1 #include <msp/gl/tests.h>
11 View3D::View3D(Layout3D &l, unsigned w, unsigned h):
15 pipeline.set_camera(&camera);
16 pipeline.add_renderable_for_pass(layout.get_scene(), 0);
18 GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
19 pass->set_lighting(&layout.get_lighting());
20 pass->set_depth_test(&GL::DepthTest::lequal());
22 camera.set_up_direction(GL::Vector3(0, 0, 1));
24 camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
29 void View3D::view_all(bool tight)
31 const set<Track *> &tracks = layout.get_layout().get_tracks();
32 Geometry::BoundingBox<float, 3> bbox;
33 for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
34 bbox = bbox|(*i)->get_bounding_box();
36 const Vector &minp = bbox.get_minimum_point();
37 const Vector &maxp = bbox.get_maximum_point();
39 float t = tan(camera.get_field_of_view()/2)*2;
40 float size = max((maxp.y-minp.y+0.1), (maxp.x-minp.x+0.1)/camera.get_aspect());
43 dist += sin(camera.get_field_of_view()/2)*size;
44 GL::Vector3 center = (minp+maxp)/2.0f;
45 const GL::Vector3 &look = camera.get_look_direction();
46 camera.set_position(center-look*dist);