]> git.tdb.fi Git - libs/gl.git/blobdiff - source/camera.cpp
Add a missing initializer
[libs/gl.git] / source / camera.cpp
index ae35f632438df2d9a7a8a416f838deabde6b8320..b3cedbc62ad628813b5eee552302a2151ea586c1 100644 (file)
@@ -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 +79,20 @@ 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);
@@ -99,7 +107,7 @@ Vector3 Camera::project(const Vector3 &p) const
 Vector4 Camera::unproject(const Vector4 &p) const
 {
        Vector4 r = invert(proj_matrix)*Vector4(p.x, p.y, p.z, 1.0f);
-       r = object_matrix*Vector4(r.x/r.w, r.y/r.w, r.z/r.w, p.w);
+       r = matrix*Vector4(r.x/r.w, r.y/r.w, r.z/r.w, p.w);
        return r;
 }
 
@@ -137,8 +145,62 @@ void Camera::update_object_matrix()
        columns[1] = compose(cross(right_dir, look_dir), 0.0f);
        columns[2] = compose(-look_dir, 0.0f);
        columns[3] = compose(position, 1.0f);
-       object_matrix = Matrix::from_columns(columns);
-       view_matrix = invert(object_matrix);
+       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