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authorTavian Barnes <tavianator@gmail.com>2010-01-06 13:43:14 -0500
committerTavian Barnes <tavianator@gmail.com>2010-01-06 13:43:14 -0500
commit4e2a6e40a77068492e3b63b84a18d0cc7f003fb7 (patch)
tree3456c6c4426092f40c039a48c82a161e49419bf9 /libdimension/cameras.c
parent2fab7d7ff6b926e79c35be3e59b42e733f8bf33c (diff)
downloaddimension-4e2a6e40a77068492e3b63b84a18d0cc7f003fb7.tar.xz
Split up objects, finishes, pigments, lights, cameras, etc.
Diffstat (limited to 'libdimension/cameras.c')
-rw-r--r--libdimension/cameras.c86
1 files changed, 0 insertions, 86 deletions
diff --git a/libdimension/cameras.c b/libdimension/cameras.c
deleted file mode 100644
index 3389cc7..0000000
--- a/libdimension/cameras.c
+++ /dev/null
@@ -1,86 +0,0 @@
-/*************************************************************************
- * Copyright (C) 2009 Tavian Barnes <tavianator@gmail.com> *
- * *
- * This file is part of The Dimension Library. *
- * *
- * The Dimension Library is free software; you can redistribute it and/ *
- * or modify it under the terms of the GNU Lesser General Public License *
- * as published by the Free Software Foundation; either version 3 of the *
- * License, or (at your option) any later version. *
- * *
- * The Dimension Library is distributed in the hope that it will be *
- * useful, but WITHOUT ANY WARRANTY; without even the implied warranty *
- * of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
- * Lesser General Public License for more details. *
- * *
- * You should have received a copy of the GNU Lesser General Public *
- * License along with this program. If not, see *
- * <http://www.gnu.org/licenses/>. *
- *************************************************************************/
-
-#include "dimension.h"
-
-/*
- * Perspective camera
- */
-
-/* Perspective camera ray callback */
-static dmnsn_line dmnsn_perspective_camera_ray_fn(const dmnsn_camera *camera,
- double x, double y);
-
-/* Create a new perspective camera. Rays are aimed from the origin to a screen
- located on the z = 1 frame, from (-0.5, -0.5) to (0.5, 0.5). Rays are then
- transformed by the camera's transformation matrix. */
-dmnsn_camera *
-dmnsn_new_perspective_camera()
-{
- dmnsn_matrix *ptr;
- dmnsn_camera *camera = dmnsn_new_camera();
- if (camera) {
- /* Allocate room for the transformation matrix */
- ptr = malloc(sizeof(dmnsn_matrix));
- if (!ptr) {
- dmnsn_delete_camera(camera);
- return NULL;
- }
- *ptr = dmnsn_identity_matrix();
-
- camera->ray_fn = &dmnsn_perspective_camera_ray_fn;
- camera->free_fn = &free;
- camera->ptr = ptr;
- }
- return camera;
-}
-
-/* Get the transformation matrix */
-dmnsn_matrix
-dmnsn_get_perspective_camera_trans(const dmnsn_camera *camera)
-{
- dmnsn_matrix *trans = camera->ptr;
- return *trans;
-}
-
-/* Set the transformation matrix */
-void
-dmnsn_set_perspective_camera_trans(dmnsn_camera *camera, dmnsn_matrix T)
-{
- dmnsn_matrix *trans = camera->ptr;
- *trans = T;
-}
-
-/* Perspective camera ray callback */
-static dmnsn_line
-dmnsn_perspective_camera_ray_fn(const dmnsn_camera *camera,
- double x, double y)
-{
- dmnsn_matrix *trans = camera->ptr;
- dmnsn_line l;
-
- /* Rays originate at the origin, oddly enough */
- l.x0 = dmnsn_new_vector(0.0, 0.0, 0.0);
-
- /* Aim at the z = 1 plane */
- l.n = dmnsn_new_vector(x - 0.5, y - 0.5, 1.0);
-
- return dmnsn_matrix_line_mul(*trans, l);
-}