549 lines
15 KiB
Plaintext
549 lines
15 KiB
Plaintext
// Copyright (C) 2010, Guy Barrand. All rights reserved.
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// See the file tools.license for terms.
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#ifndef tools_sg_base_camera
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#define tools_sg_base_camera
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#include "node"
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#include "sf_vec3f"
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#include "sf_vec4f"
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#include "sf_rotf"
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#include "render_action"
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#include "pick_action"
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#include "event_action"
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#include "visible_action"
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#include "enums"
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#include "../mathf" //astro
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namespace tools {
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namespace sg {
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class base_camera : public node {
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TOOLS_HEADER(base_camera,tools::sg::base_camera,node)
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public:
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sf<float> znear;
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sf<float> zfar;
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sf_vec3f position;
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//Camera orientation specified as a rotation value from the default
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//orientation where the camera is pointing along the negative z-axis,
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//with "up" along the positive y-axis.
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sf_rotf orientation;
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//for viewers :
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sf<float> dx;
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sf<float> da;
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sf<float> ds;
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sf<float> focal;
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public:
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virtual const desc_fields& node_desc_fields() const {
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TOOLS_FIELD_DESC_NODE_CLASS(tools::sg::base_camera)
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static const desc_fields s_v(parent::node_desc_fields(),8, //WARNING : take care of count.
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TOOLS_ARG_FIELD_DESC(znear),
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TOOLS_ARG_FIELD_DESC(zfar),
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TOOLS_ARG_FIELD_DESC(position),
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TOOLS_ARG_FIELD_DESC(orientation),
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TOOLS_ARG_FIELD_DESC(dx),
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TOOLS_ARG_FIELD_DESC(da),
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TOOLS_ARG_FIELD_DESC(ds),
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TOOLS_ARG_FIELD_DESC(focal)
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);
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return s_v;
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}
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private:
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void add_fields(){
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add_field(&znear);
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add_field(&zfar);
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add_field(&position);
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add_field(&orientation);
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add_field(&dx);
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add_field(&da);
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add_field(&ds);
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add_field(&focal);
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}
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public:
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virtual float near_height() const = 0;
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virtual void zoom(float) = 0;
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virtual camera_type type() const = 0;
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virtual void get_lrbt(unsigned int,unsigned int,
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float&,float&,float&,float&) = 0;
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public:
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virtual void render(render_action& a_action) {
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_mult_matrix(a_action);
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set_state(a_action);
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//{mat4f& _mtx = a_action.projection_matrix();
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// a_action.out() << "debug : tools::sg::base_camera::render : proj :" << std::endl;
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// a_action.out() << _mtx << std::endl;}
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a_action.load_proj_matrix(a_action.projection_matrix());
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a_action.load_model_matrix(a_action.model_matrix());
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}
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virtual void pick(pick_action& a_action) {
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_mult_matrix(a_action);
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set_state(a_action);
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}
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virtual void event(event_action& a_action){
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_mult_matrix(a_action);
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set_state(a_action);
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}
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virtual void get_matrix(get_matrix_action& a_action){
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_mult_matrix(a_action);
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set_state(a_action);
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}
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virtual void is_visible(visible_action& a_action){
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_mult_matrix(a_action);
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set_state(a_action);
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}
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protected:
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base_camera()
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:parent()
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,znear(1)
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,zfar(10)
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,position(vec3f(0,0,1))
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,orientation(rotf(vec3f(0,0,1),0)) //quat = vec4f(0,0,0,1)
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,dx(0.01f)
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,da(0.017f) //one degree.
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,ds(0.99f)
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,focal(1)
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{
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#ifdef TOOLS_MEM
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mem::increment(s_class().c_str());
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#endif
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add_fields();
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}
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public:
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virtual ~base_camera(){
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#ifdef TOOLS_MEM
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mem::decrement(s_class().c_str());
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#endif
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}
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protected:
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base_camera(const base_camera& a_from)
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:parent(a_from)
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,znear(a_from.znear)
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,zfar(a_from.zfar)
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,position(a_from.position)
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,orientation(a_from.orientation)
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,dx(a_from.dx)
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,da(a_from.da)
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,ds(a_from.ds)
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,focal(a_from.focal)
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{
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#ifdef TOOLS_MEM
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mem::increment(s_class().c_str());
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#endif
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add_fields();
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}
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base_camera& operator=(const base_camera& a_from){
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parent::operator=(a_from);
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znear = a_from.znear;
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zfar = a_from.zfar;
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position = a_from.position;
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orientation = a_from.orientation;
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dx = a_from.dx;
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da = a_from.da;
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ds = a_from.ds;
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focal = a_from.focal;
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m_lrbt.set_value(0,0,0,0);
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return *this;
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}
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protected: //operators:
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bool operator==(const base_camera& a_from) const{
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if(znear!=a_from.znear) return false;
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if(zfar!=a_from.zfar) return false;
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if(position!=a_from.position) return false;
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if(orientation!=a_from.orientation) return false;
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//we do not test dx,da,ds.
