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[libs/gl.git] / source / camera.cpp
diff --git a/source/camera.cpp b/source/camera.cpp
deleted file mode 100644 (file)
index 3bba0ea..0000000
+++ /dev/null
@@ -1,201 +0,0 @@
-#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_ratio(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_look_direction(const Vector3 &l)
-{
-       look_dir = normalize(l);
-       update_object_matrix();
-}
-
-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);
-       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);
-       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 = 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::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);
-       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
-} // namespace Msp