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qad/libs/qglview/glcamera.h
2022-12-14 14:14:33 +03:00

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4.3 KiB
C++

/*
QGLView
Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser 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 setAim(const QVector3D & p) {
aim_ = p;
anglesFromPoints();
buildTransform();
}
void move(const QVector3D & p) {
pos_ += p;
aim_ += p;
buildTransform();
}
void move(const float & x, const float & y = 0., const float & z = 0.) {
pos_ += QVector3D(x, y, z);
aim_ += QVector3D(x, y, z);
buildTransform();
}
void moveForward(const float & x, bool withZ = true);
void moveBackward(const float & x, bool withZ = true) { moveForward(-x, withZ); }
void moveLeft(const float & x, bool withZ = true);
void moveRight(const float & x, bool withZ = true) { moveLeft(-x, withZ); }
void moveUp(const float & x, bool onlyZ = false);
void moveDown(const float & x, bool onlyZ = false) { moveUp(-x, onlyZ); }
void rotateZ(const float & a);
void rotateXY(const float & a);
void rotateRoll(const float & a) {
angles_.setX(angles_.x() + a);
buildTransform();
}
void orbitZ(const float & a);
void orbitXY(const float & a);
void panZ(const float & a);
void panXY(const float & a);
void setFOV(const float & f) { fov_ = f; }
void setAngles(const QVector3D & a) { setRotation(a); }
void setAngleZ(const float & a);
void setAngleXY(const float & a);
void setAngleRoll(const float & a) {
angles_.setX(a);
buildTransform();
}
void setAngleLowerLimitXY(const float & a) {
angle_limit_lower_xy = a;
buildTransform();
}
void setAngleUpperLimitXY(const float & a) {
angle_limit_upper_xy = a;
buildTransform();
}
void setAngleLimitsXY(const float & lower, const float & upper) {
angle_limit_lower_xy = lower;
angle_limit_upper_xy = upper;
buildTransform();
}
void setDepthStart(const float & d) { depth_start = d; }
void setDepthEnd(const float & d) { depth_end = d; }
void setMirrorX(bool yes) { mirror_x = yes; }
void setMirrorY(bool yes) { mirror_y = yes; }
void flyCloser(const float & s);
void flyFarer(const float & s);
void flyToDistance(const float & 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();
}
float FOV() const { return fov_; }
float distance() const { return (pos_ - aim_).length(); }
float angleZ() const { return angles_.z(); }
float angleXY() const { return angles_.y(); }
float angleRoll() const { return angles_.x(); }
float angleLowerLimitXY() const { return angle_limit_lower_xy; }
float angleUpperLimitXY() const { return angle_limit_upper_xy; }
float depthStart() const { return depth_start; }
float depthEnd() const { return depth_end; }
bool isMirrorX() const { return mirror_x; }
bool isMirrorY() const { return mirror_y; }
void anglesFromPoints();
void apply(const GLfloat & aspect = 1.);
void assign(const Camera & c);
virtual GLObjectBase * clone(bool withChildren = true);
QMatrix4x4 offsetMatrix() const;
private:
QVector3D aim_, offset_;
GLfloat fov_;
GLfloat depth_start;
GLfloat depth_end;
GLfloat angle_limit_lower_xy;
GLfloat angle_limit_upper_xy;
bool mirror_x;
bool mirror_y;
};
#endif // GLCAMERA_H