FBX C++ API Reference
All Classes Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Pages
ViewScene/SetCamera.cxx
/****************************************************************************************
Copyright (C) 2015 Autodesk, Inc.
All rights reserved.
Use of this software is subject to the terms of the Autodesk license agreement
provided at the time of installation or download, or which otherwise accompanies
this software in either electronic or hard copy form.
****************************************************************************************/
//
// This file contains functions to:
// 1) find the current camera;
// 2) get the relevant settings of a camera depending on it's projection
// type and aperture mode;
// 3) compute the orientation of a camera.
//
#include <fbxsdk.h>
#include "GetPosition.h"
#include "GlFunctions.h"
#include "SetCamera.h"
#include "SceneContext.h"
#define HFOV2VFOV(h, ar) (2.0 * atan((ar) * tan( (h * FBXSDK_PI_DIV_180) * 0.5)) * FBXSDK_180_DIV_PI) //ar : aspectY / aspectX
#define VFOV2HFOV(v, ar) (2.0 * atan((ar) * tan( (v * FBXSDK_PI_DIV_180) * 0.5)) * FBXSDK_180_DIV_PI) //ar : aspectX / aspectY
FbxCamera* GetCurrentCamera(FbxScene* pScene,
FbxTime& pTime,
FbxAnimLayer* pAnimLayer,
const FbxArray<FbxNode*>& pCameraArray);
void GetCameraAnimatedParameters(FbxNode* pNode,
FbxTime& pTime,
FbxAnimLayer* pAnimLayer);
bool IsProducerCamera(FbxScene* pScene, FbxCamera* pCamera);
static double gsOrthoCameraScale = 178.0;
// 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();
double lAspectY = lCamera->AspectHeight.Get();
double lAspectRatio = 1.333333;
switch( lCamAspectRatioMode)
{
lAspectRatio = lAspectX / lAspectY;
break;
lAspectRatio = lAspectX;
break;
lAspectRatio = lAspectX / lAspectY * lCamera->GetPixelRatio();
break;
lAspectRatio = lCamera->GetPixelRatio() / lAspectY;
break;
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 )
{
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;
lFilmWidth = lFilmHeight / lAspectRatio;
lCamera->SetApertureWidth( lFilmWidth);
lApertureRatio = lFilmHeight / lFilmWidth;
break;
lFilmHeight = lFilmWidth * lAspectRatio;
lCamera->SetApertureHeight( lFilmHeight);
lApertureRatio = lFilmHeight / lFilmWidth;
break;
lAspectRatio = lApertureRatio;
break;
if( lFilmWidth > lFilmHeight)
{
lFilmHeight = lFilmWidth * lAspectRatio;
}
else
{
lFilmWidth = lFilmHeight / lAspectRatio;
}
lApertureRatio = lFilmHeight / lFilmWidth;
break;
default:
break;
}
//change the aspect ratio to Width : Height
lAspectRatio = 1 / lAspectRatio;
double lFieldOfViewX = 0.0;
double lFieldOfViewY = 0.0;
{
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);
}
}
// Find the current camera at the given time.
FbxCamera* GetCurrentCamera(FbxScene* pScene,
FbxTime& pTime,
FbxAnimLayer* pAnimLayer,
const FbxArray<FbxNode*>& pCameraArray)
{
FbxGlobalSettings& lGlobalSettings = pScene->GetGlobalSettings();
FbxGlobalCameraSettings& lGlobalCameraSettings = pScene->GlobalCameraSettings();
FbxString lCurrentCameraName = lGlobalSettings.GetDefaultCamera();
// check if we need to create the Producer cameras!
