xref: /AOO41X/main/svx/source/engine3d/camera3d.cxx (revision cdf0e10c4e3984b49a9502b011690b615761d4a3)
1*cdf0e10cSrcweir /*************************************************************************
2*cdf0e10cSrcweir  *
3*cdf0e10cSrcweir  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
4*cdf0e10cSrcweir  *
5*cdf0e10cSrcweir  * Copyright 2000, 2010 Oracle and/or its affiliates.
6*cdf0e10cSrcweir  *
7*cdf0e10cSrcweir  * OpenOffice.org - a multi-platform office productivity suite
8*cdf0e10cSrcweir  *
9*cdf0e10cSrcweir  * This file is part of OpenOffice.org.
10*cdf0e10cSrcweir  *
11*cdf0e10cSrcweir  * OpenOffice.org is free software: you can redistribute it and/or modify
12*cdf0e10cSrcweir  * it under the terms of the GNU Lesser General Public License version 3
13*cdf0e10cSrcweir  * only, as published by the Free Software Foundation.
14*cdf0e10cSrcweir  *
15*cdf0e10cSrcweir  * OpenOffice.org is distributed in the hope that it will be useful,
16*cdf0e10cSrcweir  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17*cdf0e10cSrcweir  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
18*cdf0e10cSrcweir  * GNU Lesser General Public License version 3 for more details
19*cdf0e10cSrcweir  * (a copy is included in the LICENSE file that accompanied this code).
20*cdf0e10cSrcweir  *
21*cdf0e10cSrcweir  * You should have received a copy of the GNU Lesser General Public License
22*cdf0e10cSrcweir  * version 3 along with OpenOffice.org.  If not, see
23*cdf0e10cSrcweir  * <http://www.openoffice.org/license.html>
24*cdf0e10cSrcweir  * for a copy of the LGPLv3 License.
25*cdf0e10cSrcweir  *
26*cdf0e10cSrcweir  ************************************************************************/
27*cdf0e10cSrcweir 
28*cdf0e10cSrcweir // MARKER(update_precomp.py): autogen include statement, do not remove
29*cdf0e10cSrcweir #include "precompiled_svx.hxx"
30*cdf0e10cSrcweir #include <svx/camera3d.hxx>
31*cdf0e10cSrcweir #include <tools/stream.hxx>
32*cdf0e10cSrcweir 
33*cdf0e10cSrcweir /*************************************************************************
34*cdf0e10cSrcweir |*
35*cdf0e10cSrcweir |* Konstruktor
36*cdf0e10cSrcweir |*
37*cdf0e10cSrcweir \************************************************************************/
38*cdf0e10cSrcweir 
39*cdf0e10cSrcweir Camera3D::Camera3D(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt,
40*cdf0e10cSrcweir 				   double fFocalLen, double fBankAng) :
41*cdf0e10cSrcweir 	aResetPos(rPos),
42*cdf0e10cSrcweir 	aResetLookAt(rLookAt),
43*cdf0e10cSrcweir 	fResetFocalLength(fFocalLen),
44*cdf0e10cSrcweir 	fResetBankAngle(fBankAng),
45*cdf0e10cSrcweir 	fBankAngle(fBankAng),
46*cdf0e10cSrcweir 	bAutoAdjustProjection(sal_True)
47*cdf0e10cSrcweir {
48*cdf0e10cSrcweir 	SetVPD(0);
49*cdf0e10cSrcweir 	SetPosition(rPos);
50*cdf0e10cSrcweir 	SetLookAt(rLookAt);
51*cdf0e10cSrcweir 	SetFocalLength(fFocalLen);
