source: trunk/packages/vizservers/nanovis/Camera.h @ 3630

Last change on this file since 3630 was 3630, checked in by ldelgass, 11 years ago

Nanovis refactoring to fix problems with scaling and multiple results.
Do rendering in world space to properly place and scale multiple data sets.
Also fix flows to reduce resets of animations. More work toward removing
Cg dependency. Fix panning to convert viewport coords to world coords.

  • Property svn:eol-style set to native
File size: 3.3 KB
Line 
1/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */
2/*
3 * Copyright (c) 2004-2013  HUBzero Foundation, LLC
4 *
5 *  Authors:
6 *    Wei Qiao <qiaow@purdue.edu>
7 */
8#ifndef NV_CAMERA_H
9#define NV_CAMERA_H
10
11#include <vrmath/Matrix4x4d.h>
12#include <vrmath/Vector3f.h>
13
14#include "config.h"
15
16namespace nv {
17
18class Camera
19{
20public:
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    };
29
30    Camera(int x, int y, int width, int height);
31
32    ~Camera()
33    {}
34
35    void setUpdir(AxisDirection dir)
36    {
37         setUpDirMatrix(dir);
38        _mvDirty = true;
39    }
40
41    void setPosition(const vrmath::Vector3f& pos)
42    {
43        _position = pos;
44        _mvDirty = true;
45    }
46
47    const vrmath::Vector3f& getPosition() const
48    {
49        return _position;
50    }
51
52    const vrmath::Vector3f& getFocalPoint() const
53    {
54        return _focalPoint;
55    }
56
57    float getDistance() const
58    {
59        return vrmath::Vector3f(_focalPoint - _position).length();
60    }
61
62    vrmath::Vector3f getDirectionOfProjection() const
63    {
64        vrmath::Vector3f dir = _focalPoint - _position;
65        dir = dir.normalize();
66        return dir;
67    }
68
69    vrmath::Vector3f getViewPlaneNormal() const
70    {
71        vrmath::Vector3f dir = _position - _focalPoint;
72        dir = dir.normalize();
73        return dir;
74    }
75
76    void pan(float x, float y, bool absolute = true);
77
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)
85    {
86        _fov = fov;
87    }
88
89    float getFov() const
90    {
91        return _fov;
92    }
93
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);
100
101    void setViewport(int x, int y, int width, int height)
102    {
103        _viewport[0] = x;
104        _viewport[1] = y;
105        _viewport[2] = width;
106        _viewport[3] = height;
107    }
108
109    /**
110     * \brief Make the camera setting active, this has to be
111     * called before drawing things
112     */
113    void initialize();
114
115    void print() const;
116
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
131private:
132    void computeModelViewMatrix();
133
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
152    /// Field of view (vertical angle in degrees)
153    float _fov;
154    /// Near, far z clipping
155    float _near, _far;
156
157    // x, y, width, height
158    int _viewport[4];
159 };
160
161}
162
163#endif
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