9 fov(Geometry::Angle<float>::from_turns(0.125)),
20 void Camera::set_field_of_view(const Geometry::Angle<float> &f)
25 void Camera::set_aspect(float a)
30 void Camera::set_depth_clip(float n, float f)
36 void Camera::set_frustum_axis(float x, float y)
42 void Camera::set_position(const Vector3 &p)
45 update_object_matrix();
48 void Camera::set_up_direction(const Vector3 &u)
50 up_dir = normalize(u);
51 update_object_matrix();
54 void Camera::set_look_direction(const Vector3 &l)
56 look_dir = normalize(l);
57 update_object_matrix();
60 void Camera::look_at(const Vector3 &p)
62 set_look_direction(p-position);
65 Vector3 Camera::project(const Vector4 &p) const
67 Vector4 r = proj_matrix*(view_matrix*p);
68 return Vector3(r)/r.w;
71 Vector3 Camera::project(const Vector3 &p) const
73 return project(Vector4(p.x, p.y, p.z, 1.0));
76 Vector4 Camera::unproject(const Vector4 &p) const
78 Vector4 r = invert(proj_matrix)*LinAl::Vector<double, 4>(p.x, p.y, p.z, 1.0f);
79 r = object_matrix*Vector4(r.x, r.y, r.z, p.w);
83 void Camera::apply() const
85 float frustum_h = tan(fov/2.0f)*clip_near;
86 float frustum_w = frustum_h*aspect;
87 float left = frustum_w*(frustum_x-1.0f);
88 float right = frustum_w*(frustum_x+1.0f);
89 float bottom = frustum_h*(frustum_y-1.0f);
90 float top = frustum_h*(frustum_y+1.0f);
91 MatrixStack::projection() = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
92 MatrixStack::modelview() = view_matrix;
95 void Camera::update_object_matrix()
97 Vector3 right_dir = normalize(cross(look_dir, up_dir));
98 LinAl::Vector<double, 4> columns[4];
99 columns[0] = LinAl::Vector<double, 4>(right_dir, 0.0f);
100 columns[1] = LinAl::Vector<double, 4>(cross(right_dir, look_dir), 0.0f);
101 columns[2] = LinAl::Vector<double, 4>(-look_dir, 0.0f);
102 columns[3] = LinAl::Vector<double, 4>(position, 1.0f);
103 object_matrix = Matrix::from_columns(columns);
104 view_matrix = invert(object_matrix);