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