52*cdf0e10cSrcweir }
53*cdf0e10cSrcweir 
54*cdf0e10cSrcweir /*************************************************************************
55*cdf0e10cSrcweir |*
56*cdf0e10cSrcweir |* Default-Konstruktor
57*cdf0e10cSrcweir |*
58*cdf0e10cSrcweir \************************************************************************/
59*cdf0e10cSrcweir 
60*cdf0e10cSrcweir Camera3D::Camera3D()
61*cdf0e10cSrcweir {
62*cdf0e10cSrcweir 	basegfx::B3DPoint aVector3D(0.0 ,0.0 ,1.0);
63*cdf0e10cSrcweir 	Camera3D(aVector3D, basegfx::B3DPoint());
64*cdf0e10cSrcweir }
65*cdf0e10cSrcweir 
66*cdf0e10cSrcweir /*************************************************************************
67*cdf0e10cSrcweir |*
68*cdf0e10cSrcweir |* Konstruktor
69*cdf0e10cSrcweir |*
70*cdf0e10cSrcweir \************************************************************************/
71*cdf0e10cSrcweir 
72*cdf0e10cSrcweir void Camera3D::Reset()
73*cdf0e10cSrcweir {
74*cdf0e10cSrcweir 	SetVPD(0);
75*cdf0e10cSrcweir 	fBankAngle = fResetBankAngle;
76*cdf0e10cSrcweir 	SetPosition(aResetPos);
77*cdf0e10cSrcweir 	SetLookAt(aResetLookAt);
78*cdf0e10cSrcweir 	SetFocalLength(fResetFocalLength);
79*cdf0e10cSrcweir }
80*cdf0e10cSrcweir 
81*cdf0e10cSrcweir /*************************************************************************
82*cdf0e10cSrcweir |*
83*cdf0e10cSrcweir |* Defaultwerte fuer Reset setzen
84*cdf0e10cSrcweir |*
85*cdf0e10cSrcweir \************************************************************************/
86*cdf0e10cSrcweir 
87*cdf0e10cSrcweir void Camera3D::SetDefaults(const basegfx::B3DPoint& rPos, const basegfx::B3DPoint& rLookAt,
88*cdf0e10cSrcweir 							double fFocalLen, double fBankAng)
89*cdf0e10cSrcweir {
90*cdf0e10cSrcweir 	aResetPos			= rPos;
91*cdf0e10cSrcweir 	aResetLookAt		= rLookAt;
92*cdf0e10cSrcweir 	fResetFocalLength	= fFocalLen;
93*cdf0e10cSrcweir 	fResetBankAngle 	= fBankAng;
94*cdf0e10cSrcweir }
95*cdf0e10cSrcweir 
96*cdf0e10cSrcweir /*************************************************************************
97*cdf0e10cSrcweir |*
98*cdf0e10cSrcweir |* ViewWindow setzen und PRP anpassen
99*cdf0e10cSrcweir |*
100*cdf0e10cSrcweir \************************************************************************/
101*cdf0e10cSrcweir 
102*cdf0e10cSrcweir void Camera3D::SetViewWindow(double fX, double fY, double fW, double fH)
103*cdf0e10cSrcweir {
104*cdf0e10cSrcweir 	Viewport3D::SetViewWindow(fX, fY, fW, fH);
105*cdf0e10cSrcweir 	if ( bAutoAdjustProjection )
106*cdf0e10cSrcweir 		SetFocalLength(fFocalLength);
107*cdf0e10cSrcweir }
108*cdf0e10cSrcweir 
109*cdf0e10cSrcweir /*************************************************************************
110*cdf0e10cSrcweir |*
111*cdf0e10cSrcweir |* Kameraposition setzen
112*cdf0e10cSrcweir |*
113*cdf0e10cSrcweir \************************************************************************/
114*cdf0e10cSrcweir 
