1 | #ifndef camera_h
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2 | #define camera_h
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3 |
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4 | #include "Vector.h"
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5 | #include <includes.h>
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6 |
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7 | enum Axis
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8 | {
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9 | AXIS_X=0,
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10 | AXIS_Y=1,
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11 | AXIS_Z=2
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12 | };
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13 |
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14 | class Camera
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15 | {
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16 | public:
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17 | Camera(void);
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18 | ~Camera(void);
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19 |
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20 | Vector m_Orientation;
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21 |
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22 | Vector m_EyePosition;
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23 | Vector m_LookAt;
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24 | Vector m_UpVector;
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25 | Vector m_ViewDirection;
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26 | Vector m_RightVector;
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27 |
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28 | protected: double m_AspectRatio;
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29 | double m_NearClipDistance;
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30 | double m_FarClipDistance;
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31 | double m_FovX;
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32 | double m_FovY;
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33 | double m_LeftCorner;
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34 | double m_RightCorner;
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35 | double m_TopCorner;
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36 | double m_DownCorner;
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37 |
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38 | public:
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39 | void Rotate(Axis axis, double angle);
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40 | void Rotate(Vector rotvec);
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41 |
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42 | virtual void SetPosition(Vector position)
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43 | {
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44 | m_EyePosition=position;
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45 | m_ViewDirection=m_LookAt-m_EyePosition;
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46 | // CalculateRightVector();
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47 | }
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48 | virtual void SetPosition(double x,double y,double z)
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49 | {
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50 | m_EyePosition.x=x;
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51 | m_EyePosition.y=y;
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52 | m_EyePosition.z=z;
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53 |
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54 | // m_ViewDirection=m_LookAt-m_EyePosition;
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55 | // CalculateRightVector();
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56 | }
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57 |
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58 | Vector getPosition(void)
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59 | {
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60 | return m_EyePosition;
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61 | }
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62 | void getPosition(double& x,double&y,double &z)
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63 | {
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64 | x=m_EyePosition.x;
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65 | y=m_EyePosition.y;
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66 | z=m_EyePosition.z;
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67 | }
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68 |
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69 | void setLookAt(Vector lookat)
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70 | {
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71 | m_LookAt=lookat;
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72 | m_ViewDirection=m_LookAt-m_EyePosition;
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73 | // CalculateRightVector();
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74 | // CalculateUpVector();
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75 | }
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76 |
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77 | void setLookAt(double x,double y,double z)
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78 | {
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79 | m_LookAt.x=x;
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80 | m_LookAt.y=y;
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81 | m_LookAt.z=z;
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82 | // m_ViewDirection=m_LookAt-m_EyePosition;
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83 | // CalculateRightVector();
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84 | // CalculateUpVector();
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85 | }
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86 |
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87 | Vector getLookAt()
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88 | {
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89 | return m_LookAt;
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90 | }
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91 | void getLookAt(double& x,double&y,double &z)
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92 | {
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93 | x=m_LookAt.x;
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94 | y=m_LookAt.y;
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95 | z=m_LookAt.z;
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96 | }
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97 |
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98 | void SetUpVector(Vector position)
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99 | {
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100 | m_UpVector=position;
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101 | }
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102 | void SetUpVector(double x,double y,double z)
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103 | {
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104 | m_UpVector.x=x;
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105 | m_UpVector.y=y;
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106 | m_UpVector.z=z;
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107 | }
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108 |
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109 | Vector getUpVector(void)
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110 | {
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111 | return m_UpVector;
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112 | }
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113 | void getUpVector(double& x,double&y,double &z)
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114 | {
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115 | x=m_UpVector.x;
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116 | y=m_UpVector.y;
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117 | z=m_UpVector.z;
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118 | }
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119 |
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120 | Vector getRightVector(void)
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121 | {
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122 | return m_RightVector;
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123 | }
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124 |
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125 | void setRightVector(Vector v)
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126 | {
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127 | m_RightVector=v;
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128 | }
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129 |
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130 |
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131 | void setFovX(double angle)
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132 | {
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133 | m_FovX=angle;
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134 | UpdateFovY();
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135 | }
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136 |
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137 | void setFovY(double angle)
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138 | {
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139 | m_FovY=angle;
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140 | UpdateFovX();
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141 | }
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142 |
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143 | double getFovX(void)
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144 | {
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145 | return m_FovX;
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146 | }
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147 |
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148 | double getFovY(void)
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149 | {
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150 | return m_FovY;
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151 | }
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152 |
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153 | void setNearClipDistance(double distance)
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154 | {
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155 | m_NearClipDistance=distance;
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156 | }
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157 |
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158 | void setFarClipDistance(double distance)
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159 | {
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160 | m_FarClipDistance=distance;
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161 | }
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162 |
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163 | double getNearClipDistance(void)
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164 | {
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165 | return m_NearClipDistance;
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166 | }
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167 |
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168 | double getFarClipDistance(void)
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169 | {
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170 | return m_FarClipDistance;
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171 | }
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172 | void setAspectRatio(double ratio)
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173 | {
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174 | m_AspectRatio=ratio;
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175 | UpdateFovY();
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176 | }
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177 | void setCorners(double left,double right,double top,double bottom)
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178 | {
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179 | m_LeftCorner=left;
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180 | m_RightCorner=right;
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181 | m_TopCorner=top;
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182 | m_DownCorner=bottom;
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183 | }
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184 | private:
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185 |
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186 | void UpdateCamera(void);
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187 |
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188 | void UpdateFovX(void)
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189 | {
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190 | m_FovX=m_FovY/m_AspectRatio;
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191 | }
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192 |
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193 | void UpdateFovY(void)
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194 | {
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195 | m_FovY=m_AspectRatio*m_FovX;
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196 | }
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197 |
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198 | void CalculateRightVector(void)
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199 | {
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200 | Vector X = m_ViewDirection.UnitVector() % m_UpVector;
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201 | X.Normalize();
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202 | m_RightVector=X;
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203 | }
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204 | void CalculateUpVector(void)
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205 | {
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206 | Vector X = m_ViewDirection.UnitVector() % m_RightVector;
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207 | X.Normalize();
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208 | m_UpVector=X;
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209 | }
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210 | public:
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211 | void SetViewandProjection(void);
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212 | void SetViewandProjectionNew(void);
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213 |
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214 | void SetProjection(void);
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215 | virtual void SetViewandProjectionOrto(void);
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216 | virtual void Move(Axis axis, double distance);
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217 | virtual void setViewforBbox()
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218 | {
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219 | gluLookAt(0,0,0,
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220 | m_ViewDirection.x,
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221 | m_ViewDirection.y,
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222 | m_ViewDirection.z,
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223 | m_UpVector.x,
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224 | m_UpVector.y,
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225 | m_UpVector.z);
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226 | }
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227 | };
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228 |
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229 | #endif |
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