if (lGlobalCameraSettings.GetCameraProducerPerspective() == NULL &&
lGlobalCameraSettings.GetCameraProducerBottom() == NULL &&
lGlobalCameraSettings.GetCameraProducerTop() == NULL &&
lGlobalCameraSettings.GetCameraProducerFront() == NULL &&
lGlobalCameraSettings.GetCameraProducerBack() == NULL &&
lGlobalCameraSettings.GetCameraProducerRight() == NULL &&
lGlobalCameraSettings.GetCameraProducerLeft() == NULL)
{
lGlobalCameraSettings.CreateProducerCameras();
}
if (lCurrentCameraName.Compare(FBXSDK_CAMERA_PERSPECTIVE) == 0)
{
return lGlobalCameraSettings.GetCameraProducerPerspective();
}
else if (lCurrentCameraName.Compare(FBXSDK_CAMERA_BOTTOM) == 0)
{
return lGlobalCameraSettings.GetCameraProducerBottom();
}
else if (lCurrentCameraName.Compare(FBXSDK_CAMERA_TOP) == 0)
{
return lGlobalCameraSettings.GetCameraProducerTop();
}
else if (lCurrentCameraName.Compare(FBXSDK_CAMERA_FRONT) == 0)
{
return lGlobalCameraSettings.GetCameraProducerFront();
}
else if (lCurrentCameraName.Compare(FBXSDK_CAMERA_BACK) == 0)
{
return lGlobalCameraSettings.GetCameraProducerBack();
}
else if (lCurrentCameraName.Compare(FBXSDK_CAMERA_RIGHT) == 0)
{
return lGlobalCameraSettings.GetCameraProducerRight();
}
else if (lCurrentCameraName.Compare(FBXSDK_CAMERA_LEFT) == 0)
{
return lGlobalCameraSettings.GetCameraProducerLeft();
}
else if (lCurrentCameraName.Compare(FBXSDK_CAMERA_SWITCHER) == 0)
{
FbxCameraSwitcher* lCameraSwitcher = pScene->GlobalCameraSettings().GetCameraSwitcher();
FbxAnimCurve* lCurve = NULL;
if (lCameraSwitcher)
{
lCurve = lCameraSwitcher->CameraIndex.GetCurve(pAnimLayer);
int lCameraIndex = lCurve ? int(lCurve->Evaluate(pTime)) - 1 : 0;
if (lCameraIndex >= 0 && lCameraIndex < pCameraArray.GetCount())
{
FbxNode* lNode = pCameraArray[lCameraIndex];
// Get the animated parameters of the camera.
GetCameraAnimatedParameters(lNode, pTime, pAnimLayer);
return (FbxCamera*) lNode->GetNodeAttribute();
}
}
}
else
{
int i;
FbxNode* lNode = NULL;
// Find the camera in the camera array.
for (i = 0; i < pCameraArray.GetCount(); i++)
{
if (lCurrentCameraName.Compare(pCameraArray[i]->GetName()) == 0)
{
lNode = pCameraArray[i];
break;
}
}
if (lNode)
{
// Get the animated parameters of the camera.
GetCameraAnimatedParameters(lNode, pTime, pAnimLayer);
return (FbxCamera*) lNode->GetNodeAttribute();
}
}
return lGlobalCameraSettings.GetCameraProducerPerspective();
}
// Get the animated parameters of a camera contained in the scene
// and store them in the associated member variables contained in
// the camera.