115*cdf0e10cSrcweir void Camera3D::SetPosition(const basegfx::B3DPoint& rNewPos)
116*cdf0e10cSrcweir {
117*cdf0e10cSrcweir 	if ( rNewPos != aPosition )
118*cdf0e10cSrcweir 	{
119*cdf0e10cSrcweir 		aPosition = rNewPos;
120*cdf0e10cSrcweir 		SetVRP(aPosition);
121*cdf0e10cSrcweir 		SetVPN(aPosition - aLookAt);
122*cdf0e10cSrcweir 		SetBankAngle(fBankAngle);
123*cdf0e10cSrcweir 	}
124*cdf0e10cSrcweir }
125*cdf0e10cSrcweir 
126*cdf0e10cSrcweir /*************************************************************************
127*cdf0e10cSrcweir |*
128*cdf0e10cSrcweir |* Blickpunkt setzen
129*cdf0e10cSrcweir |*
130*cdf0e10cSrcweir \************************************************************************/
131*cdf0e10cSrcweir 
132*cdf0e10cSrcweir void Camera3D::SetLookAt(const basegfx::B3DPoint& rNewLookAt)
133*cdf0e10cSrcweir {
134*cdf0e10cSrcweir 	if ( rNewLookAt != aLookAt )
135*cdf0e10cSrcweir 	{
136*cdf0e10cSrcweir 		aLookAt = rNewLookAt;
137*cdf0e10cSrcweir 		SetVPN(aPosition - aLookAt);
138*cdf0e10cSrcweir 		SetBankAngle(fBankAngle);
139*cdf0e10cSrcweir 	}
140*cdf0e10cSrcweir }
141*cdf0e10cSrcweir 
142*cdf0e10cSrcweir /*************************************************************************
143*cdf0e10cSrcweir |*
144*cdf0e10cSrcweir |* Position und Blickpunkt setzen
145*cdf0e10cSrcweir |*
146*cdf0e10cSrcweir \************************************************************************/
147*cdf0e10cSrcweir 
148*cdf0e10cSrcweir void Camera3D::SetPosAndLookAt(const basegfx::B3DPoint& rNewPos,
149*cdf0e10cSrcweir 							   const basegfx::B3DPoint& rNewLookAt)
150*cdf0e10cSrcweir {
151*cdf0e10cSrcweir 	if ( rNewPos != aPosition || rNewLookAt != aLookAt )
152*cdf0e10cSrcweir 	{
153*cdf0e10cSrcweir 		aPosition = rNewPos;
154*cdf0e10cSrcweir 		aLookAt = rNewLookAt;
155*cdf0e10cSrcweir 
156*cdf0e10cSrcweir 		SetVRP(aPosition);
157*cdf0e10cSrcweir 		SetVPN(aPosition - aLookAt);
158*cdf0e10cSrcweir 		SetBankAngle(fBankAngle);
159*cdf0e10cSrcweir 	}
160*cdf0e10cSrcweir }
161*cdf0e10cSrcweir 
162*cdf0e10cSrcweir /*************************************************************************
163*cdf0e10cSrcweir |*
164*cdf0e10cSrcweir |* seitlichen Neigungswinkel setzen
165*cdf0e10cSrcweir |*
166*cdf0e10cSrcweir \************************************************************************/
167*cdf0e10cSrcweir 
168*cdf0e10cSrcweir void Camera3D::SetBankAngle(double fAngle)
169*cdf0e10cSrcweir {
170*cdf0e10cSrcweir 	basegfx::B3DVector aDiff(aPosition - aLookAt);
171*cdf0e10cSrcweir 	basegfx::B3DVector aPrj(aDiff);
172*cdf0e10cSrcweir 	fBankAngle = fAngle;
173*cdf0e10cSrcweir 
174*cdf0e10cSrcweir 	if ( aDiff.getY() == 0 )
175*cdf0e10cSrcweir 	{
176*cdf0e10cSrcweir 		aPrj.setY(-1.0);
177*cdf0e10cSrcweir 	}
178*cdf0e10cSrcweir 	else
179*cdf0e10cSrcweir 	{	// aPrj = Projektion von aDiff auf die XZ-Ebene
180*cdf0e10cSrcweir 		aPrj.setY(0.0);
