void Camera::set_position(const Vector3 &p)
{
position = p;
- compute_matrix();
+ update_object_matrix();
}
void Camera::set_up_direction(const Vector3 &u)
{
up_dir = normalize(u);
-
- compute_matrix();
+ update_object_matrix();
}
void Camera::set_look_direction(const Vector3 &l)
{
look_dir = normalize(l);
-
- compute_matrix();
+ update_object_matrix();
}
void Camera::look_at(const Vector3 &p)
Vector3 Camera::project(const Vector4 &p) const
{
- float frustum_h = tan(fov/2.0f);
- float frustum_w = frustum_h*aspect;
- float z_range = clip_far-clip_near;
-
- Vector4 eye = matrix*p;
-
- return Vector3(eye.x/frustum_w/-eye.z, eye.y/frustum_h/-eye.z,
- (clip_far+clip_near)/z_range+2*clip_far*clip_near/(eye.z*z_range));
+ Vector4 r = proj_matrix*(view_matrix*p);
+ return Vector3(r)/r.w;
}
Vector3 Camera::project(const Vector3 &p) const
Vector4 Camera::unproject(const Vector4 &p) const
{
- float frustum_h = tan(fov/2.0f);
- float frustum_w = frustum_h*aspect;
- float z_range = clip_far-clip_near;
-
- float z = (2*clip_far*clip_near)/(p.z*z_range-(clip_far+clip_near))-matrix[14]*p.w;
- float x = p.x*-z*frustum_w-matrix[12]*p.w;
- float y = p.y*-z*frustum_h-matrix[13]*p.w;
-
- return Vector4(matrix[0]*x+matrix[1]*y+matrix[2]*z,
- matrix[4]*x+matrix[5]*y+matrix[6]*z,
- matrix[8]*x+matrix[9]*y+matrix[10]*z,
- p.w);
+ Vector4 r = invert(proj_matrix)*LinAl::Vector<double, 4>(p.x, p.y, p.z, 1.0f);
+ r = object_matrix*Vector4(r.x, r.y, r.z, p.w);
+ return r;
}
void Camera::apply() const
float bottom = frustum_h*(frustum_y-1.0f);
float top = frustum_h*(frustum_y+1.0f);
MatrixStack::projection() = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
- MatrixStack::modelview() = matrix;
+ MatrixStack::modelview() = view_matrix;
}
-void Camera::compute_matrix()
+void Camera::update_object_matrix()
{
Vector3 right_dir = normalize(cross(look_dir, up_dir));
- double mdata[16];
-
- mdata[0] = right_dir.x;
- mdata[4] = right_dir.y;
- mdata[8] = right_dir.z;
-
- mdata[1] = right_dir.y*look_dir.z-right_dir.z*look_dir.y;
- mdata[5] = right_dir.z*look_dir.x-right_dir.x*look_dir.z;
- mdata[9] = right_dir.x*look_dir.y-right_dir.y*look_dir.x;
-
- mdata[2] = -look_dir.x;
- mdata[6] = -look_dir.y;
- mdata[10] = -look_dir.z;
-
- mdata[12] = -position.x*mdata[0]-position.y*mdata[4]-position.z*mdata[8];
- mdata[13] = -position.x*mdata[1]-position.y*mdata[5]-position.z*mdata[9];
- mdata[14] = -position.x*mdata[2]-position.y*mdata[6]-position.z*mdata[10];
-
- mdata[3] = 0;
- mdata[7] = 0;
- mdata[11] = 0;
- mdata[15] = 1;
-
- matrix = mdata;
+ LinAl::Vector<double, 4> columns[4];
+ columns[0] = LinAl::Vector<double, 4>(right_dir, 0.0f);
+ columns[1] = LinAl::Vector<double, 4>(cross(right_dir, look_dir), 0.0f);
+ columns[2] = LinAl::Vector<double, 4>(-look_dir, 0.0f);
+ columns[3] = LinAl::Vector<double, 4>(position, 1.0f);
+ object_matrix = Matrix::from_columns(columns);
+ view_matrix = invert(object_matrix);
}
} // namespace GL
Vector3 position;
Vector3 look_dir;
Vector3 up_dir;
- Matrix matrix;
+ Matrix view_matrix;
+ Matrix object_matrix;
public:
Camera();
const Vector3 &get_position() const { return position; }
const Vector3 &get_look_direction() const { return look_dir; }
const Vector3 &get_up_direction() const { return up_dir; }
- const Matrix &get_matrix() const { return matrix; }
+
+ /** Deprecated alias for get_view_matrix. */
+ const Matrix &get_matrix() const { return get_view_matrix(); }
+
+ /** Returns the view matrix, used to transform coordinates from world space
+ to eye space. */
+ const Matrix &get_view_matrix() const { return view_matrix; }
+
+ /** Returns the object matrix, used to transform coordinates from eye space
+ to world space. */
+ const Matrix &get_object_matrix() const { return object_matrix; }
Vector3 project(const Vector4 &) const;
Vector3 project(const Vector3 &) const;
void apply() const;
private:
- void compute_matrix();
+ void update_object_matrix();
};
} // namespace GL