/usr/src/castle-game-engine-5.2.0/x3d/x3dcamerautils.pas is in castle-game-engine-src 5.2.0-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2003-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Utilities specifically for VRML/X3D cameras.
@seealso(CastleCameras For our general classes and utilities
for camera handling.) }
unit X3DCameraUtils;
interface
uses CastleUtils, CastleVectors, CastleBoxes, X3DNodes;
type
{ Version of VRML/X3D camera definition. }
TX3DCameraVersion = (cvVrml1_Inventor, cvVrml2_X3d);
const
{ Standard camera settings given by VRML/X3D specifications.
@groupBegin }
DefaultX3DCameraPosition: array [TX3DCameraVersion] of TVector3Single =
( (0, 0, 1), (0, 0, 10) );
DefaultX3DCameraDirection: TVector3Single = (0, 0, -1);
DefaultX3DCameraUp: TVector3Single = (0, 1, 0);
DefaultX3DGravityUp: TVector3Single = (0, 1, 0);
{ @groupEnd }
{ Construct string with VRML/X3D node defining camera with given
properties. }
function MakeCameraStr(const Version: TX3DCameraVersion;
const Xml: boolean;
const Position, Direction, Up, GravityUp: TVector3Single): string;
{ Construct TX3DNode defining camera with given properties.
Overloaded version with ViewpointNode parameter returns
the TAbstractViewpointNode descendant that is (somewhere within)
the returned node. }
function MakeCameraNode(const Version: TX3DCameraVersion;
const BaseUrl: string;
const Position, Direction, Up, GravityUp: TVector3Single): TX3DNode;
function MakeCameraNode(const Version: TX3DCameraVersion;
const BaseUrl: string;
const Position, Direction, Up, GravityUp: TVector3Single;
out ViewpointNode: TAbstractViewpointNode): TX3DNode;
{ Make camera node (like MakeCameraNode) that makes the whole box
nicely visible (like CameraViewpointForWholeScene). }
function CameraNodeForWholeScene(const Version: TX3DCameraVersion;
const BaseUrl: string;
const Box: TBox3D;
const WantedDirection, WantedUp: Integer;
const WantedDirectionPositive, WantedUpPositive: boolean): TX3DNode;
function MakeCameraNavNode(const Version: TX3DCameraVersion;
const BaseUrl: string;
const NavigationType: string;
const WalkSpeed, VisibilityLimit: Single; const AvatarSize: TVector3Single;
const Headlight: boolean): TNavigationInfoNode;
implementation
uses SysUtils, CastleCameras;
function MakeCameraStr(const Version: TX3DCameraVersion;
const Xml: boolean;
const Position, Direction, Up, GravityUp: TVector3Single): string;
const
Comment: array [boolean] of string = (
'# Generated by %s.' +nl+
'# Use view3dscene "Console -> Print Current Camera..." to generate VRML/X3D code like below.' +nl+
'# Camera settings "encoded" in the VRML/X3D declaration below :' +nl+
'# direction %s' +nl+
'# up %s' +nl+
'# gravityUp %s' +nl,
'<!-- Generated by %s.' +nl+
' Use view3dscene "Console -> Print Current Camera..." to generate VRML/X3D code like below.' +nl+
' Camera settings "encoded" in the X3D declaration below :' +nl+
' direction %s' +nl+
' up %s' +nl+
' gravityUp %s -->' +nl);
UntransformedViewpoint: array [TX3DCameraVersion, boolean] of string = (
('PerspectiveCamera {' +nl+
' position %s' +nl+
' orientation %s' +nl+
'}',
'<PerspectiveCamera' +nl+
' position="%s"' +nl+
' orientation="%s"' +nl+
'/>'),
('Viewpoint {' +nl+
' position %s' +nl+
' orientation %s' +nl+
'}',
'<Viewpoint' +nl+
' position="%s"' +nl+
' orientation="%s"' +nl+
'/>')
);
TransformedViewpoint: array [TX3DCameraVersion, boolean] of string = (
('Separator {' +nl+
' Transform {' +nl+
' translation %s' +nl+
' rotation %s %s' +nl+
' }' +nl+
' PerspectiveCamera {' +nl+
' position 0 0 0 # camera position is expressed by translation' +nl+
' orientation %s' +nl+
' }' +nl+
'}',
'<Separator>' +nl+
' <Transform' +nl+
' translation="%s"' +nl+
' rotation="%s %s"' +nl+
