/16 07:41:44 efalk Exp $
 */
#define LIB3DS_EXPORT
#include <lib3ds/camera.h>
#include <lib3ds/chunk.h>
#include <lib3ds/io.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <config.h>
#ifdef WITH_DMALLOC
#include <dmalloc.h>
#endif


/*!
 * \defgroup camera Cameras
 *
 * \author J.E. Hoffmann <je-h@gmx.net>
 */


/*!
 * Return a new Lib3dsCamera object.
 *
 * Object is initialized with the given name and fov=45.  All other
 * values are 0.
 *
 * \param name Name of this camera.  Must not be NULL.  Must be < 64 characters.
 *
 * \return Lib3dsCamera object or NULL on failure.
 *
 * \ingroup camera
 */
Lib3dsCamera*
lib3ds_camera_new(const char *name)
{
  Lib3dsCamera *camera;

  ASSERT(name);
  ASSERT(strlen(name)<64);
  
  camera=(Lib3dsCamera*)calloc(sizeof(Lib3dsCamera), 1);
  if (!camera) {
    return(0);
  }
  strcpy(camera->name, name);
  camera->fov=45.0f;
  return(camera);
}


/*!
 * Free a Lib3dsCamera object and all of its resources.
 *
 * \param camera Lib3dsCamera object to be freed.
 *
 * \ingroup camera 
 */
void
lib3ds_camera_free(Lib3dsCamera *camera)
{
  memset(camera, 0, sizeof(Lib3dsCamera));
  free(camera);
}


/*!
 * Dump information about a Lib3dsCamera object to stdout.
 *
 * \param camera Object to be dumped.
 *
 * \see lib3ds_file_dump_cameras
 *
 * \ingroup camera
 */
void
lib3ds_camera_dump(Lib3dsCamera *camera)
{
  ASSERT(camera);
  printf("  name:       %s\n", camera->name);
  printf("  position:   (%f, %f, %f)\n", 
    camera->position[0], camera->position[1], camera->position[2]);
  printf("  target      (%f, %f, %f)\n", 
    camera->target[0], camera->target[1], camera->target[2]);
  printf("  roll:       %f\n", camera->roll);
  printf("  fov:        %f\n", camera->fov);
  printf("  see_cone:   %s\n", camera->see_cone ? "yes" : "no");
  printf("  near_range: %f\n", camera->near_range);
  printf("  far_range:  %f\n", camera->far_range);
  printf("\n");
}


/*!
 * Read a camera definition from a file.
 *
 * This function is called by lib3ds_file_read(), and you probably
 * don't want to call it directly.
 *
 * \param camera A Lib3dsCamera to be filled in.
 * \param io A Lib3dsIo object previously set up by the caller.
 *
 * \return LIB3DS_TRUE on success, LIB3DS_FALSE on failure.
 *
 * \see lib3ds_file_read
 *
 * \ingroup camera
 */
Lib3dsBool
lib3ds_camera_read(Lib3dsCamera *camera, Lib3dsIo *io)
{
  Lib3dsChunk c;
  Lib3dsWord chunk;

  if (!lib3ds_chunk_read_start(&c, LIB3DS_N_CAMERA, io)) {
    return(LIB3DS_FALSE);
  }
  {
    int i;
    for (i=0; i<3; ++i) {
      camera->position[i]=lib3ds_io_read_float(io);
    }
    for (i=0; i<3; ++i) {
      camera->target[i]=lib3ds_io_read_float(io);
    }
  }
  camera->roll=lib3ds_io_read_float(io);
  {
    float s;
    s=lib3ds_io_read_float(io);
    if (fabs(s)<LIB3DS_EPSILON) {
      camera->fov=45.0;
    }
    else {
      camera->fov=2400.0f/s;
    }
  }
  lib3ds_chunk_read_tell(&c, io);
  
  while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
    switch (chunk) {
      case LIB3DS_CAM_SEE_CONE:
        {
          camera->see_cone=LIB3DS_TRUE;
        }
        break;
      case LIB3DS_CAM_RANGES:
        {
          camera->near_range=lib3ds_io_read_float(io);
          camera->far_range=lib3ds_io_read_float(io);
        }
        break;
      default:
        lib3ds_chunk_unknown(chunk);
    }
  }
  
  lib3ds_chunk_read_end(&c, io);
  return(LIB3DS_TRUE);
}


/*!
 * Write a camera definition to a file.
 *
 * This function is called by lib3ds_file_write(), and you probably
 * don't want to call it directly.
 *
 * \param camera A Lib3dsCamera to be written.
 * \param io A Lib3dsIo object previously set up by the caller.
 *
 * \return LIB3DS_TRUE on success, LIB3DS_FALSE on failure.
 *
 * \see lib3ds_file_write
 *
 * \ingroup camera
 */
Lib3dsBool
lib3ds_camera_write(Lib3dsCamera *camera, Lib3dsIo *io)
{
  Lib3dsChunk c;

  c.chunk=LIB3DS_N_CAMERA;
  if (!lib3ds_chunk_write_start(&c,io)) {
    return(LIB3DS_FALSE);
  }

  lib3ds_io_write_vector(io, camera->position);
  lib3ds_io_write_vector(io, camera->target);
  lib3ds_io_write_float(io, camera->roll);
  if (fabs(camera->fov)<LIB3DS_EPSILON) {
    lib3ds_io_write_float(io, 2400.0f/45.0f);
  }
  else {
    lib3ds_io_write_float(io, 2400.0f/camera->fov);
  }

  if (camera->see_cone) {
    Lib3dsChunk c;
    c.chunk=LIB3DS_CAM_SEE_CONE;
    c.size=6;
    lib3ds_chunk_write(&c, io);
  }
  {
    Lib3dsChunk c;
    c.chunk=LIB3DS_CAM_RANGES;
    c.size=14;
    lib3ds_chunk_write(&c, io);
    lib3ds_io_write_float(io, camera->near_range);
    lib3ds_io_write_float(io, camera->far_range);
  }

  if (!lib3ds_chunk_write_end(&c,io)) {
    return(LIB3DS_FALSE);
  }
  return(LIB3DS_TRUE);
}


/*!

\typedef Lib3dsCamera
  \ingroup camera
  \sa _Lib3dsCamera

*/




See more files for this project here

Boson

Boson is an OpenGL real-time strategy game. It is designed to run on Unix (Linux) computers, and is built on top of the KDE, Qt and kdegames libraries.

Project homepage: http://sourceforge.net/projects/boson
Programming language(s): C,C++
License: other

  CMakeLists.txt
  atmosphere.c
  atmosphere.h
  background.c
  background.h
  camera.c
  camera.h
  chunk.c
  chunk.h
  chunktable.h
  chunktable.sed
  ease.c
  ease.h
  file.c
  file.h
  float.c
  float.h
  io.c
  io.h
  light.c
  light.h
  material.c
  material.h
  matrix.c
  matrix.h
  mesh.c
  mesh.h
  node.c
  node.h
  quat.c
  quat.h
  shadow.c
  shadow.h
  tcb.c
  tcb.h
  tracks.c
  tracks.h
  types.h
  vector.c
  vector.h
  version.h
  viewport.c
  viewport.h