98 lines
3.9 KiB
C++
98 lines
3.9 KiB
C++
/********************************************************************************
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* OpenGL-Framework *
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* Copyright (c) 2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "Camera.h"
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#include "definitions.h"
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#include <cmath>
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// Namespaces
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using namespace openglframework;
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// Constructor
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Camera::Camera() : Object3D() {
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// Set default values
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mFieldOfView = 45.0f;
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mSceneRadius = 1.0f;
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mNearPlane = 0.1f;
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mFarPlane = 10.0f;
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mWidth = 1;
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mHeight = 1;
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// Update the projection matrix
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updateProjectionMatrix();
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}
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// Destructor
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Camera::~Camera() {
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}
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// Update the projection matrix
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void Camera::updateProjectionMatrix() {
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// Compute the aspect ratio
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float aspect = float(mWidth) / float(mHeight);
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float top = mNearPlane * tan((mFieldOfView / 2.0f) * (float(PI) / 180.0f));
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float bottom = -top;
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float left = bottom * aspect;
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float right = top * aspect;
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float fx = 2.0f * mNearPlane / (right - left);
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float fy = 2.0f * mNearPlane / (top - bottom);
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float fz = -(mFarPlane + mNearPlane) / (mFarPlane - mNearPlane);
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float fw = -2.0f * mFarPlane * mNearPlane / (mFarPlane - mNearPlane);
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// Recompute the projection matrix
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mProjectionMatrix = Matrix4(fx, 0, 0, 0,
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0, fy, 0, 0,
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0, 0, fz, fw,
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0, 0, -1, 0);
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}
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// Translate the camera go a given point using the dx, dy fraction
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void Camera::translateCamera(float dx, float dy, const Vector3& worldPoint) {
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// Transform the world point into camera coordinates
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Vector3 pointCamera = mTransformMatrix.getInverse() * worldPoint;
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// Get the depth
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float z = -pointCamera.z;
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// Find the scaling of dx and dy from windows coordinates to near plane coordinates
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// and from there to camera coordinates at the object's depth
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float aspect = float(mWidth) / float(mHeight);
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float top = mNearPlane * tan(mFieldOfView * PI / 360.0f);
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float right = top * aspect;
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// Translate the camera
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translateLocal(Vector3(2.0f * dx * right / mNearPlane * z,
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-2.0f * dy * top / mNearPlane * z,
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0.0f));
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}
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