181*cdf0e10cSrcweir 
182*cdf0e10cSrcweir 		if ( aDiff.getY() < 0.0 )
183*cdf0e10cSrcweir 		{
184*cdf0e10cSrcweir 			aPrj = -aPrj;
185*cdf0e10cSrcweir 		}
186*cdf0e10cSrcweir 	}
187*cdf0e10cSrcweir 
188*cdf0e10cSrcweir 	// von aDiff nach oben zeigenden View-Up-Vektor berechnen
189*cdf0e10cSrcweir 	aPrj = aPrj.getPerpendicular(aDiff);
190*cdf0e10cSrcweir 	aPrj = aPrj.getPerpendicular(aDiff);
191*cdf0e10cSrcweir 	aDiff.normalize();
192*cdf0e10cSrcweir 
193*cdf0e10cSrcweir 	// auf Z-Achse rotieren, dort um BankAngle drehen und zurueck
194*cdf0e10cSrcweir 	basegfx::B3DHomMatrix aTf;
195*cdf0e10cSrcweir 	const double fV(sqrt(aDiff.getY() * aDiff.getY() + aDiff.getZ() * aDiff.getZ()));
196*cdf0e10cSrcweir 
197*cdf0e10cSrcweir 	if ( fV != 0.0 )
198*cdf0e10cSrcweir 	{
199*cdf0e10cSrcweir 		basegfx::B3DHomMatrix aTemp;
200*cdf0e10cSrcweir 		const double fSin(aDiff.getY() / fV);
201*cdf0e10cSrcweir 		const double fCos(aDiff.getZ() / fV);
202*cdf0e10cSrcweir 
203*cdf0e10cSrcweir 		aTemp.set(1, 1, fCos);
204*cdf0e10cSrcweir 		aTemp.set(2, 2, fCos);
205*cdf0e10cSrcweir 		aTemp.set(2, 1, fSin);
206*cdf0e10cSrcweir 		aTemp.set(1, 2, -fSin);
207*cdf0e10cSrcweir 
208*cdf0e10cSrcweir 		aTf *= aTemp;
209*cdf0e10cSrcweir 	}
210*cdf0e10cSrcweir 
211*cdf0e10cSrcweir 	{
212*cdf0e10cSrcweir 		basegfx::B3DHomMatrix aTemp;
213*cdf0e10cSrcweir 		const double fSin(-aDiff.getX());
214*cdf0e10cSrcweir 		const double fCos(fV);
215*cdf0e10cSrcweir 
216*cdf0e10cSrcweir 		aTemp.set(0, 0, fCos);
217*cdf0e10cSrcweir 		aTemp.set(2, 2, fCos);
218*cdf0e10cSrcweir 		aTemp.set(0, 2, fSin);
219*cdf0e10cSrcweir 		aTemp.set(2, 0, -fSin);
220*cdf0e10cSrcweir 
221*cdf0e10cSrcweir 		aTf *= aTemp;
222*cdf0e10cSrcweir 	}
223*cdf0e10cSrcweir 
224*cdf0e10cSrcweir 	aTf.rotate(0.0, 0.0, fBankAngle);
225*cdf0e10cSrcweir 
226*cdf0e10cSrcweir 	{
227*cdf0e10cSrcweir 		basegfx::B3DHomMatrix aTemp;
228*cdf0e10cSrcweir 		const double fSin(aDiff.getX());
229*cdf0e10cSrcweir 		const double fCos(fV);
230*cdf0e10cSrcweir 
231*cdf0e10cSrcweir 		aTemp.set(0, 0, fCos);
232*cdf0e10cSrcweir 		aTemp.set(2, 2, fCos);
233*cdf0e10cSrcweir 		aTemp.set(0, 2, fSin);
234*cdf0e10cSrcweir 		aTemp.set(2, 0, -fSin);
235*cdf0e10cSrcweir 
236*cdf0e10cSrcweir 		aTf *= aTemp;
237*cdf0e10cSrcweir 	}
238*cdf0e10cSrcweir 
239*cdf0e10cSrcweir 	if ( fV != 0.0 )
240*cdf0e10cSrcweir 	{
241*cdf0e10cSrcweir 		basegfx::B3DHomMatrix aTemp;
242*cdf0e10cSrcweir 		const double fSin(-aDiff.getY() / fV);
243*cdf0e10cSrcweir 		const double fCos(aDiff.getZ() / fV);
244*cdf0e10cSrcweir 
245*cdf0e10cSrcweir 		aTemp.set(1, 1, fCos);
246*cdf0e10cSrcweir 		aTemp.set(2, 2, fCos);
247*cdf0e10cSrcweir 		aTemp.set(2, 1, fSin);
248*cdf0e10cSrcweir 		aTemp.set(1, 2, -fSin);
249*cdf0e10cSrcweir 
250*cdf0e10cSrcweir 		aTf *= aTemp;
251*cdf0e10cSrcweir 	}
252*cdf0e10cSrcweir 
253*cdf0e10cSrcweir 	SetVUV(aTf * aPrj);
