OpenSceneGraph/include/osg/Camera

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
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#ifndef OSG_CAMERA
#define OSG_CAMERA 1
#include <osg/Export>
#include <osg/ref_ptr>
#include <osg/Referenced>
#include <osg/Matrix>
#include <osg/Quat>
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#include <osg/Viewport>
#include <osg/DisplaySettings>
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#include <osg/Polytope>
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namespace osg {
/** Camera class for encapsulating the view position and orientation and
* projection (lens) used. Creates a projection and modelview matrices
* which can be used to set OpenGL's PROJECTION and MODELVIEW matrices
* respectively.
*/
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class SG_EXPORT Camera: public osg::Referenced
{
public:
Camera(DisplaySettings* ds=NULL);
Camera(const Camera&);
Camera& operator=(const Camera&);
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/** Range of projection types.
* ORTHO2D is a special case of ORTHO where the near and far planes
* are equal to -1 and 1 respectively.
* PERSPECTIVE is a special case of FRUSTUM where the left & right
* and bottom and top and symmetrical.*/
enum ProjectionType
{
ORTHO,
ORTHO2D,
FRUSTUM,
PERSPECTIVE
};
/** Get the projection type set by setOtho,setOtho2D,setFrustum,
* and set perspective methods.*/
ProjectionType getProjectionType() const { return _projectionType; }
/** Set a orthographic projection. See glOrtho for further details.*/
void setOrtho(double left, double right,
double bottom, double top,
double zNear, double zFar);
/** Set a 2D orthographic projection. See gluOrtho2D for further details.*/
void setOrtho2D(double left, double right,
double bottom, double top);
/** Set a perspective projection. See glFrustum for further details.*/
void setFrustum(double left, double right,
double bottom, double top,
double zNear, double zFar);
/** Set a symmetrical perspective projection, See gluPerspective for further details.
* Aspect ratio is defined as width/height.*/
void setPerspective(double fovy,double aspectRatio,
double zNear, double zFar);
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/** Set a sysmmetical perspective projection using field of view.*/
void setFOV(double fovx,double fovy,
double zNear, double zFar);
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/** Set the near and far clipping planes.*/
void setNearFar(double zNear, double zFar);
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/** Use in combination with adjustAspectRatio, to control
* the change in frustum clipping planes to account for
* changes in windows aspect ratio,*/
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enum AdjustAspectRatioMode
{
ADJUST_VERTICAL,
ADJUST_HORIZONTAL,
ADJUST_NONE
};
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/** Set the way that the vertical or horizontal dimensions of the window
* are adjusted on a resize. */
void setAdjustAspectRatioMode(AdjustAspectRatioMode aam) { _adjustAspectRatioMode = aam; }
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/** Get the way that the vertical or horizontal dimensions of the window
* are adjusted on a resize. */
AdjustAspectRatioMode getAdjustAspectRatioMode() const { return _adjustAspectRatioMode; }
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/** Adjust the clipping planes to account for a new window aspect ratio.
* Typically used after resizing a window. Aspect ratio is defined as
* width/height.*/
void adjustAspectRatio(double newAspectRatio)
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{
adjustAspectRatio(newAspectRatio,_adjustAspectRatioMode);
}
/** Adjust the clipping planes to account for a new window aspect ratio.
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* Typicall used after resizeing a window. Aspect ratio is defined as
* width/height.*/
void adjustAspectRatio(double newAspectRatio, AdjustAspectRatioMode aa);
double left() const { return _left; }
double right() const { return _right; }
double bottom() const { return _bottom; }
double top() const { return _top; }
double zNear() const { return _zNear; }
double zFar() const { return _zFar; }
/** Calculate and return the equivalent fovx for the current project setting.
* This value is only valid for when a symmetric perspective projection exists.
* i.e. getProjectionType()==PERSPECTIVE.*/
double calc_fovy() const;
/** Calculate and return the equivalent fovy for the current project setting.
* This value is only valid for when a symmetric perspective projection exists.
* i.e. getProjectionType()==PERSPECTIVE.*/
double calc_fovx() const;
/** Calculate and return the projection aspect ratio.
* Aspect ratio is defined as width/height.*/
double calc_aspectRatio() const;
enum LookAtType
{
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USE_HOME_POSITION,
USE_EYE_AND_QUATERNION,
USE_EYE_CENTER_AND_UP
};
LookAtType getLookAtType() const { return _lookAtType; }
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/**
* hardwired home view for now, looking straight down the
* Z axis at the origin, with 'up' being the y axis.
*/
void home();
/**
* Set the View, the up vector should be orthogonal to the look vector.
* setView is now mapped to setLookAt(eye,center,up), and is only
* kept for backwards compatibility.
*/
void setView(const Vec3& eyePoint,
const Vec3& lookPoint,
const Vec3& upVector);
/** set the position and orientation of the camera, using the same convention as
* gluLookAt.
*/
void setLookAt(const Vec3& eye,
const Vec3& center,
const Vec3& up);
/** set the position and orientation of the camera, using the same convention as
* gluLookAt.
