// This file is part of Eigen, a lightweight C++ template library // for linear algebra. // // Copyright (C) 2008 Gael Guennebaud // // This Source Code Form is subject to the terms of the Mozilla // Public License v. 2.0. If a copy of the MPL was not distributed // with this file, You can obtain one at http://mozilla.org/MPL/2.0/. #ifndef EIGEN_CAMERA_H #define EIGEN_CAMERA_H #include #include // #include class Frame { public: EIGEN_MAKE_ALIGNED_OPERATOR_NEW inline Frame(const StormEigen::Vector3f& pos = StormEigen::Vector3f::Zero(), const StormEigen::Quaternionf& o = StormEigen::Quaternionf()) : orientation(o), position(pos) {} Frame lerp(float alpha, const Frame& other) const { return Frame((1.f-alpha)*position + alpha * other.position, orientation.slerp(alpha,other.orientation)); } StormEigen::Quaternionf orientation; StormEigen::Vector3f position; }; class Camera { public: EIGEN_MAKE_ALIGNED_OPERATOR_NEW Camera(void); Camera(const Camera& other); virtual ~Camera(); Camera& operator=(const Camera& other); void setViewport(uint offsetx, uint offsety, uint width, uint height); void setViewport(uint width, uint height); inline uint vpX(void) const { return mVpX; } inline uint vpY(void) const { return mVpY; } inline uint vpWidth(void) const { return mVpWidth; } inline uint vpHeight(void) const { return mVpHeight; } inline float fovY(void) const { return mFovY; } void setFovY(float value); void setPosition(const StormEigen::Vector3f& pos); inline const StormEigen::Vector3f& position(void) const { return mFrame.position; } void setOrientation(const StormEigen::Quaternionf& q); inline const StormEigen::Quaternionf& orientation(void) const { return mFrame.orientation; } void setFrame(const Frame& f); const Frame& frame(void) const { return mFrame; } void setDirection(const StormEigen::Vector3f& newDirection); StormEigen::Vector3f direction(void) const; void setUp(const StormEigen::Vector3f& vectorUp); StormEigen::Vector3f up(void) const; StormEigen::Vector3f right(void) const; void setTarget(const StormEigen::Vector3f& target); inline const StormEigen::Vector3f& target(void) { return mTarget; } const StormEigen::Affine3f& viewMatrix(void) const; const StormEigen::Matrix4f& projectionMatrix(void) const; void rotateAroundTarget(const StormEigen::Quaternionf& q); void localRotate(const StormEigen::Quaternionf& q); void zoom(float d); void localTranslate(const StormEigen::Vector3f& t); /** Setup OpenGL matrices and viewport */ void activateGL(void); StormEigen::Vector3f unProject(const StormEigen::Vector2f& uv, float depth, const Eigen::Matrix4f& invModelview) const; StormEigen::Vector3f unProject(const StormEigen::Vector2f& uv, float depth) const; protected: void updateViewMatrix(void) const; void updateProjectionMatrix(void) const; protected: uint mVpX, mVpY; uint mVpWidth, mVpHeight; Frame mFrame; mutable StormEigen::Affine3f mViewMatrix; mutable StormEigen::Matrix4f mProjectionMatrix; mutable bool mViewIsUptodate; mutable bool mProjIsUptodate; // used by rotateAroundTarget StormEigen::Vector3f mTarget; float mFovY; float mNearDist; float mFarDist; }; #endif // EIGEN_CAMERA_H