326 lines
13 KiB
Plaintext
326 lines
13 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSG_CAMERA
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#define OSG_CAMERA 1
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#include <osg/ref_ptr>
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#include <osg/Referenced>
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#include <osg/Matrix>
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#include <osg/Quat>
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#include <osg/ClippingVolume>
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#include <osg/Viewport>
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namespace osg {
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/** Camera class for encapsulating the view position and orientation and
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* projection (lens) used. Creates a projection and modelview matrices
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* which can be used to set OpenGL's PROJECTION and MODELVIEW matrices
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* respectively.
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*/
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class SG_EXPORT Camera: public osg::Referenced
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{
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public:
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Camera();
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Camera(const Camera&);
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Camera& operator=(const Camera&);
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virtual ~Camera();
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/** Range of projection types.
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* ORTHO2D is a special case of ORTHO where the near and far planes
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* are equal to -1 and 1 respectively.
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* PERSPECTIVE is a special case of FRUSTUM where the left & right
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* and bottom and top and symmetrical.*/
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enum ProjectionType
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{
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ORTHO,
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ORTHO2D,
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FRUSTUM,
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PERSPECTIVE
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};
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/** Get the projection type set by setOtho,setOtho2D,setFrustum,
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* and set perspective methods.*/
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const ProjectionType getProjectionType() const { return _projectionType; }
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/** Set a orthographic projection. See glOrtho for further details.*/
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void setOrtho(const double left, const double right,
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const double bottom, const double top,
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const double zNear, const double zFar);
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/** Set a 2D orthographic projection. See gluOrtho2D for further details.*/
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void setOrtho2D(const double left, const double right,
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const double bottom, const double top);
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/** Set a perspective projection. See glFrustum for further details.*/
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void setFrustum(const double left, const double right,
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const double bottom, const double top,
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const double zNear, const double zFar);
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/** Set a symmetrical perspective projection, See gluPerspective for further details.
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* Aspect ratio is defined as width/height.*/
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void setPerspective(const double fovy,const double aspectRatio,
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const double zNear, const double zFar);
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/** Set a sysmmetical perspective projection using field of view.*/
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void setFOV(const double fovx,const double fovy,
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const double zNear, const double zFar);
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/** Set the near and far clipping planes.*/
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void setNearFar(const double zNear, const double zFar);
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/** Use in combination with adjustAspectRatio, to control
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* the change in frustum clipping planes to account for
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* changes in windows aspect ratio,*/
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enum AdjustAspectRatioMode
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{
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ADJUST_VERTICAL,
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ADJUST_HORIZONTAL
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};
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/** Set the way that the vertical or horizontal dimensions of the window
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* are adjusted on a resize. */
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void setAdjustAspectRatioMode(const AdjustAspectRatioMode aam) { _adjustAspectRatioMode = aam; }
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/** Get the way that the vertical or horizontal dimensions of the window
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* are adjusted on a resize. */
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const AdjustAspectRatioMode getAdjustAspectRatioMode() const { return _adjustAspectRatioMode; }
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/** Adjust the clipping planes to account for a new window aspect ratio.
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* Typically used after resizing a window. Aspect ratio is defined as
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* width/height.*/
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void adjustAspectRatio(const double newAspectRatio)
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{
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adjustAspectRatio(newAspectRatio,_adjustAspectRatioMode);
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}
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/** 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
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* width/height.*/
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void adjustAspectRatio(const double newAspectRatio, const AdjustAspectRatioMode aa);
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const double left() const;
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const double right() const;
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const double top() const;
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const double bottom() const;
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const double zNear() const;
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const double zFar() const;
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/** Calculate and return the equivalent fovx for the current project setting.
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* This value is only valid for when a symmetric perspective projection exists.
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* i.e. getProjectionType()==PERSPECTIVE.*/
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const double calc_fovy() const;
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/** Calculate and return the equivalent fovy for the current project setting.
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* This value is only valid for when a symmetric perspective projection exists.
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* i.e. getProjectionType()==PERSPECTIVE.*/
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const double calc_fovx() const;
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/** Calculate and return the projection aspect ratio.
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* Aspect ratio is defined as width/height.*/
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const double calc_aspectRatio() const;
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const Matrix& getProjectionMatrix() const;
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enum LookAtType
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{
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USE_HOME_POSITON,
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USE_EYE_AND_QUATERNION,
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USE_EYE_CENTER_AND_UP
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};
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const LookAtType getLookAtType() const { return _lookAtType; }
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/**
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* hardwired home view for now, looking straight down the
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* Z axis at the origin, with 'up' being the y axis.
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*/
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void home();
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/**
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* Set the View, the up vector should be orthogonal to the look vector.
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* setView is now mapped to setLookAt(eye,center,up), and is only
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* kept for backwards compatibility.
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*/
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void setView(const Vec3& eyePoint,
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const Vec3& lookPoint,
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const Vec3& upVector);
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/** set the position and orientation of the camera, using the same convention as
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* gluLookAt.
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*/
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void setLookAt(const Vec3& eye,
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const Vec3& center,
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const Vec3& up);
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/** set the position and orientation of the camera, using the same convention as
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* gluLookAt.
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*/
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void setLookAt(const double eyeX, const double eyeY, const double eyeZ,
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const double centerX, const double centerY, const double centerZ,
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const double upX, const double upY, const double upZ);
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/** post multiple the existing eye point and orientation by matrix.