*/
void setLookAt(double eyeX, double eyeY, double eyeZ,
double centerX, double centerY, double centerZ,
double upX, double upY, double upZ);
/** post multiple the existing eye point and orientation by matrix.
* note, does not affect any ModelTransforms that are applied.*/
void transformLookAt(const Matrix& matrix);
void ensureOrthogonalUpVector();
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/** get the eye point. */
inline const Vec3& getEyePoint() const { return _eye; }
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/** get the center point. */
inline const Vec3& getCenterPoint() const { return _center; }
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/** get the up vector */
inline const Vec3& getUpVector() const { return _up; }
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/** calculate look vector.*/
Vec3 getLookVector() const;
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/** calculate side vector.*/
Vec3 getSideVector() const;
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/** calculate the look distance which is the distance between the eye and the center.*/
inline float getLookDistance() const { return (_center-_eye).length(); }
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enum TransformMode
{
EYE_TO_MODEL,
MODEL_TO_EYE,
NO_ATTACHED_TRANSFORM
};
/** Attach a transform matrix which is applied after the camera look at.
* The attached matrix can work in two ways, either as transform of the eye
* into the model coordinates - EYE_TO_MODEL, or as a transform of the
* model to the eye - MODEL_TO_EYE. The former is equivalent to attaching
* a camera internal to the scene graph. The later is equivalent to adding
* a osg::Transform at root of the scene to move the scene to the eye point.
* Typical used in conjunction with the LookAt position set to home,
* in which case it is simply treated as a model view matrix.
* If the same behavior as IRIS Performer's setViewMat is desired
* then set the LookAt to be (0,0,0),(0,1,0),(0,0,1) since Performer's
* default direction is along the y axis, unlike OpenGL and the default OSG.
* If modelTransfor is NULL then do not use any model transform - just use the
* basic LookAt values.
* note: Camera internals maintains the both EYE_TO_MODEL and MODEL_TO_EYE
* internally and ensures that they are the inverse of one another.*/
void attachTransform(TransformMode mode, RefMatrix* modelTransform=0);
Matrix* getTransform(TransformMode mode);
const Matrix* getTransform(TransformMode mode) const;
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enum FusionDistanceMode
{
PROPORTIONAL_TO_LOOK_DISTANCE,
PROPORTIONAL_TO_SCREEN_DISTANCE
};
/** Set the mode of the fusion distance function which in use to calculate the
* fusion distance used in stereo rendering. Default value is
* PROPORTIONAL_TO_LOOK_DISTANCE. Use in conjunction with setFusionDistanceRatio(float).*/
void setFusionDistanceMode(FusionDistanceMode mode) { _fusionDistanceMode = mode; }
/** Get the mode of the fusion distance function.*/
FusionDistanceMode getFusionDistanceMode() const { return _fusionDistanceMode; }
/** Set the ratio of the fusion distance function which in use to calculate the
* fusion distance used in stereo rendering. Default value is 1.0f
* Use in conjunction with setFusionDistanceMode(..).*/
void setFusionDistanceRatio(float ratio) { _fusionDistanceRatio = ratio; }
/** Get the ratio of the fusion distance function.*/
float getFusionDistanceRatio() const { return _fusionDistanceRatio; }
/** Calculate and return the fusion distance, using the FusionDistanceFunction.*/
float getFusionDistance() const;
/** Set the physical distance between the viewers eyes and the display system.
* Note, only used when rendering in stereo.*/
void setScreenDistance(float screenDistance) { _screenDistance = screenDistance; }
/** Get the physical distance between the viewers eyes and the display system.*/
float getScreenDistance() const { return _screenDistance; }
/** Get the Projection Matrix.*/
Matrix getProjectionMatrix() const;
/** Get the ModelView matrix.
* If a ModelTransform is supplied then the ModelView matrix is
* created by multiplying the current LookAt by ModelTransform.
* Otherwise it is simply created by using the current LookAt,
* equivalent to using gluLookAt.*/
Matrix getModelViewMatrix() const;
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/** Get the camera view frustum.*/
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inline Polytope getViewFrustum() const
{
Polytope cv;
cv.setToUnitFrustum();
cv.transformProvidingInverse(getModelViewMatrix()*
getProjectionMatrix());
return cv;
}
protected:
virtual ~Camera();
void copy(const Camera&);
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// projection details.
ProjectionType _projectionType;
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// how the window dimensions should be altered during a window resize.
AdjustAspectRatioMode _adjustAspectRatioMode;
// note, in Frustum/Perspective mode these values are scaled
// by the zNear from when they were initialised to ensure that
// subsequent changes in zNear do not affect them.
double _left;
double _right;
double _bottom;
double _top;
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double _zNear;
double _zFar;
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// look at details.
LookAtType _lookAtType;
Vec3 _eye;
Vec3 _center;
Vec3 _up;
TransformMode _attachedTransformMode;
ref_ptr<RefMatrix> _eyeToModelTransform;
ref_ptr<RefMatrix> _modelToEyeTransform;
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float _screenDistance;
FusionDistanceMode _fusionDistanceMode;
float _fusionDistanceRatio;
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};
}
# endif