void GetCameraAnimatedParameters(FbxNode* pNode, FbxTime& pTime, FbxAnimLayer* pAnimLayer)
{
FbxCamera* lCamera = (FbxCamera*) pNode->GetNodeAttribute();
lCamera->Position.Set(GetGlobalPosition(pNode, pTime).GetT());
FbxAnimCurve* fc = lCamera->Roll.GetCurve(pAnimLayer);
if (fc)
lCamera->Roll.Set(fc->Evaluate(pTime));
FbxCamera::EApertureMode lCameraApertureMode = lCamera->GetApertureMode();
if (lCameraApertureMode == FbxCamera::eHorizontal ||
lCameraApertureMode == FbxCamera::eVertical)
{
double lFieldOfView = lCamera->FieldOfView.Get();
fc = lCamera->FieldOfView.GetCurve(pAnimLayer);
if (fc)
lFieldOfView = fc->Evaluate(pTime);
//update FOV and focal length
lCamera->FieldOfView.Set( lFieldOfView);
lCamera->FocalLength.Set( lCamera->ComputeFocalLength( lFieldOfView));
}
else if ( lCameraApertureMode == FbxCamera::eHorizAndVert)
{
double lOldFieldOfViewX = lCamera->FieldOfViewX.Get();
double lOldFieldOfViewY = lCamera->FieldOfViewY.Get();
//update FOV
double lNewFieldOfViewX = lOldFieldOfViewX;
double lNewFieldOfViewY = lOldFieldOfViewY;
fc = lCamera->FieldOfViewX.GetCurve(pAnimLayer);
if (fc)
lNewFieldOfViewX = fc->Evaluate(pTime);
fc = lCamera->FieldOfViewY.GetCurve(pAnimLayer);
if (fc)
lNewFieldOfViewY = fc->Evaluate(pTime);
lCamera->FieldOfViewX.Set(lNewFieldOfViewX);
lCamera->FieldOfViewY.Set(lNewFieldOfViewY);
//update aspect
double lUpdatedApertureX = lCamera->GetApertureWidth();
double lUpdatedApertureY = lCamera->GetApertureHeight();
lUpdatedApertureX *= tan( lNewFieldOfViewX * 0.5 * FBXSDK_PI_DIV_180) / tan( lOldFieldOfViewX * 0.5 * FBXSDK_PI_DIV_180);
lUpdatedApertureY *= tan( lNewFieldOfViewY * 0.5 * FBXSDK_PI_DIV_180) / tan( lOldFieldOfViewY * 0.5 * FBXSDK_PI_DIV_180);
lCamera->FilmWidth.Set( lUpdatedApertureX);
lCamera->FilmHeight.Set( lUpdatedApertureY);
lCamera->FilmAspectRatio.Set( lUpdatedApertureX / lUpdatedApertureY);
}
else if ( lCameraApertureMode == FbxCamera::eFocalLength)
{
double lFocalLength = lCamera->FocalLength.Get();
fc = lCamera->FocalLength.GetCurve(pAnimLayer);
if (fc && fc ->Evaluate(pTime))
lFocalLength = fc->Evaluate( pTime);
//update FOV and focal length
lCamera->FocalLength.Set( lFocalLength);
lCamera->FieldOfView.Set( lCamera->ComputeFieldOfView( lFocalLength));
}
}
bool IsProducerCamera(FbxScene* pScene, FbxCamera* pCamera)
{
FbxGlobalCameraSettings& lGlobalCameraSettings = pScene->GlobalCameraSettings();
if (pCamera == lGlobalCameraSettings.GetCameraProducerPerspective())
return true;
if (pCamera == lGlobalCameraSettings.GetCameraProducerTop())
return true;
if (pCamera == lGlobalCameraSettings.GetCameraProducerBottom())
return true;
if (pCamera == lGlobalCameraSettings.GetCameraProducerFront())
return true;
if (pCamera == lGlobalCameraSettings.GetCameraProducerBack())
return true;
if (pCamera == lGlobalCameraSettings.GetCameraProducerRight())
return true;
if (pCamera == lGlobalCameraSettings.GetCameraProducerLeft())
return true;
return false;
}
FbxCamera* GetCurrentCamera(FbxScene* pScene)
{
