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camera.go
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package rendr
import (
"math"
)
func rndCameraNew() *rndCamera {
return &rndCamera{
Fr: [3]float64{},
At: [3]float64{},
Up: [3]float64{},
Nc: 0,
Fc: 0,
FOV: 0,
Size: [2]uint{},
Ortho: 0,
Ar: 0,
D: 0,
Ncv: 0,
Fcv: 0,
Hght: 0,
Wdth: 0,
U: [3]float64{},
V: [3]float64{},
N: [3]float64{},
VtoW: [16]float64{},
}
}
func cross(a,b [3]float64) [3]float64 {
return [3]float64{a[1]*b[2] - a[2]*b[1], a[2]*b[0] - a[0]*b[2], a[0]*b[1] - a[1]*b[0]}
}
func dot(a, b [3]float64) float64 {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]
}
func (cam *rndCamera) rndCameraUpdate() {
dist:=float64(0)
var d_v, u_v [3]float64
var i int
for i=0; i<3;i++ {
d_v[i] = cam.Fr[i] - cam.At[i]
dist += d_v[i] * d_v[i]
}
dist = math.Sqrt(dist)
cam.D = dist
for i=0; i<3;i++ {
cam.N[i] = d_v[i]/dist
}
u_v = cross(cam.Up, cam.N)
dist = 0
for i=0; i<3;i++ {
dist += u_v[i]*u_v[i]
}
dist = math.Sqrt(dist)
for i=0;i<3;i++ {
cam.U[i] = u_v[i]/dist
}
cam.V = cross(cam.N, cam.U)
M_view:= [16]float64{
cam.U[0], cam.U[1], cam.U[2], -dot(cam.Fr, cam.U),
cam.V[0], cam.V[1], cam.V[2], -dot(cam.Fr, cam.V),
cam.N[0], cam.N[1], cam.N[2], -dot(cam.Fr, cam.N),
0,0,0,1,
}
cam.VtoW, _ = rnd_m4_affine_inv(M_view)
cam.Ncv = cam.Nc + cam.D
cam.Fcv = cam.Fc + cam.D
cam.Hght = 2* cam.D * math.Tan(cam.FOV/2 * math.Pi/180)
cam.Wdth = cam.Hght * float64(cam.Size[0]) / float64(cam.Size[1])
}
func (cam *rndCamera) rndCameraSet(fr,at,up [3]float64, nc,fc,FOV float64, size0, size1 uint, ortho int){
cam.Fr = fr
cam.At = at
cam.Up = up
cam.Nc = nc
cam.Fc = fc
cam.FOV = FOV
cam.Size[0] = size0
cam.Size[1] = size1
cam.Ortho = ortho
}