void CameraZoom(FbxScene* pScene, int pZoomDepth, int pZoomMode)
{
    FbxCamera* lCamera = GetCurrentCamera(pScene);
    if( lCamera == NULL)
        return;
    if( pZoomMode == SceneContext::ZOOM_FOCAL_LENGTH)
    {
        if (lCamera->ProjectionType.Get() == FbxCamera::ePerspective)
        {
            double lTransform = 0 - pZoomDepth / 100.0;

            double lApertureW = lCamera->GetApertureWidth();
            lApertureW = TransformAperture( lApertureW, lTransform);

            double lApertureH = lCamera->GetApertureHeight();
            lApertureH = TransformAperture( lApertureH, lTransform);

            UpdatePerspCameraAttributes( lCamera, lApertureW, lApertureH);


        }
        else
        {
            if( pZoomDepth > 0)
                gsOrthoCameraScale *= 0.8;
            else
                gsOrthoCameraScale *= 1.25;
        }
    }
    else
    {
        FbxNode*   lCameraNode = lCamera ? lCamera->GetNode() : NULL;

        // Compute the camera position and direction.
        FbxVector4 lEye(0,0,1);
        FbxVector4 lCenter(0,0,0);
        FbxVector4 lForward(0,0,0);

        if (lCamera)
        {
            lEye = lCamera->Position.Get();
        }

        if (lCameraNode && lCameraNode->GetTarget())
        {
            lCenter = lCameraNode->GetTarget()->LclTranslation.Get();
            lForward = lCenter - lEye;
        }
        else
        {
            if (!lCameraNode || IsProducerCamera(pScene, lCamera))
            {
                if (lCamera)
                {
                    lCenter = lCamera->InterestPosition.Get();
                    lForward = lCenter - lEye;
                }
            }
            else
            {
                // Get the direction
                FbxAMatrix lGlobalRotation;
                FbxVector4 lRotationVector( lCameraNode->LclRotation.Get());
                lGlobalRotation.SetR(lRotationVector);

                // Set the center.
                // A camera with rotation = {0,0,0} points to the X direction. So create a
                // vector in the X direction, rotate that vector by the global rotation amount
                // and then position the center by scaling and translating the resulting vector
                lRotationVector = FbxVector4(1.0,0,0);
                lForward = lGlobalRotation.MultT(lRotationVector);
            }
        }
        lForward.Normalize();
        lEye += lForward * pZoomDepth;
        FbxDouble3 lPosition(lEye[0], lEye[1], lEye[2]);
        lCamera->Position.Set(lPosition);
        
    }
}
Example #2
0
// Set the view to the current camera settings.
void SetCamera(KFbxScene* pScene, 
		KTime& pTime, 
		KFbxAnimLayer* pAnimLayer,
		KArrayTemplate<KFbxNode*>& pCameraArray)
{
	KFbxCamera* lCamera = GetCurrentCamera(pScene, pTime, pCameraArray);
	KFbxNode*   lCameraNode = lCamera ? lCamera->GetNode() : NULL;

	KFbxVector4 lEye(0,0,1);
	KFbxVector4 lCenter(0,0,0);
	KFbxVector4 lUp(0,1,0);
	KFbxVector4 lForward, lRight;

	if (lCamera)
	{
		lEye = lCamera->Position.Get();
		lUp = lCamera->UpVector.Get();
	}

	if (lCameraNode && lCameraNode->GetTarget())
	{
		lCenter = GetGlobalPosition(lCameraNode->GetTarget(), pTime).GetT();
	}
	else
	{
		if (!lCameraNode || IsProducerCamera(pScene, lCamera))
		{
			if (lCamera)
				lCenter = lCamera->InterestPosition.Get();
		}
		else
		{
			KFbxXMatrix lGlobalRotation;
			KFbxVector4 lRotationVector(GetGlobalPosition(lCameraNode, pTime).GetR());
			lGlobalRotation.SetR(lRotationVector);

