demotool/camera.hh

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#pragma once
#include "ui-mousectrl.hh"
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/*= T_Camera =================================================================*/
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/* Data for a camera.
*
* For the field of view, both the near plane distance and the angle are
* stored. Updating one causes the other to be updated.
*
* For the camera position and orientation, the data is stored as two different
* sets:
* - target, angles, distance
* - position, direction and up vectors
* Modifying one of the sets updates the other.
*/
struct T_Camera
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{
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T_Camera( ) noexcept;
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DEF_COPY( T_Camera );
DEF_MOVE( T_Camera );
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// ---------------------------------------------------------------------
// FIELD OF VIEW / NEAR PLANE
public:
void fieldOfView( const float angle ) noexcept
{
fov_ = std::min( 179.f , std::max( 1.f , angle ) );
cvtFov2Np( );
}
void nearPlane( const float distance ) noexcept
{
np_ = std::max( .001f , distance );
cvtNp2Fov( );
}
float fieldOfView( ) const noexcept
{ return fov_; }
float& fieldOfView( ) noexcept
{ return fov_; }
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float nearPlane( ) const noexcept
{ return np_; }
float& nearPlane( ) noexcept
{ return np_; }
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private:
float fov_ = 90.f;
float np_;
// ---------------------------------------------------------------------
// POSITION AND ORIENTATION
public:
void camera( glm::vec3 const& lookAt ,
glm::vec3 const& angles ,
float distance ) noexcept;
void camera( glm::vec3 const& lookAt ,
glm::vec3 const& position ,
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glm::vec3 const& up ) noexcept;
glm::vec3 const& lookAt( ) const noexcept
{ return lookAt_; }
glm::vec3& lookAt( ) noexcept
{ return lookAt_; }
glm::vec3 const& angles( ) const noexcept
{ return angles_; }
glm::vec3& angles( ) noexcept
{ return angles_; }
float distance( ) const noexcept
{ return distance_; }
float& distance( ) noexcept
{ return distance_; }
glm::vec3 const& position( ) const noexcept
{ return pos_; }
glm::vec3& position( ) noexcept
{ return pos_; }
glm::vec3 const& upVector( ) const noexcept
{ return up_; }
glm::vec3& upVector( ) noexcept
{ return up_; }
glm::vec3 const& direction( ) const noexcept
{ return dir_; }
glm::vec3& direction( ) noexcept
{ return dir_; }
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private:
glm::vec3 lookAt_ = glm::vec3( 0 );
glm::vec3 angles_ = glm::vec3( 0 );
float distance_ = 10;
glm::vec3 dir_;
glm::vec3 up_;
glm::vec3 pos_;
glm::mat3x3 rotMat_;
// ---------------------------------------------------------------------
// CONVERSION
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public:
void cvtFov2Np( ) noexcept
{ np_ = 2 * tanf( M_PI * ( 180.f - fov_ ) / 360.f ); }
void cvtNp2Fov( ) noexcept
{ fov_ = 180.f - atanf( .5 * np_ ) * 360.f / M_PI; }
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void cvtAnglesToVectors( ) noexcept;
void cvtVectorsToAngles( ) noexcept;
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};