X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcamera.cpp;h=3bba0eaf38e00385e68a077474095a980a10f340;hb=5bc9c7214feaf4ea4797fc0d4a906e5e59b75839;hp=e7c925c99064a8f911a694fb733281f9fcca1e5f;hpb=05d70b38a546f35a7687cae6ae3fcd6ab78898b2;p=libs%2Fgl.git diff --git a/source/camera.cpp b/source/camera.cpp index e7c925c9..3bba0eaf 100644 --- a/source/camera.cpp +++ b/source/camera.cpp @@ -36,7 +36,7 @@ void Camera::set_orthographic(float w, float h) update_projection_matrix(); } -void Camera::set_aspect(float a) +void Camera::set_aspect_ratio(float a) { aspect = a; update_projection_matrix(); @@ -68,12 +68,6 @@ void Camera::set_position(const Vector3 &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); @@ -85,6 +79,12 @@ void Camera::look_at(const Vector3 &p) 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); @@ -116,12 +116,6 @@ 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::zero() ? tan(fov/2.0f)*clip_near : height/2); @@ -149,5 +143,59 @@ void Camera::update_object_matrix() view_matrix = invert(matrix); } + +Camera::Loader::Loader(Camera &c): + DataFile::ObjectLoader(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::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 } // namespace Msp