' />' +nl+
' <!-- the camera position is already expressed by the translation above -->' +nl+
' <PerspectiveCamera' +nl+
' position="0 0 0"' +nl+
' orientation="%s"' +nl+
' />' +nl+
'</Separator>'),
('Transform {' +nl+
' translation %s' +nl+
' rotation %s %s' +nl+
' children Viewpoint {' +nl+
' position 0 0 0 # camera position is expressed by translation' +nl+
' orientation %s' +nl+
' }' +nl+
'}',
'<Transform' +nl+
' translation="%s"' +nl+
' rotation="%s %s">' +nl+
' <!-- the camera position is already expressed by the translation above -->' +nl+
' <Viewpoint' +nl+
' position="0 0 0"' +nl+
' orientation="%s"' +nl+
' />' +nl+
'</Transform>')
);
var
RotationVectorForGravity: TVector3Single;
AngleForGravity: Single;
begin
Result := Format(Comment[Xml], [ApplicationName,
VectorToRawStr(Direction),
VectorToRawStr(Up),
VectorToRawStr(GravityUp) ]);
RotationVectorForGravity := VectorProduct(DefaultX3DGravityUp, GravityUp);
if ZeroVector(RotationVectorForGravity) then
begin
{ Then GravityUp is parallel to DefaultX3DGravityUp, which means that it's
just the same. So we can use untranslated Viewpoint node. }
Result := Result +
Format(
UntransformedViewpoint[Version, Xml],
[ VectorToRawStr(Position),
VectorToRawStr( CamDirUp2Orient(Direction, Up) ) ]);
end else
begin
{ Then we must transform Viewpoint node, in such way that
DefaultX3DGravityUp affected by this transformation will give
desired GravityUp. }
AngleForGravity := AngleRadBetweenVectors(DefaultX3DGravityUp, GravityUp);
Result := Result +
Format(
TransformedViewpoint[Version, Xml],
[ VectorToRawStr(Position),
VectorToRawStr(RotationVectorForGravity),
FloatToRawStr(AngleForGravity),
{ I want
1. standard VRML/X3D dir/up vectors
2. rotated by orientation
3. rotated around RotationVectorForGravity
will give MatrixWalker.Direction/Up.
CamDirUp2Orient will calculate the orientation needed to
achieve given up/dir vectors. So I have to pass there
MatrixWalker.Direction/Up *already rotated negatively
around RotationVectorForGravity*. }
VectorToRawStr( CamDirUp2Orient(
RotatePointAroundAxisRad(-AngleForGravity, Direction, RotationVectorForGravity),
RotatePointAroundAxisRad(-AngleForGravity, Up , RotationVectorForGravity)
)) ]);
end;
end;
function MakeCameraNode(const Version: TX3DCameraVersion;
const BaseUrl: string;
const Position, Direction, Up, GravityUp: TVector3Single;
out ViewpointNode: TAbstractViewpointNode): TX3DNode;
var
RotationVectorForGravity: TVector3Single;
AngleForGravity: Single;
Separator: TSeparatorNode_1;
Transform_1: TTransformNode_1;
Transform_2: TTransformNode;
Rotation, Orientation: TVector4Single;
begin
RotationVectorForGravity := VectorProduct(DefaultX3DGravityUp, GravityUp);
if ZeroVector(RotationVectorForGravity) then
begin
{ Then GravityUp is parallel to DefaultX3DGravityUp, which means that it's
just the same. So we can use untranslated Viewpoint node. }
case Version of
cvVrml1_Inventor: ViewpointNode := TPerspectiveCameraNode_1.Create('', BaseUrl);
cvVrml2_X3d : ViewpointNode := TViewpointNode.Create('', BaseUrl);
else raise EInternalError.Create('MakeCameraNode Version incorrect');
end;
ViewpointNode.Position.Value := Position;
ViewpointNode.FdOrientation.Value := CamDirUp2Orient(Direction, Up);
Result := ViewpointNode;
end else
begin
{ Then we must transform Viewpoint node, in such way that
DefaultX3DGravityUp affected by this transformation will give
desired GravityUp. }
AngleForGravity := AngleRadBetweenVectors(DefaultX3DGravityUp, GravityUp);
Rotation := Vector4Single(RotationVectorForGravity, AngleForGravity);
{ I want
1. standard VRML/X3D dir/up vectors
2. rotated by orientation
3. rotated around RotationVectorForGravity
will give MatrixWalker.Direction/Up.
