source: nanovis/trunk/Camera.h @ 4936

Last change on this file since 4936 was 4936, checked in by ldelgass, 9 years ago

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[2798]1/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */
[953]2/*
[3611]3 * Copyright (c) 2004-2013  HUBzero Foundation, LLC
[953]4 *
[3611]5 *  Authors:
6 *    Wei Qiao <qiaow@purdue.edu>
[953]7 */
[3611]8#ifndef NV_CAMERA_H
9#define NV_CAMERA_H
[953]10
[3492]11#include <vrmath/Matrix4x4d.h>
12#include <vrmath/Vector3f.h>
[2877]13
14#include "config.h"
[953]15
[3611]16namespace nv {
17
18class Camera
[2836]19{
[1215]20public:
[3630]21    enum AxisDirection {
22        X_POS = 1,
23        Y_POS = 2,
24        Z_POS = 3,
25        X_NEG = -1,
26        Y_NEG = -2,
27        Z_NEG = -3
28    };
[1215]29
[3630]30    Camera(int x, int y, int width, int height);
31
[3611]32    ~Camera()
[2836]33    {}
34
[3630]35    void setUpdir(AxisDirection dir)
[2836]36    {
[4899]37        setUpDirMatrix(dir);
[3630]38        _mvDirty = true;
[1215]39    }
[2836]40
[3630]41    void setPosition(const vrmath::Vector3f& pos)
[2836]42    {
[3630]43        _position = pos;
44        _mvDirty = true;
[1215]45    }
[2836]46
[3630]47    const vrmath::Vector3f& getPosition() const
[2836]48    {
[3630]49        return _position;
[1215]50    }
[2836]51
[3630]52    const vrmath::Vector3f& getFocalPoint() const
[2836]53    {
[3630]54        return _focalPoint;
[1215]55    }
[2836]56
[3936]57    double getDistance() const
[2836]58    {
[3630]59        return vrmath::Vector3f(_focalPoint - _position).length();
[1215]60    }
[2836]61
[3630]62    vrmath::Vector3f getDirectionOfProjection() const
[2836]63    {
[3630]64        vrmath::Vector3f dir = _focalPoint - _position;
65        dir = dir.normalize();
66        return dir;
[1215]67    }
68
[3630]69    vrmath::Vector3f getViewPlaneNormal() const
70    {
71        vrmath::Vector3f dir = _position - _focalPoint;
72        dir = dir.normalize();
73        return dir;
74    }
[2836]75
[3630]76    void pan(float x, float y, bool absolute = true);
[2836]77
[3630]78    void zoom(float z, bool absolute = true);
79
80    void orient(double *quat);
81
82    void orient(float angleX, float angleY, float angleZ);
83
84    void setFov(float fov)
[2836]85    {
[3362]86        _fov = fov;
[1236]87    }
[2836]88
[3630]89    float getFov() const
[2836]90    {
[3362]91        return _fov;
[1236]92    }
[2836]93
[3492]94    void reset(const vrmath::Vector3f& bboxMin,
95               const vrmath::Vector3f& bboxMax,
96               bool resetOrientation = false);
97
98    void resetClippingRange(const vrmath::Vector3f& bboxMin,
99                            const vrmath::Vector3f& bboxMax);
[1236]100
[3630]101    void setViewport(int x, int y, int width, int height)
[2836]102    {
[3630]103        _viewport[0] = x;
104        _viewport[1] = y;
105        _viewport[2] = width;
106        _viewport[3] = height;
[1215]107    }
[2836]108
[2854]109    /**
[2877]110     * \brief Make the camera setting active, this has to be
[2854]111     * called before drawing things
112     */
[2836]113    void initialize();
114
[3492]115    void print() const;
116
[3630]117    vrmath::Matrix4x4d& getModelViewMatrix()
118    {
119        computeModelViewMatrix();
120        return _modelViewMatrix;
121    }
122
123    void getProjectionMatrix(vrmath::Matrix4x4d& mat);
124
125    const vrmath::Matrix4x4d& getUpDirMatrix() const;
126
127    void windowToWorldCoords(double x, double y, double z, vrmath::Vector3f& objPos);
128
129    void worldToWindowCoords(double x, double y, double z, vrmath::Vector3f& winPos);
130
[2836]131private:
[3630]132    void computeModelViewMatrix();
[3492]133
[3630]134    void setUpDirMatrix(AxisDirection dir);
135
136    AxisDirection _updir;
137
138    double _zoomRatio;
139    float _pan[2];
140    /// Position of the camera in the scene
141    vrmath::Vector3f _position;
142    vrmath::Vector3f _focalPoint;
143
144    /// Model transform for z-up scene
145    vrmath::Matrix4x4d _updirMatrix;
146    /// Camera orientation
147    vrmath::Matrix4x4d _rotationMatrix;
148    /// Full camera matrix
149    bool _mvDirty;
150    vrmath::Matrix4x4d _modelViewMatrix;
151
[3362]152    /// Field of view (vertical angle in degrees)
153    float _fov;
154    /// Near, far z clipping
155    float _near, _far;
[2877]156
[3630]157    // x, y, width, height
158    int _viewport[4];
[4936]159};
[953]160
[3611]161}
162
[953]163#endif
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