content: /*
  ---------------------------------------------------------------------------
  Open Asset Import Library - Java Binding (jassimp)
  ---------------------------------------------------------------------------
  
  Copyright (c) 2006-2020, assimp 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 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,
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  THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
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  */
  package jassimp;
  
  
  /** 
   * Helper structure to describe a virtual camera.<p> 
   *
   * Cameras have a representation in the node graph and can be animated.
   * An important aspect is that the camera itself is also part of the
   * scenegraph. This means, any values such as the look-at vector are not 
   * *absolute*, they're <b>relative</b> to the coordinate system defined
   * by the node which corresponds to the camera. This allows for camera
   * animations. For static cameras parameters like the 'look-at' or 'up' vectors
   * are usually specified directly in aiCamera, but beware, they could also
   * be encoded in the node transformation. The following (pseudo)code sample 
   * shows how to do it: <p>
   * <code><pre>
   * // Get the camera matrix for a camera at a specific time
   * // if the node hierarchy for the camera does not contain
   * // at least one animated node this is a static computation
   * get-camera-matrix (node sceneRoot, camera cam) : matrix
   * {
   *    node   cnd = find-node-for-camera(cam)
   *    matrix cmt = identity()
   *
   *    // as usual - get the absolute camera transformation for this frame
   *    for each node nd in hierarchy from sceneRoot to cnd
   *      matrix cur
   *      if (is-animated(nd))
   *         cur = eval-animation(nd)
   *      else cur = nd->mTransformation;
   *      cmt = mult-matrices( cmt, cur )
   *    end for
   *
   *    // now multiply with the camera's own local transform
   *    cam = mult-matrices (cam, get-camera-matrix(cmt) )
   * }
   * </pre></code>
   *
   * <b>Note:</b> some file formats (such as 3DS, ASE) export a "target point" -
   * the point the camera is looking at (it can even be animated). Assimp
   * writes the target point as a subnode of the camera's main node,
   * called "<camName>.Target". However this is just additional information
   * then the transformation tracks of the camera main node make the
   * camera already look in the right direction.
   */
  public final class AiCamera {
      /**
       * Constructor.
       * 
       * @param name name
       * @param position position
       * @param up up vector
       * @param lookAt look-at vector
       * @param horizontalFOV field of view
       * @param clipNear near clip plane
       * @param clipFar far clip plane
       * @param aspect aspect ratio
       */
      AiCamera(String name, Object position, Object up, Object lookAt, 
              float horizontalFOV, float clipNear, float clipFar, float aspect) {
          
          m_name = name;
          m_position = position;
          m_up = up;
          m_lookAt = lookAt;
          m_horizontalFOV = horizontalFOV;
          m_clipNear = clipNear;
          m_clipFar = clipFar;
          m_aspect = aspect;
      }
  
  
      /** 
       * Returns the name of the camera.<p>
       *
       *  There must be a node in the scenegraph with the same name.
       *  This node specifies the position of the camera in the scene
       *  hierarchy and can be animated.
       */
      public String getName() {
          return m_name;
      }
      
  
      /** 
       * Returns the position of the camera.<p>
       * 
       * The returned position is relative to the coordinate space defined by the
       * corresponding node.<p>
       *
       * The default value is 0|0|0.<p>
       * 
       * This method is part of the wrapped API (see {@link AiWrapperProvider}
       * for details on wrappers).<p>
       * 
       * The built-in behavior is to return a {@link AiVector}.
       * 
       * @param wrapperProvider the wrapper provider (used for type inference)
       * @return the position vector
       */
      @SuppressWarnings("unchecked")
      public <V3, M4, C, N, Q> V3 getPosition(AiWrapperProvider<V3, M4, C, N, Q> 
              wrapperProvider) {
          
