339 lines
13 KiB
C++
339 lines
13 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_CAMERA
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#define OSG_CAMERA 1
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#include <osg/Export>
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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/Viewport>
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#include <osg/DisplaySettings>
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#include <osg/Polytope>
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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(DisplaySettings* ds=NULL);
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Camera(const Camera&);
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Camera& operator=(const 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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ProjectionType getProjectionType() const { return _projectionType; }
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/** Set a orthographic projection. See glOrtho for further details.*/
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void setOrtho(double left, double right,
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double bottom, double top,
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double zNear, double zFar);
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/** Set a 2D orthographic projection. See gluOrtho2D for further details.*/
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void setOrtho2D(double left, double right,
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double bottom, double top);
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/** Set a perspective projection. See glFrustum for further details.*/
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void setFrustum(double left, double right,
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double bottom, double top,
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double zNear, 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(double fovy,double aspectRatio,
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double zNear, double zFar);
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/** Set a sysmmetical perspective projection using field of view.*/
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void setFOV(double fovx,double fovy,
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double zNear, double zFar);
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/** Set the near and far clipping planes.*/
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void setNearFar(double zNear, 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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ADJUST_NONE
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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(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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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(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(double newAspectRatio, AdjustAspectRatioMode aa);
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double left() const { return _left; }
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double right() const { return _right; }
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double bottom() const { return _bottom; }
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double top() const { return _top; }
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double zNear() const { return _zNear; }
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double zFar() const { return _zFar; }
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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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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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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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double calc_aspectRatio() const;
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enum LookAtType
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{
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USE_HOME_POSITION,
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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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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(double eyeX, double eyeY, double eyeZ,
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double centerX, double centerY, double centerZ,
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double upX, double upY, 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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Vec3 getLookVector() const;
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/** calculate side vector.*/
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Vec3 getSideVector() const;
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/** calculate the look distance which is the distance between the eye and the center.*/
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inline float getLookDistance() const { return (_center-_eye).length(); }
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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.*/
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void attachTransform(TransformMode mode, RefMatrix* modelTransform=0);
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Matrix* getTransform(TransformMode mode);
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const Matrix* getTransform(TransformMode mode) const;
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enum FusionDistanceMode
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{
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PROPORTIONAL_TO_LOOK_DISTANCE,
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PROPORTIONAL_TO_SCREEN_DISTANCE
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};
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/** Set the mode of the fusion distance function which in use to calculate the
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* fusion distance used in stereo rendering. Default value is
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* PROPORTIONAL_TO_LOOK_DISTANCE. Use in conjunction with setFusionDistanceRatio(float).*/
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void setFusionDistanceMode(FusionDistanceMode mode) { _fusionDistanceMode = mode; }
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/** Get the mode of the fusion distance function.*/
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FusionDistanceMode getFusionDistanceMode() const { return _fusionDistanceMode; }
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/** Set the ratio of the fusion distance function which in use to calculate the
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* fusion distance used in stereo rendering. Default value is 1.0f
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* Use in conjunction with setFusionDistanceMode(..).*/
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void setFusionDistanceRatio(float ratio) { _fusionDistanceRatio = ratio; }
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/** Get the ratio of the fusion distance function.*/
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float getFusionDistanceRatio() const { return _fusionDistanceRatio; }
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/** Calculate and return the fusion distance, using the FusionDistanceFunction.*/
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float getFusionDistance() const;
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/** Set the physical distance between the viewers eyes and the display system.
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* Note, only used when rendering in stereo.*/
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void setScreenDistance(float screenDistance) { _screenDistance = screenDistance; }
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/** Get the physical distance between the viewers eyes and the display system.*/
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float getScreenDistance() const { return _screenDistance; }
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/** Get the Projection Matrix.*/
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Matrix getProjectionMatrix() 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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Matrix getModelViewMatrix() const;
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/** Get the camera view frustum.*/
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inline Polytope getViewFrustum() const
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{
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Polytope cv;
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cv.setToUnitFrustum();
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cv.transformProvidingInverse(getModelViewMatrix()*
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getProjectionMatrix());
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return cv;
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}
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protected:
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virtual ~Camera();
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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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TransformMode _attachedTransformMode;
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ref_ptr<RefMatrix> _eyeToModelTransform;
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ref_ptr<RefMatrix> _modelToEyeTransform;
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float _screenDistance;
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FusionDistanceMode _fusionDistanceMode;
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float _fusionDistanceRatio;
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};
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}
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# endif
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