/* --------------------------------------------------------------------------- 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; } } }