			KFbxVector4 lInterestPosition(lCamera->InterestPosition.Get());
			KFbxVector4 lCameraGlobalPosition(GetGlobalPosition(lCameraNode, pTime).GetT());
			double      lLength = (KFbxVector4(lInterestPosition - lCameraGlobalPosition).Length());

			lRotationVector = KFbxVector4(1.0,0,0);
			lCenter = lGlobalRotation.MultT(lRotationVector);
			lCenter *= lLength;
			lCenter += lEye;

			lRotationVector = KFbxVector4(0,1.0,0);
			lUp = lGlobalRotation.MultT(lRotationVector);
		}
	}

	lForward = lCenter - lEye;
	lForward.Normalize();
	lRight = lForward.CrossProduct(lUp);
	lRight.Normalize();
	lUp = lRight.CrossProduct(lForward);
	lUp.Normalize();

	double lRadians = 0;

	if (lCamera)
		lRadians = 3.1416 * lCamera->Roll.Get() / 180.0;
	lUp *= cos(lRadians);
	lRight *= sin(lRadians);
	lUp = lUp + lRight;

	double lNearPlane = 0.01;
	if (lCamera)
		lNearPlane = lCamera->GetNearPlane();
	double lFarPlane = 1000.0;
	if (lCamera)
		lFarPlane = lCamera->GetFarPlane();

	if (lCamera && lCamera->ProjectionType.Get() == KFbxCamera::ePERSPECTIVE)
	{
		double lFieldOfViewY=0.0;
		double lAspect = lCamera->GetApertureWidth() * lCamera->GetSqueezeRatio() / lCamera->GetApertureHeight();

		if (lCamera->GetApertureMode() == KFbxCamera::eHORIZONTAL 
				|| lCamera->GetApertureMode() == KFbxCamera::eVERTICAL) {
			lFieldOfViewY = lCamera->FieldOfView.Get();
			if (lCamera->GetApertureMode() == KFbxCamera::eHORIZONTAL)
				lFieldOfViewY /= lAspect;
		} else if (lCamera->GetApertureMode() == KFbxCamera::eFOCAL_LENGTH) {
			lFieldOfViewY = lCamera->ComputeFieldOfView(lCamera->FocalLength.Get());
			lFieldOfViewY /= lAspect;
		} else if (lCamera->GetApertureMode() == KFbxCamera::eHORIZONTAL_AND_VERTICAL) {
			lFieldOfViewY = lCamera->FieldOfViewY.Get();
		}

		GlSetCameraPerspective(lFieldOfViewY,
				lAspect,
				lNearPlane,
				lFarPlane,
				lEye,
				lCenter,
				lUp);
	}
	else
	{
		double lPixelRatio = 1.0;
		if (lCamera)
			lPixelRatio = lCamera->GetPixelRatio();  

		int lWidth, lHeight;
		double lLeftPlane, lRightPlane, lBottomPlane, lTopPlane;

		GlGetWindowSize(lWidth, lHeight);

		if(lWidth < lHeight) 
		{   
			lLeftPlane   = -gsOrthoCameraScale * lPixelRatio;
			lRightPlane  =  gsOrthoCameraScale * lPixelRatio;
			lBottomPlane = -gsOrthoCameraScale * lHeight / lWidth;
			lTopPlane    =  gsOrthoCameraScale * lHeight / lWidth;               
		} 
		else 
		{
			lWidth *= (int) lPixelRatio;
			lLeftPlane   = -gsOrthoCameraScale * lWidth / lHeight;
			lRightPlane  =  gsOrthoCameraScale * lWidth / lHeight;
			lBottomPlane = -gsOrthoCameraScale;
			lTopPlane    =  gsOrthoCameraScale;
		}

