337 lines
9.4 KiB
C++
337 lines
9.4 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 );
|
|
|
|
virtual ~CCAMERA()
|
|
{
|
|
}
|
|
|
|
|
|
/**
|
|
* 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
|