Camera::Camera():
fov(Geometry::Angle<float>::from_turns(0.125)),
+ height(0),
aspect(4.0/3.0),
clip_near(0.1),
clip_far(10),
update_projection_matrix();
}
+void Camera::set_orthographic(float w, float h)
+{
+ fov = Geometry::Angle<float>::zero();
+ height = h;
+ if(w)
+ aspect = w/h;
+ update_projection_matrix();
+}
+
void Camera::set_aspect(float a)
{
aspect = a;
update_projection_matrix();
}
+void Camera::set_frustum_rotation(const Geometry::Angle<float> &r)
+{
+ rotate = r;
+ update_projection_matrix();
+}
+
void Camera::set_position(const Vector3 &p)
{
position = p;
Vector3 Camera::project(const Vector4 &p) const
{
Vector4 r = proj_matrix*(view_matrix*p);
- return Vector3(r)/r.w;
+ return r.slice<3>(0)/r.w;
}
Vector3 Camera::project(const Vector3 &p) const
Vector4 Camera::unproject(const Vector4 &p) const
{
Vector4 r = invert(proj_matrix)*Vector4(p.x, p.y, p.z, 1.0f);
- r = object_matrix*Vector4(r.x, r.y, r.z, p.w);
+ r = object_matrix*Vector4(r.x/r.w, r.y/r.w, r.z/r.w, p.w);
return r;
}
+Vector3 Camera::unproject(const Vector3 &p) const
+{
+ return unproject(Vector4(p.x, p.y, p.z, 1.0f)).slice<3>(0);
+}
+
void Camera::apply() const
{
MatrixStack::projection() = proj_matrix;
void Camera::update_projection_matrix()
{
- float frustum_h = tan(fov/2.0f)*clip_near;
+ float frustum_h = (fov!=Geometry::Angle<float>::zero() ? tan(fov/2.0f)*clip_near : height/2);
float frustum_w = frustum_h*aspect;
float left = frustum_w*(frustum_x-1.0f);
float right = frustum_w*(frustum_x+1.0f);
float bottom = frustum_h*(frustum_y-1.0f);
float top = frustum_h*(frustum_y+1.0f);
- proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
+ if(fov>Geometry::Angle<float>::zero())
+ proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
+ else
+ proj_matrix = Matrix::ortho(left, right, bottom, top, clip_near, clip_far);
+ proj_matrix = Matrix::rotation(rotate, Vector3(0, 0, 1))*proj_matrix;
}
void Camera::update_object_matrix()
{
Vector3 right_dir = normalize(cross(look_dir, up_dir));
Vector4 columns[4];
- columns[0] = Vector4(right_dir, 0.0f);
- columns[1] = Vector4(cross(right_dir, look_dir), 0.0f);
- columns[2] = Vector4(-look_dir, 0.0f);
- columns[3] = Vector4(position, 1.0f);
+ columns[0] = compose(right_dir, 0.0f);
+ columns[1] = compose(cross(right_dir, look_dir), 0.0f);
+ columns[2] = compose(-look_dir, 0.0f);
+ columns[3] = compose(position, 1.0f);
object_matrix = Matrix::from_columns(columns);
view_matrix = invert(object_matrix);
}