/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * Copyright (C) 2015-2020 KiCad Developers, see AUTHORS.txt for contributors. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ /** * @file ccamera.h * @brief Define an abstract camera */ #ifndef CCAMERA_H #define CCAMERA_H #include "../3d_rendering/3d_render_raytracing/ray.h" #include // for wxSize #include enum class PROJECTION_TYPE { ORTHO, PERSPECTIVE }; /** * Frustum is a implementation based on a tutorial by * http://www.lighthouse3d.com/tutorials/view-frustum-culling/ */ struct FRUSTUM { SFVEC3F nc; SFVEC3F fc; SFVEC3F ntl; ///< Near Top Left SFVEC3F ntr; ///< Near Top Right SFVEC3F nbl; ///< Near Bottom Left SFVEC3F nbr; ///< Near Bottom Right SFVEC3F ftl; ///< Far Top Left SFVEC3F ftr; ///< Far Top Right SFVEC3F fbl; ///< Far Bottom Left SFVEC3F fbr; ///< Far Bottom Right float nearD, farD, ratio, angle, tang; float nw, nh, fw, fh; }; enum class CAMERA_INTERPOLATION { LINEAR, EASING_IN_OUT, // Quadratic BEZIER, }; /** * A class used to derive camera objects from. * * It must be derived by other classes to implement a real camera object. */ class CCAMERA { public: /** * Initialize a camera. * * @param aRangeScale it will be expected that the board will have a * -aRangeScale/2 to +aRangeScale/2. It will initialize the * Z position with aRangeScale. */ explicit CCAMERA( float aRangeScale ); virtual ~CCAMERA() { } /** * Get the rotation matrix to be applied in a transformation camera. * * @return the rotation matrix of the camera */ const glm::mat4 GetRotationMatrix() const; const glm::mat4 &GetViewMatrix() const; const glm::mat4 &GetViewMatrix_Inv() const; const glm::mat4 &GetProjectionMatrix() const; const glm::mat4 &GetProjectionMatrixInv() const; const SFVEC3F &GetRight() const { return m_right; } const SFVEC3F &GetUp() const { return m_up; } const SFVEC3F &GetDir() const { return m_dir; } const SFVEC3F &GetPos() const { return m_pos; } const SFVEC2F &GetFocalLen() const { return m_focalLen; } float GetNear() const { return m_frustum.nearD; } float GetFar() const { return m_frustum.farD; } void SetBoardLookAtPos( const SFVEC3F &aBoardPos ) { if( m_board_lookat_pos_init != aBoardPos ) { m_board_lookat_pos_init = aBoardPos; SetLookAtPos( aBoardPos ); } } virtual void SetLookAtPos( const SFVEC3F &aLookAtPos ) = 0; void SetLookAtPos_T1( const SFVEC3F &aLookAtPos ) { m_lookat_pos_t1 = aLookAtPos; } const SFVEC3F &GetLookAtPos_T1() const { return m_lookat_pos_t1; } const SFVEC3F &GetCameraPos() const { return m_camera_pos; } /** * Calculate a new mouse drag position */ virtual void Drag( const wxPoint &aNewMousePosition ) = 0; virtual void Pan( const wxPoint &aNewMousePosition ) = 0; virtual void Pan( const SFVEC3F &aDeltaOffsetInc ) = 0; virtual void Pan_T1( const SFVEC3F &aDeltaOffsetInc ) = 0; /** * Reset the camera to initial state */ virtual void Reset(); virtual void Reset_T1(); void ResetXYpos(); void ResetXYpos_T1(); /** * Update the current mouse position without make any new calculations on camera. */ void SetCurMousePosition( const wxPoint &aPosition ); void ToggleProjection(); PROJECTION_TYPE GetProjection() { return m_projectionType; } /** * Update the windows size of the camera. * * @return true if the windows size changed since last time. */ bool SetCurWindowSize( const wxSize &aSize ); void ZoomReset(); bool Zoom( float aFactor ); bool Zoom_T1( float aFactor ); float ZoomGet() const ; void RotateX( float aAngleInRadians ); void RotateY( float aAngleInRadians ); void RotateZ( float aAngleInRadians ); void RotateX_T1( float aAngleInRadians ); void RotateY_T1( float