		GlSetCameraOrthogonal(lLeftPlane,
				lRightPlane,
				lBottomPlane,
				lTopPlane,
				lNearPlane,
				lFarPlane,
				lEye,
				lCenter,
				lUp);
	}
}
// Set the view to the current camera settings.
void SetCamera(FbxScene* pScene, 
               FbxTime& pTime, 
               FbxAnimLayer* pAnimLayer,
               const FbxArray<FbxNode*>& pCameraArray,
               int pWindowWidth, int pWindowHeight)
{
    // Find the current camera at the given time.
    FbxCamera* lCamera = GetCurrentCamera(pScene, pTime, pAnimLayer, pCameraArray);
    if( lCamera == NULL)
        return;
    FbxNode*   lCameraNode = lCamera ? lCamera->GetNode() : NULL;

    // Compute the camera position and direction.
    FbxVector4 lEye(0,0,1);
    FbxVector4 lCenter(0,0,0);
    FbxVector4 lUp(0,1,0);
    FbxVector4 lForward, lRight;

    if (lCamera)
    {
        lEye = lCamera->Position.Get();
        lUp = lCamera->UpVector.Get();
    }

    if (lCameraNode && lCameraNode->GetTarget())
    {
        lCenter = GetGlobalPosition(lCameraNode->GetTarget(), pTime).GetT();
    }
    else
    {
        if (!lCameraNode || IsProducerCamera(pScene, lCamera))
        {
            if (lCamera)
                lCenter = lCamera->InterestPosition.Get();
        }
        else
        {
            // Get the direction
            FbxAMatrix lGlobalRotation;
            FbxVector4 lRotationVector(GetGlobalPosition(lCameraNode, pTime).GetR());
            lGlobalRotation.SetR(lRotationVector);

            // Get the length
            FbxVector4 lInterestPosition(lCamera->InterestPosition.Get());
            FbxVector4 lCameraGlobalPosition(GetGlobalPosition(lCameraNode, pTime).GetT());
            double      lLength = (FbxVector4(lInterestPosition - lCameraGlobalPosition).Length());

            // Set the center.
            // A camera with rotation = {0,0,0} points to the X direction. So create a
            // vector in the X direction, rotate that vector by the global rotation amount
            // and then position the center by scaling and translating the resulting vector
            lRotationVector = FbxVector4(1.0,0,0);
            lCenter = lGlobalRotation.MultT(lRotationVector);
            lCenter *= lLength;
            lCenter += lEye;

            // Update the default up vector with the camera rotation.
            lRotationVector = FbxVector4(0,1.0,0);
            lUp = lGlobalRotation.MultT(lRotationVector);
        }
    }

    // Align the up vector.
    lForward = lCenter - lEye;
    lForward.Normalize();
    lRight = lForward.CrossProduct(lUp);
    lRight.Normalize();
    lUp = lRight.CrossProduct(lForward);
    lUp.Normalize();

    // Rotate the up vector with the roll value.
    double lRadians = 0;

    if (lCamera)
        lRadians = lCamera->Roll.Get() * FBXSDK_PI_DIV_180;
    lUp = lUp * cos( lRadians) + lRight * sin(lRadians);

    
    double lNearPlane = 0.01;
    if (lCamera)
        lNearPlane = lCamera->GetNearPlane();    
    double lFarPlane = 4000.0;
    if (lCamera)
        lFarPlane = lCamera->GetFarPlane();

    //Get global scaling.
    FbxVector4 lCameraScaling = GetGlobalPosition(lCameraNode, pTime).GetS();
    static const int  FORWARD_SCALE = 2;
    
    //scaling near plane and far plane
    lNearPlane *= lCameraScaling[ FORWARD_SCALE];
    lFarPlane *= lCameraScaling[ FORWARD_SCALE];






