ege/ege/camera/Camera.h

175 lines
4.7 KiB
C++

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