+++ /dev/null
-#include <cmath>
-#include "camera.h"
-#include "matrix.h"
-
-namespace Msp {
-namespace GL {
-
-Camera::Camera():
- fov(Geometry::Angle<float>::from_turns(0.125)),
- aspect(4.0/3.0),
- clip_near(0.1),
- clip_far(10),
- position(0, 0, 0),
- look_dir(0, 0, -1),
- up_dir(0, 1, 0)
-{ }
-
-void Camera::set_field_of_view(const Geometry::Angle<float> &f)
-{
- fov = f;
-}
-
-void Camera::set_aspect(float a)
-{
- aspect = a;
-}
-
-void Camera::set_depth_clip(float n, float f)
-{
- clip_near = n;
- clip_far = f;
-}
-
-void Camera::set_position(const Vector3 &p)
-{
- position = p;
- compute_matrix();
-}
-
-void Camera::set_up_direction(const Vector3 &u)
-{
- up_dir = normalize(u);
-
- compute_matrix();
-}
-
-void Camera::set_look_direction(const Vector3 &l)
-{
- look_dir = normalize(l);
-
- compute_matrix();
-}
-
-void Camera::look_at(const Vector3 &p)
-{
- set_look_direction(p-position);
-}
-
-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));
-}
-
-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
-{
- 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);
-}
-
-void Camera::apply() const
-{
- MatrixStack::projection() = Matrix::perspective(fov, aspect, clip_near, clip_far);
- MatrixStack::modelview() = matrix;
-}
-
-void Camera::compute_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;
-}
-
-} // namespace GL
-} // namespace Msp