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* note, does not affect any ModelTransforms that are applied.*/
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void transformLookAt(const Matrix& matrix);
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void ensureOrthogonalUpVector();
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/** get the eye point. */
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inline const Vec3& getEyePoint() const { return _eye; }
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/** get the center point. */
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inline const Vec3& getCenterPoint() const { return _center; }
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/** get the up vector */
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inline const Vec3& getUpVector() const { return _up; }
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/** calculate look vector.*/
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const Vec3 getLookVector() const;
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/** calculate side vector.*/
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const Vec3 getSideVector() const;
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/** get focal distance.*/
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inline const float getFocalLength() const { return _focalLength; }
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enum TransformMode
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{
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EYE_TO_MODEL,
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MODEL_TO_EYE,
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NO_ATTACHED_TRANSFORM
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};
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/** Attach a transform matrix which is applied after the camera look at.
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* The attached matrix can work in two ways, either as transform of the eye
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* into the model coordinates - EYE_TO_MODEL, or as a transform of the
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* model to the eye - MODEL_TO_EYE. The former is equivalent to attaching
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* a camera internal to the scene graph. The later is equivalent to adding
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* a osg::Transform at root of the scene to move the scene to the eye point.
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* Typical used in conjunction with the LookAt position set to home,
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* in which case it is simply treated as a model view matrix.
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* If the same behavior as IRIS Performer's setViewMat is desired
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* then set the LookAt to be (0,0,0),(0,1,0),(0,0,1) since Performer's
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* default direction is along the y axis, unlike OpenGL and the default OSG.
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* If modelTransfor is NULL then do not use any model transform - just use the
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* basic LookAt values.
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* note: Camera internals maintains the both EYE_TO_MODEL and MODEL_TO_EYE
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* internally and ensures that they are the inverse of one another. However,
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* if you modify the attached transform then you must call dirtyTransform, to
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* allow the OSG to update matrices accordingly.*/
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void attachTransform(const TransformMode mode, Matrix* modelTransform=0);
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/** must be called after you modify an attachedTransform. */
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void dirtyTransform();
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Matrix* getTransform(const TransformMode mode);
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const Matrix* getTransform(const TransformMode mode) const;
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const Vec3 getEyePoint_Model() const;
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const Vec3 getCenterPoint_Model() const;
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const Vec3 getLookVector_Model() const;
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const Vec3 getUpVector_Model() const;
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const Vec3 getSideVector_Model() const;
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/** Get the ModelView matrix.
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* If a ModelTransform is supplied then the ModelView matrix is
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* created by multiplying the current LookAt by ModelTransform.
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* Otherwise it is simply created by using the current LookAt,
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* equivalent to using gluLookAt.*/
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const Matrix& getModelViewMatrix() const;
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void setUseNearClippingPlane(const bool use);
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const bool getUseNearClippingPlane() const { return _useNearClippingPlane; }
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void setUseFarClippingPlane(const bool use);
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const bool getUseFarClippingPlane() const { return _useFarClippingPlane; }
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/** get the view frustum clipping in model coordinates */
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const ClippingVolume& getClippingVolume() const;
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/** Map object coordinates into windows coordinates.
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* Equivalent to gluProject(...). */
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const bool project(const Vec3& obj,const Viewport& viewport,Vec3& win) const;
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/** Map window coordinates into object coordinates.
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* Equivalent to gluUnProject(...). */
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const bool unproject(const Vec3& win,const Viewport& viewport,Vec3& obj) const;
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/** Convinience method for adjusting the project and model view to account for
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* and eye offset, as used in stereo work, assumes that the users will use
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* a seperate camera for each eye, adjustEyePointForStereo(..) being used to
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* specialize the camera for each eye view.*/
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void adjustEyeOffsetForStereo(const osg::Vec3& offset,float screenDistance);
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protected:
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void copy(const Camera&);
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// projection details.
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ProjectionType _projectionType;
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// how the window dimensions should be altered during a window resize.
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AdjustAspectRatioMode _adjustAspectRatioMode;
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// note, in Frustum/Perspective mode these values are scaled
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// by the zNear from when they were initialised to ensure that
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// subsequent changes in zNear do not affect them.
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double _left;
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double _right;
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double _bottom;
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double _top;
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double _zNear;
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double _zFar;
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// look at details.
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LookAtType _lookAtType;
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Vec3 _eye;
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Vec3 _center;
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Vec3 _up;
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double _focalLength;
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TransformMode _attachedTransformMode;
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ref_ptr<Matrix> _eyeToModelTransform;
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ref_ptr<Matrix> _modelToEyeTransform;
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// flags to determine if near and far clipping planes are required.
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bool _useNearClippingPlane;
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bool _useFarClippingPlane;
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// cached matrix and clipping volume derived from above settings.
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mutable bool _dirty;
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mutable ref_ptr<Matrix> _projectionMatrix;
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mutable ref_ptr<Matrix> _modelViewMatrix;
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mutable ClippingVolume _clippingVolume;
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mutable ref_ptr<Matrix> _mp;
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mutable ref_ptr<Matrix> _inversemp;
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void calculateMatricesAndClippingVolume() const;
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// values to offset
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bool _useEyeOffset;
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osg::Vec3 _eyeOffset;
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float _screenDistance;
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};
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}
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# endif
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