    // Get the relevant camera settings for a perspective view.
    if (lCamera && lCamera->ProjectionType.Get() == FbxCamera::ePerspective)
    {
        //get the aspect ratio
        FbxCamera::EAspectRatioMode lCamAspectRatioMode = lCamera->GetAspectRatioMode();
        double lAspectX = lCamera->AspectWidth.Get(); //ºñÀ²
        double lAspectY = lCamera->AspectHeight.Get();
        double lAspectRatio = 1.333333;
        switch( lCamAspectRatioMode)
        {
        case FbxCamera::eWindowSize:
            lAspectRatio = lAspectX / lAspectY;
            break;
        case FbxCamera::eFixedRatio:
            lAspectRatio = lAspectX;

            break;
        case FbxCamera::eFixedResolution:
            lAspectRatio = lAspectX / lAspectY * lCamera->GetPixelRatio();
            break;
        case FbxCamera::eFixedWidth:
            lAspectRatio = lCamera->GetPixelRatio() / lAspectY;
            break;
        case FbxCamera::eFixedHeight:
            lAspectRatio = lCamera->GetPixelRatio() * lAspectX;
            break;
        default:
            break;

        }

        //get the aperture ratio
        double lFilmHeight = lCamera->GetApertureHeight();
        double lFilmWidth = lCamera->GetApertureWidth() * lCamera->GetSqueezeRatio();
        //here we use Height : Width
        double lApertureRatio = lFilmHeight / lFilmWidth;


        //change the aspect ratio to Height : Width
        lAspectRatio = 1 / lAspectRatio;
        //revise the aspect ratio and aperture ratio
        FbxCamera::EGateFit lCameraGateFit = lCamera->GateFit.Get();
        switch( lCameraGateFit )
        {

        case FbxCamera::eFitFill:
            if( lApertureRatio > lAspectRatio)  // the same as eHORIZONTAL_FIT
            {
                lFilmHeight = lFilmWidth * lAspectRatio;
                lCamera->SetApertureHeight( lFilmHeight);
                lApertureRatio = lFilmHeight / lFilmWidth;
            }
            else if( lApertureRatio < lAspectRatio) //the same as eVERTICAL_FIT
            {
                lFilmWidth = lFilmHeight / lAspectRatio;
                lCamera->SetApertureWidth( lFilmWidth);
                lApertureRatio = lFilmHeight / lFilmWidth;
            }
            break;
        case FbxCamera::eFitVertical:
            lFilmWidth = lFilmHeight / lAspectRatio;
            lCamera->SetApertureWidth( lFilmWidth);
            lApertureRatio = lFilmHeight / lFilmWidth;
            break;
        case FbxCamera::eFitHorizontal:
            lFilmHeight = lFilmWidth * lAspectRatio;
            lCamera->SetApertureHeight( lFilmHeight);
            lApertureRatio = lFilmHeight / lFilmWidth;
            break;
        case FbxCamera::eFitStretch:
            lAspectRatio = lApertureRatio;
            break;
        case FbxCamera::eFitOverscan:
            if( lFilmWidth > lFilmHeight)
            {
                lFilmHeight = lFilmWidth * lAspectRatio;
            }
            else
            {
                lFilmWidth = lFilmHeight / lAspectRatio;
            }
            lApertureRatio = lFilmHeight / lFilmWidth;
            break;
        case FbxCamera::eFitNone:
        default:
            break;
        }
        //change the aspect ratio to Width : Height
        lAspectRatio = 1 / lAspectRatio;

        double lFieldOfViewX = 0.0;
        double lFieldOfViewY = 0.0;
        if ( lCamera->GetApertureMode() == FbxCamera::eVertical)
        {
                lFieldOfViewY = lCamera->FieldOfView.Get();
                lFieldOfViewX = VFOV2HFOV( lFieldOfViewY, 1 / lApertureRatio);
        }
        else if (lCamera->GetApertureMode() == FbxCamera::eHorizontal)
        {
            lFieldOfViewX = lCamera->FieldOfView.Get(); //get HFOV
            lFieldOfViewY = HFOV2VFOV( lFieldOfViewX, lApertureRatio);
        }
        else if (lCamera->GetApertureMode() == FbxCamera::eFocalLength)
        {
            lFieldOfViewX = lCamera->ComputeFieldOfView(lCamera->FocalLength.Get());    //get HFOV
            lFieldOfViewY = HFOV2VFOV( lFieldOfViewX, lApertureRatio);
        }
        else if (lCamera->GetApertureMode() == FbxCamera::eHorizAndVert) {
            lFieldOfViewX = lCamera->FieldOfViewX.Get();
            lFieldOfViewY = lCamera->FieldOfViewY.Get();
        }