FbxCamera* lRet = NULL;
FbxString lCurrentCameraName;
FbxGlobalCameraSettings& lGlobalCameraSettings = pScene->GlobalCameraSettings();
FbxGlobalSettings& lGlobalSettings = pScene->GetGlobalSettings();
lCurrentCameraName = lGlobalSettings.GetDefaultCamera();
if (lCurrentCameraName == FBXSDK_CAMERA_PERSPECTIVE)
{
lRet = lGlobalCameraSettings.GetCameraProducerPerspective();
}
else if (lCurrentCameraName == FBXSDK_CAMERA_TOP)
{
lRet = lGlobalCameraSettings.GetCameraProducerTop();
}
else if (lCurrentCameraName == FBXSDK_CAMERA_BOTTOM)
{
lRet = lGlobalCameraSettings.GetCameraProducerBottom();
}
else if (lCurrentCameraName == FBXSDK_CAMERA_FRONT)
{
lRet = lGlobalCameraSettings.GetCameraProducerFront();
}
else if (lCurrentCameraName == FBXSDK_CAMERA_BACK)
{
lRet = lGlobalCameraSettings.GetCameraProducerBack();
}
else if (lCurrentCameraName == FBXSDK_CAMERA_RIGHT)
{
lRet = lGlobalCameraSettings.GetCameraProducerRight();
}
else if (lCurrentCameraName == FBXSDK_CAMERA_LEFT)
{
lRet = lGlobalCameraSettings.GetCameraProducerLeft();
}
else
{
FbxNode* lCameraNode = pScene->FindNodeByName( lCurrentCameraName);
if( lCameraNode)
{
lRet = lCameraNode->GetCamera();
}
}
return lRet;
}
double TransformAperture( double pAperture, double pTransform)
{
double lTransformAperture = ( pAperture + pTransform);
if( lTransformAperture < 0.25)
{
lTransformAperture = 0.25;
}
if( lTransformAperture > 179.0)
{
lTransformAperture = 179.0;
}
return lTransformAperture;
}
void UpdatePerspCameraAttributes( FbxCamera* pCamera, double pNewApertureW, double pNewApertureH)
{
if( pCamera == NULL || FbxAnimUtilities::IsAnimated( pCamera))
return;
// update focal length or field of view.
double lApertureWidthOrig = pCamera->GetApertureWidth();
double lApertureHeightOrig = pCamera->GetApertureHeight();
// update focal length according to hypothetic new apertures.
double lFLOrig = pCamera->FocalLength.Get();
double lFOVOrig = pCamera->ComputeFieldOfView(lFLOrig); // recompute to be sure.
// transform aperture width and height temporarily
pCamera->SetApertureWidth( pNewApertureW );
pCamera->SetApertureHeight(pNewApertureH );
double lFLNew = pCamera->ComputeFocalLength(lFOVOrig);
double lFOVNew = pCamera->ComputeFieldOfView(lFLNew);
pCamera->FocalLength.Set(lFLNew);
pCamera->FieldOfView.Set(lFOVNew);
} else if (pCamera->GetApertureMode() == FbxCamera::eVertical
double lFOVOrig = pCamera->FieldOfView.Get();
double lFLOrig = pCamera->ComputeFocalLength(lFOVOrig); // recompute to be sure.
// transform aperture width and height temporarily
pCamera->SetApertureWidth(pNewApertureW );
pCamera->SetApertureHeight(pNewApertureH );
double lFOVNew = pCamera->ComputeFieldOfView(lFLOrig);
double lFLNew = pCamera->ComputeFocalLength(lFOVNew);
pCamera->FieldOfView.Set(lFOVNew);
pCamera->FocalLength.Set(lFLNew);
} else if (pCamera->GetApertureMode() == FbxCamera::eHorizAndVert) {
double lFOVOrigX = pCamera->FieldOfViewX.Get();
double lFLOrig = pCamera->ComputeFocalLength(lFOVOrigX); // recompute to be sure.
