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qad/qglview/glcamera.cpp

256 lines
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C++

/*
QGLView
Copyright (C) 2012 Ivan Pelipenko peri4ko@gmail.com
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/>.
*/
#include "gltypes.h"
#include "qglview.h"
Camera * currentCamera;
QMatrix4x4 globCameraMatrix;
Camera::Camera() {
fov_ = 60.;
angle_limit_lower_xy = -180.;
angle_limit_upper_xy = 180.;
depth_start = 0.1;
depth_end = 1000.;
mirror_x = mirror_y = false;
}
void Camera::anglesFromPoints() {
QVector3D dv = aim_ - pos_, tv;
tv = QVector3D(dv.x(), dv.y(), 0.);
angles_.setZ(atan2(tv.x(), tv.y()) * rad2deg);
angles_.setY(piClamp<GLdouble>(atan2(tv.length(), dv.z()) * rad2deg, angle_limit_lower_xy, angle_limit_upper_xy));
}
void Camera::apply(const GLdouble & aspect) {
glMatrixMode(GL_PROJECTION);
if (aspect <= 1.)
glScaled(aspect, aspect, 1.);
QMatrix4x4 pm;// = glMatrixPerspective(fov_, aspect, depth_start, depth_end);
pm.perspective(fov_, aspect, depth_start, depth_end);
//qDebug() << pm << glMatrixPerspective(fov_, aspect, depth_start, depth_end);;
setGLMatrix(pm);
glMatrixMode(GL_MODELVIEW);
pm.setToIdentity();
//qDebug() << pm;
pm.translate(0., 0., -distance());
pm.rotate(angles_.y(), 1., 0., 0.);
pm.rotate(angles_.x(), 0., 1., 0.);
pm.rotate(angles_.z(), 0., 0., 1.);
pm.translate(-aim_);
if (parent_)
pm *= parent_->worldTransform().inverted();
setGLMatrix(pm);
}
/*
void Camera::localTransform(QMatrix4x4 & m) {
return;
if (parent_)
m *= parent_->worldTransform();
QMatrix4x4 ret;
//qDebug() << "local camera";
ret.translate(0., 0., -distance());
ret.rotate(angles_.y(), 1., 0., 0.);
ret.rotate(angles_.x(), 0., 1., 0.);
ret.rotate(angles_.z(), 0., 0., 1.);
//m *= ret.inverted();
}
*/
void Camera::assign(const Camera & c) {
pos_ = c.pos_;
aim_ = c.aim_;
fov_ = c.fov_;
angles_ = c.angles_;
angle_limit_lower_xy = c.angle_limit_lower_xy;
angle_limit_upper_xy = c.angle_limit_upper_xy;
buildTransform();
}
void Camera::panZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
}
void Camera::panXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLdouble>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
aim_ = pos_ + dv * tl;
buildTransform();
}
void Camera::rotateZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
}
void Camera::rotateXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLdouble>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
aim_ = pos_ + dv * tl;
buildTransform();
}
void Camera::orbitZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
pos_ = aim_ - dv;
buildTransform();
}
void Camera::orbitXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLdouble>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
pos_ = aim_ - dv * tl;
buildTransform();
}
void Camera::setAngleZ(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(a);
dv = QVector3D(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
}
void Camera::setAngleXY(const double & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
angles_.setY(a);
tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
//pos_ = aim_ - dv;
aim_ = pos_ + dv * tl;
buildTransform();
//anglesFromPoints();
}
void Camera::moveForward(const double & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
double tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, 0.);
if (withZ) dv.setZ(-cos(angles_.y() * deg2rad));
dv.normalize();
dv *= x;
pos_ += dv;
aim_ += dv;
buildTransform();
}
void Camera::moveLeft(const double & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
double tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad - M_PI_2) * tc, cos(angles_.z() * deg2rad - M_PI_2) * tc, 0.);
if (withZ) dv.setZ(-sin(angles_.x() * deg2rad));
dv.normalize();
dv *= x;
pos_ += dv;
aim_ += dv;
buildTransform();
}
void Camera::moveUp(const double & x, bool onlyZ) {
QVector3D dv;
if (onlyZ)
dv = QVector3D(0., 0., x);
else {
double tc = cos(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -sin(angles_.y() * deg2rad));
dv.normalize();
dv *= x;
}
pos_ += dv;
aim_ += dv;
buildTransform();
}
void Camera::flyCloser(const double & s) {
QVector3D dv = aim_ - pos_;
double tl = dv.length() / (1. + s), tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
pos_ = aim_ - dv * tl;
buildTransform();
}
void Camera::flyFarer(const double & s) {
QVector3D dv = aim_ - pos_;
double tl = dv.length() * (1. + s), tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
pos_ = aim_ - dv * tl;
buildTransform();
}
void Camera::flyToDistance(const double & d) {
QVector3D dv = aim_ - pos_;
double tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
pos_ = aim_ - dv * d;
buildTransform();
}
/*
QVector3D Camera::pointFromViewport(int x_, int y_, double z_) {
GLsizei mx = x_, my = viewport[3] - y_, mz = z_;
GLdouble x,y,z;
gluUnProject(mx, my, mz, modelview, projection, viewport, &x, &y, &z);
return QVector3D(x,y,z);
}
*/