demotool/camera.hh
Emmanuel BENOîT 89d125761a UI - Some refactoring
Basically trying to separate stuff from window.hh
2017-11-23 12:46:48 +01:00

115 lines
2.6 KiB
C++

#pragma once
#include "mousectrl.hh"
/*= T_Camera =================================================================*/
/* 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 : public virtual A_MouseCtrl
{
T_Camera( ) noexcept;
DEF_COPY( T_Camera );
DEF_MOVE( T_Camera );
// ---------------------------------------------------------------------
// 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 nearPlane( ) const noexcept
{ return np_; }
private:
float fov_ = 90.f;
float np_;
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; }
// ---------------------------------------------------------------------
// 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 ,
glm::vec3 const& up ) noexcept;
glm::vec3 const& lookAt( ) const noexcept
{ return lookAt_; }
glm::vec3 const& angles( ) const noexcept
{ return angles_; }
float distance( ) const noexcept
{ return distance_; }
glm::vec3 const& position( ) const noexcept
{ return pos_; }
glm::vec3 const& upVector( ) const noexcept
{ return up_; }
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_;
void cvtAnglesToVectors( ) noexcept;
void cvtVectorsToAngles( ) noexcept;
// ---------------------------------------------------------------------
// UI & MOUSE CONTROLS
public:
enum class E_Changes {
FOV ,
MATRIX
};
using T_Changes = T_Flags< E_Changes >;
T_Changes makeUI( ) noexcept;
void handleDragAndDrop(
ImVec2 const& move ,
T_KeyboardModifiers modifiers ,
T_MouseButtons buttons ) noexcept override;
void handleWheel(
float wheel ,
T_KeyboardModifiers modifiers ,
T_MouseButtons buttons ) noexcept override;
};