// transform aperture width and height temporarily
pCamera->SetApertureWidth(pNewApertureW );
pCamera->SetApertureHeight(pNewApertureH );
double lFOVNewX = pCamera->ComputeFieldOfView(lFLOrig);
double lFOVNewY = pCamera->ComputeFieldOfView(lFLOrig);
double lFLNew = pCamera->ComputeFocalLength(lFOVNewX);
pCamera->FieldOfViewY.Set(lFOVNewX);
pCamera->FieldOfViewY.Set(lFOVNewY);
pCamera->FocalLength.Set(lFLNew);
}
// reset aperture width and height
pCamera->SetApertureWidth(lApertureWidthOrig);
pCamera->SetApertureHeight(lApertureHeightOrig);
}
void CameraZoom(FbxScene* pScene, int pZoomDepth, int pZoomMode)
{
FbxCamera* lCamera = GetCurrentCamera(pScene);
if( lCamera == NULL)
return;
if( pZoomMode == SceneContext::ZOOM_FOCAL_LENGTH)
{
{
double lTransform = 0 - pZoomDepth / 400.0;
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);
}
}
void CameraOrbit(FbxScene* pScene, FbxVector4 lOrigCamPos, double OrigRoll, int dX, int dY)
{
// Orbit the camera horizontally dX degrees, vertically dY degrees.
FbxCamera* lCamera = GetCurrentCamera(pScene);
if (!lCamera) return;
FbxGlobalCameraSettings& lGlobalCameraSettings = pScene->GlobalCameraSettings();
if (lCamera != lGlobalCameraSettings.GetCameraProducerPerspective()) return;
if (lCamera->LockMode.Get()) return;
if (dX == 0 && dY == 0) return;
FbxVector4 lRotationVector, lNewPosition, lCurPosition;
FbxAMatrix lRotation;
FbxVector4 lCenter = lCamera->InterestPosition.Get();
// current position
FbxVector4 lPosition = lCamera->Position.Get();
lCurPosition = lPosition-lCenter;
// translate
lNewPosition = lOrigCamPos-lCenter;
int rotX;
if (lNewPosition[2] == 0) {
rotX = 90;
} else {
rotX = (int) (atan((double)lNewPosition[0]/(double)lNewPosition[2]) * FBXSDK_180_DIV_PI);
}
bool bRoll = (((int)OrigRoll % 360) != 0);
if ( (lNewPosition[2] < 0 && !bRoll)
|| (lNewPosition[2] > 0 && bRoll) ) {
dY = -dY;
}
if (bRoll) dX = -dX;
// Center on the X axis (push)
lRotationVector[1] = -rotX;
lRotation.SetR(lRotationVector);
lNewPosition = lRotation.MultT(lNewPosition);
// Rotation for the vertical movement: around the X axis
lRotationVector[1] = 0;
lRotationVector[0] = dY;
lRotation.SetR(lRotationVector);
lNewPosition = lRotation.MultT(lNewPosition);
// Back from the X axis (pop)
lRotationVector[0] = 0;
lRotationVector[1] = rotX;
lRotation.SetR(lRotationVector);
lNewPosition = lRotation.MultT(lNewPosition);
// Rotation for the horizontal movement
lRotationVector[1] = -dX;
lRotation.SetR(lRotationVector);
lNewPosition = lRotation.MultT(lNewPosition);
// Detect camera flip
if ( lNewPosition[0]*lCurPosition[0] < 0
&& lNewPosition[2]*lCurPosition[2] < 0) {
// flip -> roll 180.
double lRoll = lCamera->Roll.Get();
lRoll = 180.0-lRoll;
lCamera->Roll.Set(lRoll);
}
// Back from center
lNewPosition = lNewPosition + lCenter;
lCamera->Position.Set(lNewPosition);
}
void CameraPan(FbxScene* pScene, FbxVector4 lOrigCamPos, FbxVector4 lOrigCamCenter, double OrigRoll, int dX, int dY) {
// Pan the camera horizontally dX degrees, vertically dY degrees.
