update_projection_matrix();
}
-void Camera::set_aspect(float a)
+void Camera::set_aspect_ratio(float a)
{
aspect = a;
update_projection_matrix();
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);
set_look_direction(p-position);
}
+void Camera::set_up_direction(const Vector3 &u)
+{
+ up_dir = normalize(u);
+ update_object_matrix();
+}
+
+void Camera::set_object_matrix(const Matrix &m)
+{
+ position = m.column(3).slice<3>(0);
+ look_dir = normalize(-m.column(2).slice<3>(0));
+ up_dir = normalize(m.column(1).slice<3>(0));
+ update_object_matrix();
+}
+
Vector3 Camera::project(const Vector4 &p) const
{
Vector4 r = proj_matrix*(view_matrix*p);
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);
+ r = matrix*Vector4(r.x/r.w, r.y/r.w, r.z/r.w, p.w);
return r;
}
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);
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);
+ matrix = Matrix::from_columns(columns);
+ view_matrix = invert(matrix);
+}
+
+
+Camera::Loader::Loader(Camera &c):
+ DataFile::ObjectLoader<Camera>(c)
+{
+ add("aspect_ratio", &Loader::aspect_ratio);
+ add("depth_clip", &Loader::depth_clip);
+ add("field_of_view", &Loader::field_of_view);
+ add("look_at", &Loader::look_at);
+ add("look_direction", &Loader::look_direction);
+ add("orthographic", &Loader::orthographic);
+ add("position", &Loader::position);
+ add("up_direction", &Loader::up_direction);
+}
+
+void Camera::Loader::aspect_ratio(float a)
+{
+ obj.set_aspect_ratio(a);
+}
+
+void Camera::Loader::depth_clip(float n, float f)
+{
+ obj.set_depth_clip(n, f);
+}
+
+void Camera::Loader::field_of_view(float a)
+{
+ obj.set_field_of_view(Geometry::Angle<float>::from_degrees(a));
+}
+
+void Camera::Loader::look_at(float x, float y, float z)
+{
+ obj.look_at(Vector3(x, y, z));
+}
+
+void Camera::Loader::look_direction(float x, float y, float z)
+{
+ obj.set_look_direction(Vector3(x, y, z));
+}
+
+void Camera::Loader::orthographic(float w, float h)
+{
+ obj.set_orthographic(w, h);
+}
+
+void Camera::Loader::position(float x, float y, float z)
+{
+ obj.set_position(Vector3(x, y, z));
+}
+
+void Camera::Loader::up_direction(float x, float y, float z)
+{
+ obj.set_up_direction(Vector3(x, y, z));
}
} // namespace GL