254*cdf0e10cSrcweir }
255*cdf0e10cSrcweir 
256*cdf0e10cSrcweir /*************************************************************************
257*cdf0e10cSrcweir |*
258*cdf0e10cSrcweir |* Brennweite setzen
259*cdf0e10cSrcweir |*
260*cdf0e10cSrcweir \************************************************************************/
261*cdf0e10cSrcweir 
262*cdf0e10cSrcweir void Camera3D::SetFocalLength(double fLen)
263*cdf0e10cSrcweir {
264*cdf0e10cSrcweir 	if ( fLen < 5 )
265*cdf0e10cSrcweir 		fLen = 5;
266*cdf0e10cSrcweir 	SetPRP(basegfx::B3DPoint(0.0, 0.0, fLen / 35.0 * aViewWin.W));
267*cdf0e10cSrcweir 	fFocalLength = fLen;
268*cdf0e10cSrcweir }
269*cdf0e10cSrcweir 
270*cdf0e10cSrcweir /*************************************************************************
271*cdf0e10cSrcweir |*
272*cdf0e10cSrcweir |* Um die Kameraposition drehen, LookAt wird dabei veraendert
273*cdf0e10cSrcweir |*
274*cdf0e10cSrcweir \************************************************************************/
275*cdf0e10cSrcweir 
276*cdf0e10cSrcweir void Camera3D::Rotate(double fHAngle, double fVAngle)
277*cdf0e10cSrcweir {
278*cdf0e10cSrcweir 	basegfx::B3DHomMatrix aTf;
279*cdf0e10cSrcweir 	basegfx::B3DVector aDiff(aLookAt - aPosition);
280*cdf0e10cSrcweir 	const double fV(sqrt(aDiff.getX() * aDiff.getX() + aDiff.getZ() * aDiff.getZ()));
281*cdf0e10cSrcweir 
282*cdf0e10cSrcweir 	if ( fV != 0.0 )
283*cdf0e10cSrcweir 	{
284*cdf0e10cSrcweir 		basegfx::B3DHomMatrix aTemp;
285*cdf0e10cSrcweir 		const double fSin(aDiff.getZ() / fV);
286*cdf0e10cSrcweir 		const double fCos(aDiff.getX() / fV);
287*cdf0e10cSrcweir 
288*cdf0e10cSrcweir 		aTemp.set(0, 0, fCos);
289*cdf0e10cSrcweir 		aTemp.set(2, 2, fCos);
290*cdf0e10cSrcweir 		aTemp.set(0, 2, fSin);
291*cdf0e10cSrcweir 		aTemp.set(2, 0, -fSin);
292*cdf0e10cSrcweir 
293*cdf0e10cSrcweir 		aTf *= aTemp;
294*cdf0e10cSrcweir 	}
295*cdf0e10cSrcweir 
296*cdf0e10cSrcweir 	{
297*cdf0e10cSrcweir 		aTf.rotate(0.0, 0.0, fVAngle);
298*cdf0e10cSrcweir 	}
299*cdf0e10cSrcweir 
300*cdf0e10cSrcweir 	if ( fV != 0.0 )
301*cdf0e10cSrcweir 	{
302*cdf0e10cSrcweir 		basegfx::B3DHomMatrix aTemp;
303*cdf0e10cSrcweir 		const double fSin(-aDiff.getZ() / fV);
304*cdf0e10cSrcweir 		const double fCos(aDiff.getX() / fV);
305*cdf0e10cSrcweir 
306*cdf0e10cSrcweir 		aTemp.set(0, 0, fCos);
307*cdf0e10cSrcweir 		aTemp.set(2, 2, fCos);
308*cdf0e10cSrcweir 		aTemp.set(0, 2, fSin);
309*cdf0e10cSrcweir 		aTemp.set(2, 0, -fSin);
310*cdf0e10cSrcweir 
311*cdf0e10cSrcweir 		aTf *= aTemp;
312*cdf0e10cSrcweir 	}
313*cdf0e10cSrcweir 
314*cdf0e10cSrcweir 	{
315*cdf0e10cSrcweir 		aTf.rotate(0.0, fHAngle, 0.0);
316*cdf0e10cSrcweir 	}
317*cdf0e10cSrcweir 
318*cdf0e10cSrcweir 	aDiff *= aTf;
319*cdf0e10cSrcweir 	SetLookAt(aPosition + aDiff);
320*cdf0e10cSrcweir }
321*cdf0e10cSrcweir 
322*cdf0e10cSrcweir 
323*cdf0e10cSrcweir /*************************************************************************
