OpenSceneGraph/include/osg/Camera
Robert Osfield 12226e4371 Converted the instances of const built in types being returned from methods
and passed as paramters into straight forward non const built in types,
i.e. const bool foogbar(const int) becomes bool foobar(int).
2002-09-02 12:31:35 +00:00

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#ifndef OSG_CAMERA
#define OSG_CAMERA 1
#include <osg/Export>
#include <osg/ref_ptr>
#include <osg/Referenced>
#include <osg/Matrix>
#include <osg/Quat>
#include <osg/Viewport>
#include <osg/DisplaySettings>
#include <osg/Polytope>
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.
*/
class SG_EXPORT Camera: public osg::Referenced
{
public:
Camera(DisplaySettings* ds=NULL);
Camera(const Camera&);
Camera& operator=(const Camera&);
virtual ~Camera();
/** 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.*/
const 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);
/** Set a sysmmetical perspective projection using field of view.*/
void setFOV(double fovx,double fovy,
double zNear, double zFar);
/** Set the near and far clipping planes.*/
void setNearFar(double zNear, double zFar);
/** Use in combination with adjustAspectRatio, to control
* the change in frustum clipping planes to account for
* changes in windows aspect ratio,*/
enum AdjustAspectRatioMode
{
ADJUST_VERTICAL,
ADJUST_HORIZONTAL,
ADJUST_NONE
};
/** Set the way that the vertical or horizontal dimensions of the window
* are adjusted on a resize. */
void setAdjustAspectRatioMode(const AdjustAspectRatioMode aam) { _adjustAspectRatioMode = aam; }
/** Get the way that the vertical or horizontal dimensions of the window
* are adjusted on a resize. */
const AdjustAspectRatioMode getAdjustAspectRatioMode() const { return _adjustAspectRatioMode; }
/** 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)
{
adjustAspectRatio(newAspectRatio,_adjustAspectRatioMode);
}
/** Adjust the clipping planes to account for a new window aspect ratio.
* Typicall used after resizeing a window. Aspect ratio is defined as
* width/height.*/
void adjustAspectRatio(double newAspectRatio, const 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
{
USE_HOME_POSITON,
USE_EYE_AND_QUATERNION,
USE_EYE_CENTER_AND_UP
};
const LookAtType getLookAtType() const { return _lookAtType; }
/**
* 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();
/** get the eye point. */
inline const Vec3& getEyePoint() const { return _eye; }
/** get the center point. */
inline const Vec3& getCenterPoint() const { return _center; }
/** get the up vector */
inline const Vec3& getUpVector() const { return _up; }
/** calculate look vector.*/
Vec3 getLookVector() const;
/** calculate side vector.*/
Vec3 getSideVector() const;
/** calculate the look distance which is the distance between the eye and the center.*/
inline float getLookDistance() const { return (_center-_eye).length(); }
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(const TransformMode mode, Matrix* modelTransform=0);
Matrix* getTransform(const TransformMode mode);
const Matrix* getTransform(const TransformMode mode) const;
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;
/** Get the camera view frustum.*/
inline Polytope getViewFrustum() const
{
Polytope cv;
cv.setToUnitFrustum();
cv.transformProvidingInverse(getModelViewMatrix()*
getProjectionMatrix());
return cv;
}
protected:
void copy(const Camera&);
// projection details.
ProjectionType _projectionType;
// 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;
double _zNear;
double _zFar;
// look at details.
LookAtType _lookAtType;
Vec3 _eye;
Vec3 _center;
Vec3 _up;
TransformMode _attachedTransformMode;
ref_ptr<Matrix> _eyeToModelTransform;
ref_ptr<Matrix> _modelToEyeTransform;
float _screenDistance;
FusionDistanceMode _fusionDistanceMode;
float _fusionDistanceRatio;
};
}
# endif