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#ifndef EIGEN_CAMERA_H |
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#define EIGEN_CAMERA_H |
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#include <Eigen/Geometry> |
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#include <QObject> |
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class Frame |
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{ |
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public: |
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EIGEN_MAKE_ALIGNED_OPERATOR_NEW |
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inline Frame(const Eigen::Vector3f& pos = Eigen::Vector3f::Zero(), |
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const Eigen::Quaternionf& o = Eigen::Quaternionf()) |
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: orientation(o), position(pos) |
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{} |
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Frame lerp(float alpha, const Frame& other) const |
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{ |
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return Frame((1.f-alpha)*position + alpha * other.position, |
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orientation.slerp(alpha,other.orientation)); |
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} |
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Eigen::Quaternionf orientation; |
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Eigen::Vector3f position; |
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}; |
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class Camera |
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{ |
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public: |
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EIGEN_MAKE_ALIGNED_OPERATOR_NEW |
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Camera(void); |
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Camera(const Camera& other); |
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virtual ~Camera(); |
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Camera& operator=(const Camera& other); |
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void setViewport(uint offsetx, uint offsety, uint width, uint height); |
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void setViewport(uint width, uint height); |
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inline uint vpX(void) const { return mVpX; } |
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inline uint vpY(void) const { return mVpY; } |
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inline uint vpWidth(void) const { return mVpWidth; } |
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inline uint vpHeight(void) const { return mVpHeight; } |
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inline float fovY(void) const { return mFovY; } |
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void setFovY(float value); |
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void setPosition(const Eigen::Vector3f& pos); |
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inline const Eigen::Vector3f& position(void) const { return mFrame.position; } |
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void setOrientation(const Eigen::Quaternionf& q); |
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inline const Eigen::Quaternionf& orientation(void) const { return mFrame.orientation; } |
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void setFrame(const Frame& f); |
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const Frame& frame(void) const { return mFrame; } |
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void setDirection(const Eigen::Vector3f& newDirection); |
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Eigen::Vector3f direction(void) const; |
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void setUp(const Eigen::Vector3f& vectorUp); |
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Eigen::Vector3f up(void) const; |
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Eigen::Vector3f right(void) const; |
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void setTarget(const Eigen::Vector3f& target); |
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inline const Eigen::Vector3f& target(void) { return mTarget; } |
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const Eigen::Affine3f& viewMatrix(void) const; |
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const Eigen::Matrix4f& projectionMatrix(void) const; |
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void rotateAroundTarget(const Eigen::Quaternionf& q); |
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void localRotate(const Eigen::Quaternionf& q); |
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void zoom(float d); |
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void localTranslate(const Eigen::Vector3f& t); |
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void activateGL(void); |
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Eigen::Vector3f unProject(const Eigen::Vector2f& uv, float depth, const Eigen::Matrix4f& invModelview) const; |
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Eigen::Vector3f unProject(const Eigen::Vector2f& uv, float depth) const; |
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protected: |
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void updateViewMatrix(void) const; |
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void updateProjectionMatrix(void) const; |
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protected: |
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uint mVpX, mVpY; |
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uint mVpWidth, mVpHeight; |
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Frame mFrame; |
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mutable Eigen::Affine3f mViewMatrix; |
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mutable Eigen::Matrix4f mProjectionMatrix; |
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mutable bool mViewIsUptodate; |
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mutable bool mProjIsUptodate; |
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Eigen::Vector3f mTarget; |
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float mFovY; |
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float mNearDist; |
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float mFarDist; |
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}; |
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#endif |
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