FbxCamera* lCamera = GetCurrentCamera(pScene);
if (!lCamera) return;
if (!IsProducerCamera(pScene, lCamera)) return;
if (lCamera->LockMode.Get()) return;
if (dX == 0 && dY == 0) return;
FbxGlobalCameraSettings& lGlobalCameraSettings = pScene->GlobalCameraSettings();
FbxVector4 lRotationXV, lRotationYV, lTranslationV;
FbxAMatrix lRotationX, lRotationY, lRotationXInverse, lRotationYInverse, lTranslation;
FbxVector4 lNewPosition = lOrigCamPos;
FbxVector4 lNewCenter = lOrigCamCenter;
// Translate the camera in dX and dY according to its point of view.
if (lCamera == lGlobalCameraSettings.GetCameraProducerTop()) {
lTranslationV[0] = -dX;
lTranslationV[1] = 0;
lTranslationV[2] = dY;
} else if (lCamera == lGlobalCameraSettings.GetCameraProducerBottom()) {
lTranslationV[0] = dX;
lTranslationV[1] = 0;
lTranslationV[2] = dY;
} else if (lCamera == lGlobalCameraSettings.GetCameraProducerFront()) {
lTranslationV[0] = -dX;
lTranslationV[1] = -dY;
lTranslationV[2] = 0;
} else if (lCamera == lGlobalCameraSettings.GetCameraProducerBack()) {
lTranslationV[0] = dX;
lTranslationV[1] = -dY;
lTranslationV[2] = 0;
} else if (lCamera == lGlobalCameraSettings.GetCameraProducerRight()) {
lTranslationV[0] = 0;
lTranslationV[1] = -dY;
lTranslationV[2] = dX;
} else if (lCamera == lGlobalCameraSettings.GetCameraProducerLeft()) {
lTranslationV[0] = 0;
lTranslationV[1] = -dY;
lTranslationV[2] = -dX;
} else {
// Perspective view. More computation.
// Adjust displacement when there is roll
bool bRoll = (((int)OrigRoll % 360) != 0);
if (bRoll) {
dX = -dX;
dY = -dY;
}
// Compute angles aY and aZ of the camera with Y and Z axis.
double aZ, aY;
FbxVector4 lDist = lNewPosition - lNewCenter;
// Euclidian distance between camera and lookat
double dist = (double)(lDist[0]*lDist[0]+lDist[1]*lDist[1]+lDist[2]*lDist[2]);
// aZ
if (lDist[2] == 0) {
aZ = 90.0;
} else {
aZ = (atan((double)lDist[0]/(double)lDist[2]) * FBXSDK_180_DIV_PI);
}
if (lNewPosition[2] < lNewCenter[2]) aZ += 180;
// aY
if (dist > 0.001) {
aY = (asin(sqrt((double)(lDist[1]*lDist[1])/ dist)) * FBXSDK_180_DIV_PI);
} else {
aY = 0;
}
if (lNewPosition[1] < lNewCenter[1]) aY = -aY;
// Basis translation
lTranslationV[0] = -dX;
lTranslationV[1] = -dY;
lTranslationV[2] = 0;
// Rotation around Y axis
lRotationYV[0] = 0;
lRotationYV[1] = -aZ;
lRotationYV[2] = 0;
lRotationY.SetR(lRotationYV);
// Rotation around X axis
lRotationXV[0] = aY;
lRotationXV[1] = 0;
lRotationXV[2] = 0;
lRotationX.SetR(lRotationXV);
// Modify translation according to aY and aZ.
lTranslation.SetT(lTranslationV);
lRotationYInverse = lRotationY.Inverse();
lRotationXInverse = lRotationX.Inverse();
lTranslation = lRotationYInverse * lRotationXInverse * lTranslation * lRotationY * lRotationX;
lTranslationV = lTranslation.GetT();
}
// Translate camera and center according to pan.
lNewPosition += lTranslationV;
lNewCenter += lTranslationV;
lCamera->Position.Set(lNewPosition);
lCamera->InterestPosition.Set(lNewCenter);
}