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Six degrees of freedom camera - 1st installment
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536514ff03
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8 changed files with 245 additions and 2 deletions
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@ -30,21 +30,29 @@ struct Camera
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Num_types
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};
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#if !ENABLE_6DOF_CAMERA
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float phi;
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bool requires_zoom_to_bed;
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bool inverted_phi;
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#endif // !ENABLE_6DOF_CAMERA
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bool requires_zoom_to_bed;
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private:
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EType m_type;
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Vec3d m_target;
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#if !ENABLE_6DOF_CAMERA
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float m_theta;
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#endif // !ENABLE_6DOF_CAMERA
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double m_zoom;
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// Distance between camera position and camera target measured along the camera Z axis
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mutable double m_distance;
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mutable double m_gui_scale;
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mutable std::array<int, 4> m_viewport;
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#if ENABLE_6DOF_CAMERA
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Transform3d m_view_matrix;
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#else
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mutable Transform3d m_view_matrix;
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#endif // ENABLE_6DOF_CAMERA
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mutable Transform3d m_projection_matrix;
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mutable std::pair<double, double> m_frustrum_zs;
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@ -66,8 +74,10 @@ public:
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double get_distance() const { return m_distance; }
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double get_gui_scale() const { return m_gui_scale; }
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#if !ENABLE_6DOF_CAMERA
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float get_theta() const { return m_theta; }
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void set_theta(float theta, bool apply_limit);
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#endif // !ENABLE_6DOF_CAMERA
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double get_zoom() const { return m_zoom; }
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void update_zoom(double delta_zoom);
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@ -76,7 +86,11 @@ public:
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const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
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void set_scene_box(const BoundingBoxf3& box) { m_scene_box = box; }
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#if ENABLE_6DOF_CAMERA
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void select_view(const std::string& direction);
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#else
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bool select_view(const std::string& direction);
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#endif // ENABLE_6DOF_CAMERA
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const std::array<int, 4>& get_viewport() const { return m_viewport; }
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const Transform3d& get_view_matrix() const { return m_view_matrix; }
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@ -110,6 +124,21 @@ public:
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void debug_render() const;
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#endif // ENABLE_CAMERA_STATISTICS
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#if ENABLE_6DOF_CAMERA
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// translate the camera in world space
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void translate_world(const Vec3d& displacement);
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// rotate the camera on a sphere having center == m_target and radius == m_distance
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// using the given variations of spherical coordinates
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void rotate_on_sphere(double delta_azimut_rad, double delta_zenit_rad, bool apply_limit);
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// rotate the camera around three axes parallel to the camera local axes and passing through m_target
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void rotate_local_around_target(const Vec3d& rotation_rad);
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// returns true if the camera z axis (forward) is pointing in the negative direction of the world z axis
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bool is_looking_downward() const;
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#endif // ENABLE_6DOF_CAMERA
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private:
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// returns tight values for nearZ and farZ plane around the given bounding box
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// the camera MUST be outside of the bounding box in eye coordinate of the given box
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@ -121,6 +150,12 @@ private:
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double calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int canvas_w, int canvas_h) const;
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#endif // ENABLE_THUMBNAIL_GENERATOR
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void set_distance(double distance) const;
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#if ENABLE_6DOF_CAMERA
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Transform3d look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up) const;
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void set_default_orientation();
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Vec3d validate_target(const Vec3d& target) const;
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#endif // ENABLE_6DOF_CAMERA
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};
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} // GUI
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