CamDirUp2Orient will calculate the orientation needed to
achieve given up/dir vectors. So I have to pass there
MatrixWalker.Direction/Up *already rotated negatively
around RotationVectorForGravity*. }
Orientation := CamDirUp2Orient(
RotatePointAroundAxisRad(-AngleForGravity, Direction, RotationVectorForGravity),
RotatePointAroundAxisRad(-AngleForGravity, Up , RotationVectorForGravity));
case Version of
cvVrml1_Inventor:
begin
Transform_1 := TTransformNode_1.Create('', BaseUrl);
Transform_1.FdTranslation.Value := Position;
Transform_1.FdRotation.Value := Rotation;
ViewpointNode := TPerspectiveCameraNode_1.Create('', BaseUrl);
ViewpointNode.Position.Value := ZeroVector3Single;
ViewpointNode.FdOrientation.Value := Orientation;
Separator := TSeparatorNode_1.Create('', BaseUrl);
Separator.VRML1ChildAdd(Transform_1);
Separator.VRML1ChildAdd(ViewpointNode);
Result := Separator;
end;
cvVrml2_X3d:
begin
Transform_2 := TTransformNode.Create('', BaseUrl);
Transform_2.FdTranslation.Value := Position;
Transform_2.FdRotation.Value := Rotation;
ViewpointNode := TViewpointNode.Create('', BaseUrl);
ViewpointNode.Position.Value := ZeroVector3Single;
ViewpointNode.FdOrientation.Value := Orientation;
Transform_2.FdChildren.Add(ViewpointNode);
Result := Transform_2;
end;
else raise EInternalError.Create('MakeCameraNode Version incorrect');
end;
end;
end;
function MakeCameraNode(const Version: TX3DCameraVersion;
const BaseUrl: string;
const Position, Direction, Up, GravityUp: TVector3Single): TX3DNode;
var
ViewpointNode: TAbstractViewpointNode;
begin
Result := MakeCameraNode(Version, BaseUrl, Position, Direction, Up, GravityUp,
ViewpointNode { we ignore the returned ViewpointNode });
end;
function CameraNodeForWholeScene(const Version: TX3DCameraVersion;
const BaseUrl: string;
const Box: TBox3D;
const WantedDirection, WantedUp: Integer;
const WantedDirectionPositive, WantedUpPositive: boolean): TX3DNode;
var
Position, Direction, Up, GravityUp: TVector3Single;
begin
CameraViewpointForWholeScene(Box, WantedDirection, WantedUp,
WantedDirectionPositive, WantedUpPositive, Position, Direction, Up, GravityUp);
Result := MakeCameraNode(Version, BaseUrl,
Position, Direction, Up, GravityUp);
end;
function MakeCameraNavNode(const Version: TX3DCameraVersion;
const BaseUrl: string;
const NavigationType: string;
const WalkSpeed, VisibilityLimit: Single; const AvatarSize: TVector3Single;
const Headlight: boolean): TNavigationInfoNode;
var
NavigationNode: TNavigationInfoNode;
begin
case Version of
cvVrml2_X3d : NavigationNode := TNavigationInfoNode.Create('', BaseUrl);
else raise EInternalError.Create('MakeCameraNavNode Version incorrect');
end;
NavigationNode.FdType.Items.Clear;
NavigationNode.FdType.Items.Add(NavigationType);
NavigationNode.FdAvatarSize.Items.Clear;
NavigationNode.FdAvatarSize.Items.AddArray(AvatarSize);
NavigationNode.FdHeadlight.Value := Headlight;
NavigationNode.FdSpeed.Value := WalkSpeed;
NavigationNode.FdVisibilityLimit.Value := VisibilityLimit;
Result := NavigationNode;
end;
end.
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