aAngleInRadians ); void RotateZ_T1( float aAngleInRadians ); /** * This will set T0 and T1 with the current values. */ virtual void SetT0_and_T1_current_T(); /** * It will update the matrix to interpolate between T0 and T1 values. * * @param t the interpolation time, between 0.0f and 1.0f (it will clamp if >1). */ virtual void Interpolate( float t ); void SetInterpolateMode( CAMERA_INTERPOLATION aInterpolateMode ) { m_interpolation_mode = aInterpolateMode; } /** * @return true if some of the parameters in camera was changed, it will reset the flag. */ bool ParametersChanged(); /** * @return true if some of the parameters in camera was changed, it will NOT reset the flag. */ bool ParametersChangedQuery() const { return m_parametersChanged; } /** * Make a ray based on a windows screen position. * * @param aWindowPos the windows buffer position. * @param aOutOrigin out origin position of the ray. * @param aOutDirection out direction */ void MakeRay( const SFVEC2I &aWindowPos, SFVEC3F &aOutOrigin, SFVEC3F &aOutDirection ) const; /** * Make a ray based on a windows screen position, it will interpolate based on the * \a aWindowPos. * * @param aWindowPos the windows buffer position (float value). * @param aOutOrigin out origin position of the ray. * @param aOutDirection out direction. */ void MakeRay( const SFVEC2F &aWindowPos, SFVEC3F &aOutOrigin, SFVEC3F &aOutDirection ) const; /** * Make a ray based on the latest mouse position. * * @param aOutOrigin out origin position of the ray. * @param aOutDirection out direction. */ void MakeRayAtCurrrentMousePosition( SFVEC3F &aOutOrigin, SFVEC3F &aOutDirection ) const; protected: void rebuildProjection(); void updateFrustum(); void updateViewMatrix(); void updateRotationMatrix(); /** * The nominal range expected to be used in the camera. * * It will be used to initialize the Z position */ float m_range_scale; /** * 3D zoom value (Min 0.0 ... Max 1.0) */ float m_zoom; float m_zoom_t0; float m_zoom_t1; /** * The window size that this camera is working. */ SFVEC2I m_windowSize; /** * The last mouse position in the screen */ wxPoint m_lastPosition; glm::mat4 m_rotationMatrix; glm::mat4 m_rotationMatrixAux; glm::mat4 m_viewMatrix; glm::mat4 m_viewMatrixInverse; glm::mat4 m_projectionMatrix; glm::mat4 m_projectionMatrixInv; PROJECTION_TYPE m_projectionType; FRUSTUM m_frustum; SFVEC3F m_right; SFVEC3F m_up; SFVEC3F m_dir; SFVEC3F m_pos; SFVEC2F m_focalLen; SFVEC3F m_camera_pos_init; SFVEC3F m_camera_pos; SFVEC3F m_camera_pos_t0; SFVEC3F m_camera_pos_t1; SFVEC3F m_lookat_pos; SFVEC3F m_lookat_pos_t0; SFVEC3F m_lookat_pos_t1; SFVEC3F m_board_lookat_pos_init; ///< Default boardlookat position (the board center). SFVEC3F m_rotate_aux; ///< Stores the rotation angle auxiliary. SFVEC3F m_rotate_aux_t0; SFVEC3F m_rotate_aux_t1; CAMERA_INTERPOLATION m_interpolation_mode; /** * Precalc values array used to calc ray for each pixel (constant for the same window size). */ std::vector< float > m_scr_nX; std::vector< float > m_scr_nY; /** * Precalc values array used to calc ray for each pixel, for X and Y axis of each new * camera position. */ std::vector< SFVEC3F > m_right_nX; std::vector< SFVEC3F > m_up_nY; /** * Set to true if any of the parameters in the camera was changed */ bool m_parametersChanged; /** * Trace mask used to enable or disable the trace output of this class. * * The debug output can be turned on by setting the WXTRACE environment variable to * "KI_TRACE_CCAMERA". See the wxWidgets documentation on wxLogTrace for * more information. */ static const wxChar *m_logTrace; }; #endif // CCAMERA_H