175 lines
4.7 KiB
C++
175 lines
4.7 KiB
C++
/** @file
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* @author Edouard DUPIN
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* @copyright 2013, Edouard DUPIN, all right reserved
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* @license APACHE v2.0 (see license file)
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*/
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#pragma once
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#include <etk/types.h>
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#include <etk/math/Vector3D.h>
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#include <etk/math/Vector2D.h>
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#include <etk/math/Matrix4.h>
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#include <ege/Ray.h>
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#include <ewol/resource/Colored3DObject.h>
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namespace ege {
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class Camera : public std::enable_shared_from_this<Camera>{
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public:
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/**
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* @brief Constructor.
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*/
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Camera();
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/**
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* @brief Destructor.
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*/
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virtual ~Camera() {};
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public:
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/**
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* @brief It is really needed to call the camera periodicly for performing automatic movement
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* @param[in] _step step time of moving
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*/
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virtual void periodicCall(float _step) {};
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public:
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/**
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* @brief Configure projection matrix and camera matrix
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*/
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virtual void configureOpenGL();
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protected:
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mat4 m_matrix; //!< transformation matrix.
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public:
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/**
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* @brief get the transformation matix for the camera.
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* @return the current transformation matrix
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*/
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const mat4& getMatrixCamera() const {
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return m_matrix;
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};
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protected:
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mat4 m_matrixProjection; //!< projection matrix.
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/**
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* @bref Update the current projection matrix.
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*/
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virtual void updateProjectionMatrix();
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public:
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/**
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* @brief get the transformation matix for the camera.
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* @return the current transformation matrix
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*/
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const mat4& getMatrixProjection() const {
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return m_matrixProjection;
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};
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public:
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virtual vec3 getViewVector() const {
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return vec3(0,0,-1);
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}
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virtual vec3 getEye() const {
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return vec3(0,0,0);
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}
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protected:
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float m_aspectRatio; //!< depending to the display the aspect ratio is simply calculated x/y
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public:
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/**
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* @brief Set the aspectRatio of the camera:
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* @param[in] _ratio New aspect ratio.
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*/
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virtual void setAspectRatio(float _ratio);
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/**
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* @brief Set the screen size to display OpenGl interface
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* @param[in] _screenSize New screen size.
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*/
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virtual void setSceenSize(const vec2& _screenSize) {
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setAspectRatio(_screenSize.x()/_screenSize.y());
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}
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/**
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* @brief get the current aspect Ratio.
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* @return The current aspect ratio.
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*/
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float getAspectRatio() const {
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return m_aspectRatio;
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}
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protected:
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float m_angleView; //!< X angle view of the camera
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public:
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/**
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* @brief Set the the X angle view of the camera:
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* @param[in] _angleRad New angle view in X of the camera.
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*/
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virtual void setXAngleView(float _angleRad);
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/**
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* @brief Set the the Y angle view of the camera:
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* @param[in] _angleRad New angle view in Y of the camera.
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* @note Pay attention that the AspectRatio parameter is set before
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*/
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virtual void setYAngleView(float _angleRad) {
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setXAngleView(_angleRad * m_aspectRatio);
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}
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/**
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* @brief get the current X angle view.
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* @return the current X angle view.
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*/
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float getXAngleView() const {
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return m_angleView;
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}
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protected:
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float m_zFar; //!< Z camera far view
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public:
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/**
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* @brief Set the Z far distane of the camera:
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* @param[in] _distance New end distance view.
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*/
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virtual void setZFar(float _distance);
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/**
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* @brief Get the Z far distane of the camera:
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* @return the current end distance view.
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*/
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float getZFar() {
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return m_zFar;
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}
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protected:
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float m_zNear; //!< Z camera near view
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public:
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/**
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* @brief Set the Z near distane of the camera:
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* @param[in] _distance New start distance view.
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*/
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virtual void setZNear(float _distance);
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/**
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* @brief Get the Z Near distane of the camera:
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* @return the current start distance view.
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*/
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float getZNear() {
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return m_zNear;
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}
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public:
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/**
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* Get ray from the camera with the screen offset.
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* @param[in] _offset Offset in the screen [-1..1]
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* @return the ray requested.
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*/
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virtual ege::Ray getRayFromScreen(const vec2& _offset);
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/**
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* Get ray from the camera with the screen offset.
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* @param[in] _position positin the screen
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* @param[in] _size size of the screen
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* @return the ray requested.
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*/
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ege::Ray getRayFromScreenPosition(const vec2& _position, const vec2& _size);
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protected:
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/**
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* @brief get Tetha and psy angle from a position:
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* @param[in] _vect Vector to transform in the euler angle
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* @return x: tetha; y: psy
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*/
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vec2 tansformPositionToAngle(vec3 _vect);
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public:
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/**
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* @brief Debug display of the current element
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* @param[in,out] draw Basic system to draw the debug shape and informations
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*/
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virtual void drawDebug(const std::shared_ptr<ewol::resource::Colored3DObject>& _draw, const std::shared_ptr<ege::Camera>& _camera) { }
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};
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}
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