+++ /dev/null
-#include <cmath>
-#include "camera.h"
-#include "matrix.h"
-
-namespace Msp {
-namespace GL {
-
-Camera::Camera():
- fov(Geometry::Angle<float>::from_turns(0.125)),
- height(0),
- aspect(4.0/3.0),
- clip_near(0.1),
- clip_far(10),
- frustum_x(0),
- frustum_y(0),
- position(0, 0, 0),
- look_dir(0, 0, -1),
- up_dir(0, 1, 0)
-{
- update_projection_matrix();
- update_object_matrix();
-}
-
-void Camera::set_field_of_view(const Geometry::Angle<float> &f)
-{
- fov = f;
- 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_depth_clip(float n, float f)
-{
- clip_near = n;
- clip_far = f;
- update_projection_matrix();
-}
-
-void Camera::set_frustum_axis(float x, float y)
-{
- frustum_x = x;
- frustum_y = y;
- 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;
- update_object_matrix();
-}
-
-void Camera::set_up_direction(const Vector3 &u)
-{
- up_dir = normalize(u);
- update_object_matrix();
-}
-
-void Camera::set_look_direction(const Vector3 &l)
-{
- look_dir = normalize(l);
- update_object_matrix();
-}
-
-void Camera::look_at(const Vector3 &p)
-{
- set_look_direction(p-position);
-}
-
-Vector3 Camera::project(const Vector4 &p) const
-{
- Vector4 r = proj_matrix*(view_matrix*p);
- return r.slice<3>(0)/r.w;
-}
-
-Vector3 Camera::project(const Vector3 &p) const
-{
- return project(Vector4(p.x, p.y, p.z, 1.0));
-}
-
-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.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;
- MatrixStack::modelview() = view_matrix;
-}
-
-void Camera::update_projection_matrix()
-{
- 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);
- 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] = 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);
-}
-
-} // namespace GL
-} // namespace Msp