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Open Asset Import Library - Java Binding (jassimp)
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package com.github.dabasan.jassimp;

/**
 * Helper structure to describe a virtual camera.
 * 

* * Cameras have a representation in the node graph and can be animated. An * important aspect is that the camera itself is also part of the scenegraph. * This means, any values such as the look-at vector are not *absolute*, they're * relative to the coordinate system defined by the node which * corresponds to the camera. This allows for camera animations. For static * cameras parameters like the 'look-at' or 'up' vectors are usually specified * directly in aiCamera, but beware, they could also be encoded in the node * transformation. The following (pseudo)code sample shows how to do it: *

*

 * // Get the camera matrix for a camera at a specific time
 * // if the node hierarchy for the camera does not contain
 * // at least one animated node this is a static computation
 * get-camera-matrix (node sceneRoot, camera cam) : matrix
 * {
 *    node   cnd = find-node-for-camera(cam)
 *    matrix cmt = identity()
 *
 *    // as usual - get the absolute camera transformation for this frame
 *    for each node nd in hierarchy from sceneRoot to cnd
 *      matrix cur
 *      if (is-animated(nd))
 *         cur = eval-animation(nd)
 *      else cur = nd->mTransformation;
 *      cmt = mult-matrices( cmt, cur )
 *    end for
 *
 *    // now multiply with the camera's own local transform
 *    cam = mult-matrices (cam, get-camera-matrix(cmt) )
 * }
 * 
* * Note: some file formats (such as 3DS, ASE) export a "target point" - * the point the camera is looking at (it can even be animated). Assimp writes * the target point as a subnode of the camera's main node, called * ".Target". However this is just additional information then the * transformation tracks of the camera main node make the camera already look in * the right direction. */ public final class AiCamera { /** * Constructor. * * @param name * name * @param position * position * @param up * up vector * @param lookAt * look-at vector * @param horizontalFOV * field of view * @param clipNear * near clip plane * @param clipFar * far clip plane * @param aspect * aspect ratio */ AiCamera(String name, Object position, Object up, Object lookAt, float horizontalFOV, float clipNear, float clipFar, float aspect) { m_name = name; m_position = position; m_up = up; m_lookAt = lookAt; m_horizontalFOV = horizontalFOV; m_clipNear = clipNear; m_clipFar = clipFar; m_aspect = aspect; } /** * Returns the name of the camera. *

* * There must be a node in the scenegraph with the same name. This node * specifies the position of the camera in the scene hierarchy and can be * animated. */ public String getName() { return m_name; } /** * Returns the position of the camera. *

* * The returned position is relative to the coordinate space defined by the * corresponding node. *

* * The default value is 0|0|0. *

* * This method is part of the wrapped API (see {@link AiWrapperProvider} for * details on wrappers). *

* * The built-in behavior is to return a {@link AiVector}. * * @param wrapperProvider * the wrapper provider (used for type inference) * @return the position vector */ @SuppressWarnings("unchecked") public V3 getPosition(AiWrapperProvider wrapperProvider) { return (V3) m_position; } /** * Returns the 'Up' - vector of the camera coordinate system. * * The returned vector is relative to the coordinate space defined by the * corresponding node. *

* * The 'right' vector of the camera coordinate system is the cross product * of the up and lookAt vectors. The default value is 0|1|0. The vector may * be normalized, but it needn't. *

* * This method is part of the wrapped API (see {@link AiWrapperProvider} for * details on wrappers). *

* * The built-in behavior is to return a {@link AiVector}. * * @param wrapperProvider * the wrapper provider (used for type inference) * @return the 'Up' vector */ @SuppressWarnings("unchecked") public V3 getUp(AiWrapperProvider wrapperProvider) { return (V3) m_up; } /** * Returns the 'LookAt' - vector of the camera coordinate system. *

* * The returned vector is relative to the coordinate space defined by the * corresponding node. *

* * This is the viewing direction of the user. The default value is 0|0|1. * The vector may be normalized, but it needn't. *

* * This method is part of the wrapped API (see {@link AiWrapperProvider} for * details on wrappers). *

* * The built-in behavior is to return a {@link AiVector}. * * @param wrapperProvider * the wrapper provider (used for type inference) * @return the 'LookAt' vector */ @SuppressWarnings("unchecked") public V3 getLookAt(AiWrapperProvider wrapperProvider) { return (V3) m_lookAt; } /** * Returns the half horizontal field of view angle, in radians. *

* * The field of view angle is the angle between the center line of the * screen and the left or right border. The default value is 1/4PI. * * @return the half horizontal field of view angle */ public float getHorizontalFOV() { return m_horizontalFOV; } /** * Returns the distance of the near clipping plane from the camera. *

* * The value may not be 0.f (for arithmetic reasons to prevent a division * through zero). The default value is 0.1f. * * @return the distance of the near clipping plane */ public float getClipPlaneNear() { return m_clipNear; } /** * Returns the distance of the far clipping plane from the camera. *

* * The far clipping plane must, of course, be further away than the near * clipping plane. The default value is 1000.0f. The ratio between the near * and the far plane should not be too large (between 1000-10000 should be * ok) to avoid floating-point inaccuracies which could lead to z-fighting. * * @return the distance of the far clipping plane */ public float getClipPlaneFar() { return m_clipFar; } /** * Returns the screen aspect ratio. *

* * This is the ration between the width and the height of the screen. * Typical values are 4/3, 1/2 or 1/1. This value is 0 if the aspect ratio * is not defined in the source file. 0 is also the default value. * * @return the screen aspect ratio */ public float getAspect() { return m_aspect; } /** * Name. */ private final String m_name; /** * Position. */ private final Object m_position; /** * Up vector. */ private final Object m_up; /** * Look-At vector. */ private final Object m_lookAt; /** * FOV. */ private final float m_horizontalFOV; /** * Near clipping plane. */ private final float m_clipNear; /** * Far clipping plane. */ private final float m_clipFar; /** * Aspect ratio. */ private final float m_aspect; }





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