          return (V3) m_position;
      }
  
  
      /** 
       * Returns the 'Up' - vector of the camera coordinate system.
       * 
       * The returned vector is relative to the coordinate space defined by the 
       * corresponding node.<p>
       *
       * The 'right' vector of the camera coordinate system is the cross product
       * of  the up and lookAt vectors. The default value is 0|1|0. The vector
       * may be normalized, but it needn't.<p>
       * 
       * This method is part of the wrapped API (see {@link AiWrapperProvider}
       * for details on wrappers).<p>
       * 
       * The built-in behavior is to return a {@link AiVector}.
       * 
       * @param wrapperProvider the wrapper provider (used for type inference)
       * @return the 'Up' vector
       */
      @SuppressWarnings("unchecked")
      public <V3, M4, C, N, Q> V3 getUp(AiWrapperProvider<V3, M4, C, N, Q> 
              wrapperProvider) {
      
          return (V3) m_up;
      }
  
  
      /** 
       * Returns the 'LookAt' - vector of the camera coordinate system.<p>
       * 
       * The returned vector is relative to the coordinate space defined by the 
       * corresponding node.<p>
       *
       * This is the viewing direction of the user. The default value is 0|0|1. 
       * The vector may be normalized, but it needn't.<p>
       * 
       * This method is part of the wrapped API (see {@link AiWrapperProvider}
       * for details on wrappers).<p>
       * 
       * The built-in behavior is to return a {@link AiVector}.
       * 
       * @param wrapperProvider the wrapper provider (used for type inference)
       * @return the 'LookAt' vector
       */
      @SuppressWarnings("unchecked")
      public <V3, M4, C, N, Q> V3 getLookAt(AiWrapperProvider<V3, M4, C, N, Q> 
              wrapperProvider) {
      
          return (V3) m_lookAt;
      }
  
  
      /** 
       * Returns the half horizontal field of view angle, in radians.<p> 
       *
       * The field of view angle is the angle between the center line of the 
       * screen and the left or right border. The default value is 1/4PI.
       * 
       * @return the half horizontal field of view angle
       */
      public float getHorizontalFOV() {
          return m_horizontalFOV;
      }
  
      
      /** 
       * Returns the distance of the near clipping plane from the camera.<p>
       *
       * The value may not be 0.f (for arithmetic reasons to prevent a division 
       * through zero). The default value is 0.1f.
       * 
       * @return the distance of the near clipping plane
       */
      public float getClipPlaneNear() {
          return m_clipNear;
      }
      
  
      /** 
       * Returns the distance of the far clipping plane from the camera.<p>
       *
       * The far clipping plane must, of course, be further away than the
       * near clipping plane. The default value is 1000.0f. The ratio
       * between the near and the far plane should not be too
       * large (between 1000-10000 should be ok) to avoid floating-point
       * inaccuracies which could lead to z-fighting.
       * 
       * @return the distance of the far clipping plane
       */
      public float getClipPlaneFar() {
          return m_clipFar;
      }
  
  
      /** 
       * Returns the screen aspect ratio.<p>
       *
       * This is the ration between the width and the height of the
       * screen. Typical values are 4/3, 1/2 or 1/1. This value is
       * 0 if the aspect ratio is not defined in the source file.
       * 0 is also the default value.
       * 
       * @return the screen aspect ratio
       */
      public float getAspect() {
          return m_aspect;
      }
      
      
      /**
       * Name.
       */
      private final String m_name;
      
      
      /**
       * Position.
       */
      private final Object m_position;
      
      
      /**
       * Up vector.
       */
      private final Object m_up;
      
      
      /**
       * Look-At vector.
       */
      private final Object m_lookAt;
      
      
      /**
       * FOV.
       */
      private final float m_horizontalFOV;
      
      
      /**
       * Near clipping plane.
       */
      private final float m_clipNear;
      
      
      /**
       * Far clipping plane.
       */
      private final float m_clipFar;
      
      
      /**
       * Aspect ratio.
       */
      private final float m_aspect;
  }
  