This repository has been archived on 2020-09-07. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
libs/qglview/glcamera.h

113 lines
4.6 KiB
C++

/*
QGLView
Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GLCAMERA_H
#define GLCAMERA_H
#include "globject.h"
class Camera;
extern QMatrix4x4 globCameraMatrix;
extern Camera * currentCamera;
class Camera: public GLObjectBase
{
friend class QGLView;
friend class GLParticlesSystem;
friend QDataStream & operator <<(QDataStream & s, const GLObjectBase * p);
friend QDataStream & operator >>(QDataStream & s, GLObjectBase *& p);
public:
Camera();
void setPos(const QVector3D & p) {pos_ = p; anglesFromPoints(); buildTransform();}
/*void setPosX(const double & o) {QVector3D dv = aim_ - pos_; pos_.setX(o); aim_ = pos_ + dv;}
void setPosY(const double & o) {QVector3D dv = aim_ - pos_; pos_.setY(o); aim_ = pos_ + dv;}
void setPosZ(const double & o) {QVector3D dv = aim_ - pos_; pos_.setZ(o); aim_ = pos_ + dv;}*/
void setAim(const QVector3D & p) {aim_ = p; anglesFromPoints(); buildTransform();}
void move(const QVector3D & p) {pos_ += p; aim_ += p; buildTransform();}
void move(const double & x, const double & y = 0., const double & z = 0.) {pos_ += QVector3D(x, y, z); aim_ += QVector3D(x, y, z); buildTransform();}
void moveForward(const double & x, bool withZ = true);
void moveBackward(const double & x, bool withZ = true) {moveForward(-x, withZ);}
void moveLeft(const double & x, bool withZ = true);
void moveRight(const double & x, bool withZ = true) {moveLeft(-x, withZ);}
void moveUp(const double & x, bool onlyZ = false);
void moveDown(const double & x, bool onlyZ = false) {moveUp(-x, onlyZ);}
void rotateZ(const double & a);
void rotateXY(const double & a);
void rotateRoll(const double & a) {angles_.setX(angles_.x() + a); buildTransform();}
void orbitZ(const double & a);
void orbitXY(const double & a);
void panZ(const double & a);
void panXY(const double & a);
void setFOV(const double & f) {fov_ = f;}
void setAngles(const QVector3D & a) {setRotation(a);}
void setAngleZ(const double & a);
void setAngleXY(const double & a);
void setAngleRoll(const double & a) {angles_.setX(a); buildTransform();}
void setAngleLowerLimitXY(const double & a) {angle_limit_lower_xy = a; buildTransform();}
void setAngleUpperLimitXY(const double & a) {angle_limit_upper_xy = a; buildTransform();}
void setAngleLimitsXY(const double & lower, const double & upper) {angle_limit_lower_xy = lower; angle_limit_upper_xy = upper; buildTransform();}
void setDepthStart(const double & d) {depth_start = d;}
void setDepthEnd(const double & d) {depth_end = d;}
void setMirrorX(bool yes) {mirror_x = yes;}
void setMirrorY(bool yes) {mirror_y = yes;}
void flyCloser(const double & s);
void flyFarer(const double & s);
void flyToDistance(const double & d);
QVector3D aim() const {return aim_;}
QVector3D angles() const {return rotation();}
QVector3D direction() const {return (aim_ - pos_).normalized();}
QVector3D directionXY() const {QVector3D tv = aim_ - pos_; return QVector3D(tv.x(), tv.y(), 0.).normalized();}
double FOV() const {return fov_;}
double distance() const {return (pos_ - aim_).length();}
double angleZ() const {return angles_.z();}
double angleXY() const {return angles_.y();}
double angleRoll() const {return angles_.x();}
double angleLowerLimitXY() const {return angle_limit_lower_xy;}
double angleUpperLimitXY() const {return angle_limit_upper_xy;}
double depthStart() const {return depth_start;}
double depthEnd() const {return depth_end;}
bool isMirrorX() const {return mirror_x;}
bool isMirrorY() const {return mirror_y;}
void anglesFromPoints();
void apply(const GLdouble & aspect = 1.);
void assign(const Camera & c);
//QVector3D pointFromViewport(int x_, int y_, double z_); TODO
QMatrix4x4 offsetMatrix() const;
private:
//void localTransform(QMatrix4x4 & m);
QVector3D aim_, offset_;
GLdouble fov_;
GLdouble depth_start;
GLdouble depth_end;
GLdouble angle_limit_lower_xy;
GLdouble angle_limit_upper_xy;
//GLdouble modelview[16], projection[16];
//GLint viewport[4];
bool mirror_x;
bool mirror_y;
};
#endif // GLCAMERA_H