324*cdf0e10cSrcweir |*
325*cdf0e10cSrcweir |* Um den Blickpunkt drehen, Position wird dabei veraendert
326*cdf0e10cSrcweir |*
327*cdf0e10cSrcweir \************************************************************************/
328*cdf0e10cSrcweir 
329*cdf0e10cSrcweir void Camera3D::RotateAroundLookAt(double fHAngle, double fVAngle)
330*cdf0e10cSrcweir {
331*cdf0e10cSrcweir 	basegfx::B3DHomMatrix aTf;
332*cdf0e10cSrcweir 	basegfx::B3DVector aDiff(aPosition - aLookAt);
333*cdf0e10cSrcweir 	const double fV(sqrt(aDiff.getX() * aDiff.getX() + aDiff.getZ() * aDiff.getZ()));
334*cdf0e10cSrcweir 
335*cdf0e10cSrcweir 	if ( fV != 0.0 )
336*cdf0e10cSrcweir 	{
337*cdf0e10cSrcweir 		basegfx::B3DHomMatrix aTemp;
338*cdf0e10cSrcweir 		const double fSin(aDiff.getZ() / fV);
339*cdf0e10cSrcweir 		const double fCos(aDiff.getX() / fV);
340*cdf0e10cSrcweir 
341*cdf0e10cSrcweir 		aTemp.set(0, 0, fCos);
342*cdf0e10cSrcweir 		aTemp.set(2, 2, fCos);
343*cdf0e10cSrcweir 		aTemp.set(0, 2, fSin);
344*cdf0e10cSrcweir 		aTemp.set(2, 0, -fSin);
345*cdf0e10cSrcweir 
346*cdf0e10cSrcweir 		aTf *= aTemp;
347*cdf0e10cSrcweir 	}
348*cdf0e10cSrcweir 
349*cdf0e10cSrcweir 	{
350*cdf0e10cSrcweir 		aTf.rotate(0.0, 0.0, fVAngle);
351*cdf0e10cSrcweir 	}
352*cdf0e10cSrcweir 
353*cdf0e10cSrcweir 	if ( fV != 0.0 )
354*cdf0e10cSrcweir 	{
355*cdf0e10cSrcweir 		basegfx::B3DHomMatrix aTemp;
356*cdf0e10cSrcweir 		const double fSin(-aDiff.getZ() / fV);
357*cdf0e10cSrcweir 		const double fCos(aDiff.getX() / fV);
358*cdf0e10cSrcweir 
359*cdf0e10cSrcweir 		aTemp.set(0, 0, fCos);
360*cdf0e10cSrcweir 		aTemp.set(2, 2, fCos);
361*cdf0e10cSrcweir 		aTemp.set(0, 2, fSin);
362*cdf0e10cSrcweir 		aTemp.set(2, 0, -fSin);
363*cdf0e10cSrcweir 
364*cdf0e10cSrcweir 		aTf *= aTemp;
365*cdf0e10cSrcweir 	}
366*cdf0e10cSrcweir 
367*cdf0e10cSrcweir 	{
368*cdf0e10cSrcweir 		aTf.rotate(0.0, fHAngle, 0.0);
369*cdf0e10cSrcweir 	}
370*cdf0e10cSrcweir 
371*cdf0e10cSrcweir 	aDiff *= aTf;
372*cdf0e10cSrcweir 	SetPosition(aLookAt + aDiff);
373*cdf0e10cSrcweir }
374*cdf0e10cSrcweir 
375*cdf0e10cSrcweir /*************************************************************************
376*cdf0e10cSrcweir |*
377*cdf0e10cSrcweir |* FG: ??? Setzt wohl die Projektionsebene in eine bestimmte Tiefe
378*cdf0e10cSrcweir |*
379*cdf0e10cSrcweir \************************************************************************/
380*cdf0e10cSrcweir 
381*cdf0e10cSrcweir void Camera3D::SetFocalLengthWithCorrect(double fLen)
382*cdf0e10cSrcweir {
383*cdf0e10cSrcweir 	if ( fLen < 5.0 )
384*cdf0e10cSrcweir 	{
385*cdf0e10cSrcweir 		fLen = 5.0;
386*cdf0e10cSrcweir 	}
387*cdf0e10cSrcweir 
388*cdf0e10cSrcweir 	SetPRP(basegfx::B3DPoint(0.0, 0.0, aPRP.getZ() * fLen / fFocalLength));
389*cdf0e10cSrcweir 	fFocalLength = fLen;
390*cdf0e10cSrcweir }
391*cdf0e10cSrcweir 
392*cdf0e10cSrcweir // eof
393