1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | /* |
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3 | * ---------------------------------------------------------------------- |
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4 | * NvCamera.h : NvCamera class |
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5 | * |
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6 | * ====================================================================== |
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7 | * AUTHOR: Wei Qiao <qiaow@purdue.edu> |
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8 | * Purdue Rendering and Perceptualization Lab (PURPL) |
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9 | * |
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10 | * Copyright (c) 2004-2006 Purdue Research Foundation |
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11 | * |
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12 | * See the file "license.terms" for information on usage and |
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13 | * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES. |
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14 | * ====================================================================== |
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15 | */ |
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16 | #ifndef CAMERA_H |
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17 | #define CAMERA_H |
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18 | |
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19 | #include <vrmath/vrMatrix4x4f.h> |
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20 | |
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21 | #include "config.h" |
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22 | #include "Vector3.h" |
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23 | |
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24 | class NvCamera |
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25 | { |
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26 | public: |
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27 | NvCamera(int startx, int starty, int w, int h, |
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28 | float loc_x, float loc_y, float loc_z, |
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29 | float target_x, float target_y, float target_z, |
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30 | float angle_x, float angle_y, float angle_z); |
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31 | |
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32 | ~NvCamera() |
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33 | {} |
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34 | |
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35 | //move location of camera |
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36 | void x(float loc_x) |
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37 | { |
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38 | _location.x = loc_x; |
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39 | } |
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40 | |
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41 | float x() const |
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42 | { |
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43 | return _location.x; |
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44 | } |
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45 | |
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46 | void y(float loc_y) |
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47 | { |
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48 | _location.y = loc_y; |
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49 | } |
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50 | |
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51 | float y() const |
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52 | { |
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53 | return _location.y; |
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54 | } |
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55 | |
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56 | void z(float loc_z) |
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57 | { |
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58 | _location.z = loc_z; |
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59 | } |
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60 | |
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61 | float z() const |
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62 | { |
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63 | return _location.z; |
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64 | } |
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65 | |
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66 | //move location of target |
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67 | void xAim(float x) |
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68 | { |
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69 | _target.x = x; |
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70 | } |
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71 | |
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72 | float xAim() const |
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73 | { |
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74 | return _target.x; |
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75 | } |
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76 | |
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77 | void yAim(float y) |
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78 | { |
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79 | _target.y = y; |
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80 | } |
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81 | |
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82 | float yAim() const |
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83 | { |
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84 | return _target.y; |
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85 | } |
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86 | |
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87 | void zAim(float z) |
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88 | { |
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89 | _target.z = z; |
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90 | } |
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91 | |
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92 | float zAim() const |
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93 | { |
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94 | return _target.z; |
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95 | } |
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96 | |
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97 | void rotate(double *quat); |
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98 | |
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99 | void rotate(float angle_x, float angle_y, float angle_z); |
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100 | |
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101 | void rotate(const Vector3& angle); |
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102 | |
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103 | Vector3 rotate() const |
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104 | { |
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105 | return _angle; |
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106 | } |
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107 | |
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108 | void set_screen_size(int sx, int sy, int w, int h) |
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109 | { |
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110 | _width = w; |
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111 | _height = h; |
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112 | _startX = sx; |
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113 | _startY = sy; |
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114 | } |
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115 | |
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116 | /** |
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117 | * \brief Make the camera setting active, this has to be |
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118 | * called before drawing things |
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119 | */ |
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120 | void initialize(); |
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121 | |
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122 | private: |
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123 | /// Location of the camera in the scene |
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124 | Vector3 _location; |
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125 | /** |
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126 | * \brief Location the camera is looking at |
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127 | * |
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128 | * Location and target: two points define the line-of-sight |
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129 | */ |
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130 | Vector3 _target; |
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131 | /// rotation angles of camera along x, y, z |
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132 | Vector3 _angle; |
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133 | |
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134 | vrMatrix4x4f _cameraMatrix; |
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135 | |
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136 | /// screen width |
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137 | int _width; |
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138 | /// screen height |
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139 | int _height; |
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140 | int _startX; |
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141 | int _startY; |
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142 | }; |
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143 | |
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144 | #endif |
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