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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
-
- Copyright (c) 2006-2010, ASSIMP Development Team
-
- All rights reserved.
-
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
-
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
- * Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- using Microsoft.DirectX;
-
- namespace Assimp.Viewer {
- public class Camera {
- public Camera () {
- vPos = new Vector3(0.0f,0.0f,-10.0f);
- vLookAt = new Vector3(0.0f, 0.0f, 1.0f);
- vUp = new Vector3(0.0f,1.0f,0.0f);
- vRight = new Vector3(0.0f,1.0f,0.0f);
- }
-
- // position of the camera
- public Vector3 vPos;
-
- // up-vector of the camera
- public Vector3 vUp;
-
- // camera's looking point is vPos + vLookAt
- public Vector3 vLookAt;
-
- // right vector of the camera
- public Vector3 vRight;
-
-
- // Equation
- // (vRight ^ vUp) - vLookAt == 0
- // needn't apply
-
- public Matrix GetMatrix() {
- vLookAt.Normalize();
- vRight = Vector3.Cross(vUp, vLookAt);
- vRight.Normalize();
- vUp = Vector3.Cross(vLookAt, vRight);
- vUp.Normalize();
-
- var view = Matrix.Identity;
- view.M11 = vRight.X;
- view.M12 = vUp.X;
- view.M13 = vLookAt.X;
- view.M14 = 0.0f;
-
- view.M21 = vRight.Y;
- view.M22 = vUp.Y;
- view.M23 = vLookAt.Y;
- view.M24 = 0.0f;
-
- view.M31 = vRight.Z;
- view.M32 = vUp.Z;
- view.M33 = vLookAt.Z;
- view.M34 = 0.0f;
-
- view.M41 = -Vector3.Dot(vPos, vRight);
- view.M42 = -Vector3.Dot(vPos, vUp);
- view.M43 = -Vector3.Dot(vPos, vLookAt);
- view.M44 = 1.0f;
-
- return view;
- }
- }
- }
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