        double lRealScreenRatio = (double)pWindowWidth / (double)pWindowHeight;
        int  lViewPortPosX = 0, 
            lViewPortPosY = 0, 
            lViewPortSizeX = pWindowWidth, 
            lViewPortSizeY = pWindowHeight;
        //compute the view port
        if( lRealScreenRatio > lAspectRatio)
        {
            lViewPortSizeY = pWindowHeight;
            lViewPortSizeX = (int)( lViewPortSizeY * lAspectRatio);
            lViewPortPosY = 0;
            lViewPortPosX = (int)((pWindowWidth - lViewPortSizeX) * 0.5);
        }
        else
        {
            lViewPortSizeX = pWindowWidth;
            lViewPortSizeY = (int)(lViewPortSizeX / lAspectRatio);
            lViewPortPosX = 0;
            lViewPortPosY = (int)((pWindowHeight - lViewPortSizeY) * 0.5);
        }

        //revise the Perspective since we have film offset
        double lFilmOffsetX = lCamera->FilmOffsetX.Get();
        double lFilmOffsetY = lCamera->FilmOffsetY.Get();
        lFilmOffsetX = 0 - lFilmOffsetX / lFilmWidth * 2.0;
        lFilmOffsetY = 0 - lFilmOffsetY / lFilmHeight * 2.0;

        GlSetCameraPerspective( lFieldOfViewY, lAspectRatio, lNearPlane, lFarPlane, lEye, lCenter, lUp, lFilmOffsetX, lFilmOffsetY);



    //glMatrixMode(GL_PROJECTION);
    //double lTestPerpMatrix[ 16];
    //glGetDoublev( GL_PROJECTION_MATRIX, lTestPerpMatrix);

    //lTestPerpMatrix[ 8] -= lFilmOffsetX;
    //lTestPerpMatrix[ 9] -= lFilmOffsetY;
    //
    //glLoadMatrixd( lTestPerpMatrix);
    //glMatrixMode(GL_MODELVIEW);
        

        glViewport( lViewPortPosX, lViewPortPosY, lViewPortSizeX, lViewPortSizeY);
        

    }
    // Get the relevant camera settings for an orthogonal view.
    else
    {
        double lPixelRatio = 1.0;
        if (lCamera)
            lPixelRatio = lCamera->GetPixelRatio();  

        double lLeftPlane, lRightPlane, lBottomPlane, lTopPlane;

        if(pWindowWidth < pWindowHeight) 
        {   
            lLeftPlane   = -gsOrthoCameraScale * lPixelRatio;
            lRightPlane  =  gsOrthoCameraScale * lPixelRatio;
            lBottomPlane = -gsOrthoCameraScale * pWindowHeight / pWindowWidth;
            lTopPlane    =  gsOrthoCameraScale * pWindowHeight / pWindowWidth;
        } 
        else 
        {
            pWindowWidth *= (int) lPixelRatio;
            lLeftPlane   = -gsOrthoCameraScale * pWindowWidth / pWindowHeight;
            lRightPlane  =  gsOrthoCameraScale * pWindowWidth / pWindowHeight;
            lBottomPlane = -gsOrthoCameraScale;
            lTopPlane    =  gsOrthoCameraScale;
        }

        GlSetCameraOrthogonal(lLeftPlane,
            lRightPlane,
            lBottomPlane,
            lTopPlane,
            lNearPlane,
            lFarPlane,
            lEye,
            lCenter,
            lUp);
    }
}