kicad/3d-viewer/3d_rendering/ccamera.h

333 lines
9.3 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2016 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 <wx/gdicmn.h> // for wxSize
#include <vector>
enum class PROJECTION_TYPE
{
ORTHO,
PERSPECTIVE
};
/**
* Frustum structure
* 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,
};
/**
* Class CCAMERA
* is a virtual class used to derive CCAMERA objects from.
*
* It must be derived to other classes to implement a real camera object.
*/
class CCAMERA
{
public:
/**
* @brief CCAMERA initialize a camera
* @param aRangeScale: it will be expected that the board will have a
* -aRangeScale/2 to +aRangeScale/2
* it will initialize the initial Z position with aRangeScale
*/
explicit CCAMERA( float aRangeScale );
/**
* Function GetRotationMatrix
* 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();
/**
* It updates the current mouse position without make any new recalculations
* on camera.
*/
void SetCurMousePosition( const wxPoint &aPosition );
void SetProjection( PROJECTION_TYPE aProjectionType );
void ToggleProjection();
/**
* @brief SetCurWindowSize - update the windows size of the camera
* @param aSize
* @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 );
/**
* @brief SetT0_and_T1_current_T - This will set T0 and T1 with the current values
*/
virtual void SetT0_and_T1_current_T();
/**
* @brief Interpolate - 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;
}
/**
* Function ParametersChanged
* @return true if some of the parameters in camera was changed,
* it will reset the flag
*/
bool ParametersChanged();
/**
* Function ParametersChangedQuery
* @return true if some of the parameters in camera was changed,
* it will NOT reset the flag
*/
bool ParametersChangedQuery() const { return m_parametersChanged; }
/**
* @brief MakeRay - 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;
/**
* @brief MakeRay - Make a ray based on a windows screen position, it will interpolate based on the float 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;
/**
* @brief MakeRayAtCurrrentMousePosition - 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();
/**
* @brief m_range_scale - 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 auxiliar
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