1*3334a7e6SAndrew Rist /************************************************************** 2*3334a7e6SAndrew Rist * 3*3334a7e6SAndrew Rist * Licensed to the Apache Software Foundation (ASF) under one 4*3334a7e6SAndrew Rist * or more contributor license agreements. See the NOTICE file 5*3334a7e6SAndrew Rist * distributed with this work for additional information 6*3334a7e6SAndrew Rist * regarding copyright ownership. The ASF licenses this file 7*3334a7e6SAndrew Rist * to you under the Apache License, Version 2.0 (the 8*3334a7e6SAndrew Rist * "License"); you may not use this file except in compliance 9*3334a7e6SAndrew Rist * with the License. You may obtain a copy of the License at 10*3334a7e6SAndrew Rist * 11*3334a7e6SAndrew Rist * http://www.apache.org/licenses/LICENSE-2.0 12cdf0e10cSrcweir * 13*3334a7e6SAndrew Rist * Unless required by applicable law or agreed to in writing, 14*3334a7e6SAndrew Rist * software distributed under the License is distributed on an 15*3334a7e6SAndrew Rist * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY 16*3334a7e6SAndrew Rist * KIND, either express or implied. See the License for the 17*3334a7e6SAndrew Rist * specific language governing permissions and limitations 18*3334a7e6SAndrew Rist * under the License. 19*3334a7e6SAndrew Rist * 20*3334a7e6SAndrew Rist *************************************************************/ 21*3334a7e6SAndrew Rist 22*3334a7e6SAndrew Rist 23cdf0e10cSrcweir 24cdf0e10cSrcweir #ifndef _CAMERA3D_HXX 25cdf0e10cSrcweir #define _CAMERA3D_HXX 26cdf0e10cSrcweir 27cdf0e10cSrcweir #include <svx/viewpt3d.hxx> 28cdf0e10cSrcweir #include "svx/svxdllapi.h" 29cdf0e10cSrcweir 30cdf0e10cSrcweir /************************************************************************* 31cdf0e10cSrcweir |* 32cdf0e10cSrcweir |* Kamera-Ableitung 33cdf0e10cSrcweir |* 34cdf0e10cSrcweir \************************************************************************/ 35cdf0e10cSrcweir 36cdf0e10cSrcweir class SVX_DLLPUBLIC Camera3D : public Viewport3D 37cdf0e10cSrcweir { 38cdf0e10cSrcweir protected: 39cdf0e10cSrcweir basegfx::B3DPoint aResetPos; 40cdf0e10cSrcweir basegfx::B3DPoint aResetLookAt; 41cdf0e10cSrcweir double fResetFocalLength; 42cdf0e10cSrcweir double fResetBankAngle; 43cdf0e10cSrcweir 44cdf0e10cSrcweir basegfx::B3DPoint aPosition; 45cdf0e10cSrcweir basegfx::B3DPoint aLookAt; 46cdf0e10cSrcweir double fFocalLength; 47cdf0e10cSrcweir double fBankAngle; 48cdf0e10cSrcweir 49cdf0e10cSrcweir FASTBOOL bAutoAdjustProjection; 50cdf0e10cSrcweir 51cdf0e10cSrcweir public: 52cdf0e10cSrcweir Camera3D(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt, 53cdf0e10cSrcweir double fFocalLen = 35.0, double fBankAng = 0); 54cdf0e10cSrcweir Camera3D(); 55cdf0e10cSrcweir 56cdf0e10cSrcweir // Anfangswerte wieder herstellen 57cdf0e10cSrcweir void Reset(); 58cdf0e10cSrcweir 59cdf0e10cSrcweir void SetDefaults(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt, 60cdf0e10cSrcweir double fFocalLen = 35.0, double fBankAng = 0); 61cdf0e10cSrcweir 62cdf0e10cSrcweir void SetViewWindow(double fX, double fY, double fW, double fH); 63cdf0e10cSrcweir 64cdf0e10cSrcweir void SetPosition(const basegfx::B3DPoint& rNewPos); GetPosition() const65cdf0e10cSrcweir const basegfx::B3DPoint& GetPosition() const { return aPosition; } 66cdf0e10cSrcweir void SetLookAt(const basegfx::B3DPoint& rNewLookAt); GetLookAt() const67cdf0e10cSrcweir const basegfx::B3DPoint& GetLookAt() const { return aLookAt; } 68cdf0e10cSrcweir void SetPosAndLookAt(const basegfx::B3DPoint& rNewPos, const basegfx::B3DPoint& rNewLookAt); 69cdf0e10cSrcweir 70cdf0e10cSrcweir // Brennweite in mm 71cdf0e10cSrcweir void SetFocalLength(double fLen); 72cdf0e10cSrcweir void SetFocalLengthWithCorrect(double fLen); GetFocalLength() const73cdf0e10cSrcweir double GetFocalLength() const { return fFocalLength; } 74cdf0e10cSrcweir 75cdf0e10cSrcweir // Neigung links/rechts 76cdf0e10cSrcweir void SetBankAngle(double fAngle); GetBankAngle() const77cdf0e10cSrcweir double GetBankAngle() const { return fBankAngle; } 78cdf0e10cSrcweir 79cdf0e10cSrcweir // Um die Kameraposition drehen, LookAt wird dabei veraendert 80cdf0e10cSrcweir void Rotate(double fHAngle, double fVAngle); 81cdf0e10cSrcweir 82cdf0e10cSrcweir // Um den Blickpunkt drehen, Position wird dabei veraendert 83cdf0e10cSrcweir void RotateAroundLookAt(double fHAngle, double fVAngle); 84cdf0e10cSrcweir SetAutoAdjustProjection(FASTBOOL bAdjust=sal_True)85cdf0e10cSrcweir void SetAutoAdjustProjection(FASTBOOL bAdjust = sal_True) 86cdf0e10cSrcweir { bAutoAdjustProjection = bAdjust; } IsAutoAdjustProjection() const87cdf0e10cSrcweir FASTBOOL IsAutoAdjustProjection() const { return bAutoAdjustProjection; } 88cdf0e10cSrcweir }; 89cdf0e10cSrcweir 90cdf0e10cSrcweir #endif // _CAMERA3D_HXX 91