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return true;
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}
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//bool operator!=(const base_camera& a_from) const {
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// return !operator==(a_from);
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//}
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public:
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void direction(vec3f& a_dir) const {
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orientation.value().mul_vec(vec3f(0,0,-1),a_dir);
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}
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void rotate_around_direction(float a_delta) {
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//vec3f dir;
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//orientation.value().mul_vec(vec3f(0,0,-1),dir);
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//orientation.value(rotf(dir,a_delta) * orientation.value());
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orientation.value(rotf(vec3f(0,0,-1),a_delta) * orientation.value());
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}
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void rotate_around_z(float a_delta) {
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//vec3f z;
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//orientation.value().mul_vec(vec3f(0,0,1),z);
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//orientation.value(rotf(z,a_delta) * orientation.value());
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orientation.value(rotf(vec3f(0,0,1),a_delta) * orientation.value());
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}
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void rotate_around_up(float a_delta){
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vec3f up;
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orientation.value().mul_vec(vec3f(0,1,0),up);
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//orientation.value(rotf(up,a_delta) * orientation.value());
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// must be the below so that rot-cam works for exlib/cbk/[astro,cfitsio] astro setup.
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// (astro setup change camera orientation).
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orientation.value(orientation.value() * rotf(up,a_delta));
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}
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void rotate_around_x(float a_delta){
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orientation.value(rotf(vec3f(1,0,0),a_delta) * orientation.value());
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}
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void rotate_around_x_at_focal(float a_delta){
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//from coin SoGuiExaminerViewerP::rotXWheelMotion.
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vec3f dir;
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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vec3f focalpoint = position.value() + focal * dir;
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orientation.value(rotf(vec3f(1,0,0),a_delta) * orientation.value());
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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position = focalpoint - focal * dir;
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}
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void rotate_around_y_at_focal(float a_delta){
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//from coin SoGuiExaminerViewerP::rotYWheelMotion.
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vec3f dir;
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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vec3f focalpoint = position.value() + focal * dir;
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orientation.value(rotf(vec3f(0,1,0),a_delta) * orientation.value());
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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position = focalpoint - focal * dir;
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}
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void rotate_around_z_at_focal(float a_delta){
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//from coin SoGuiExaminerViewerP::rotYWheelMotion.
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vec3f dir;
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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vec3f focalpoint = position.value() + focal * dir;
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orientation.value(rotf(vec3f(0,0,1),a_delta) * orientation.value());
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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position = focalpoint - focal * dir;
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}
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void rotate_to_dir(const vec3f& a_dir) {
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//rotate around up so that a_dir is in (dir,up) plane
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//NOTE : it is the invert of orientation which is used
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// in projection matrix.
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{vec3f dir;
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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vec3f up;
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orientation.value().mul_vec(vec3f(0,1,0),up);
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vec3f side;dir.cross(up,side);
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vec3f v = side * (side.dot(a_dir)) + dir * (dir.dot(a_dir));
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if(v.normalize()) orientation.value(orientation.value()*rotf(dir,v));}
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//rotate around dir^up so that a_dir matches dir.
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{vec3f dir;
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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orientation.value(orientation.value()*rotf(dir,a_dir));}
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/*
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//check that dir is on a_dir :
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{vec3f dir;
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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float cos_angle; //it should be 1
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if(!dir.cos_angle(a_dir,cos_angle)) {
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::printf("debug : can't get angle\n");
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return;
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}
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::printf("debug : cos_angle %g\n",cos_angle);}
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*/
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}
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void pane_to(float a_x,float a_y,float a_z){
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//translate in view plane so that (a_x,a_y,a_z) is on direction.
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vec3f dir;
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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vec3f up;
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orientation.value().mul_vec(vec3f(0,1,0),up);
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vec3f side;dir.cross(up,side);
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vec3f d(a_x,a_y,a_z);
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d.subtract(position.value());
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vec3f pos = position.value() + side * (side.dot(d)) + up * (up.dot(d));
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position.value(pos);
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}
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void translate_along_side(float a_delta){
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vec3f dir;
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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vec3f up;
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orientation.value().mul_vec(vec3f(0,1,0),up);
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vec3f side;dir.cross(up,side);
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vec3f pos = position.value() + side * a_delta;
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position.value(pos);
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}
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void translate_along_up(float a_delta){
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vec3f dir;
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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vec3f up;
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orientation.value().mul_vec(vec3f(0,1,0),up);
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vec3f pos = position.value() + up * a_delta;
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position.value(pos);
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}
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void translate_along_dir(float a_delta){
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vec3f dir;
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orientation.value().mul_vec(vec3f(0,0,-1),dir);
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vec3f pos = position.value() + dir * a_delta;
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position.value(pos);
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}
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bool look_at(const vec3f& a_dir,const vec3f& a_up) {
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vec3f z = -a_dir;
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vec3f y = a_up;
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vec3f x;y.cross(z,x);
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// recompute y to create a valid coordinate system
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z.cross(x,y);
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// normalize x and y to create an orthonormal coord system
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if(!x.normalize()) return false;
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if(!y.normalize()) return false;
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if(!z.normalize()) return false;
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// create a rotation matrix
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mat4f rot;
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rot.set_identity();
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rot.set_value(0,0,x[0]);
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rot.set_value(1,0,x[1]);
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rot.set_value(2,0,x[2]);
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rot.set_value(0,1,y[0]);
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rot.set_value(1,1,y[1]);
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rot.set_value(2,1,y[2]);
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rot.set_value(0,2,z[0]);
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rot.set_value(1,2,z[1]);
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rot.set_value(2,2,z[2]);
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orientation.value().set_value(rot);
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return true;
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}
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//NOTE : print is a Python keyword.
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void dump(std::ostream& a_out) {
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a_out << " znear " << znear.value() << std::endl;
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a_out << " zfar " << zfar.value() << std::endl;
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vec3f& pos = position.value();
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a_out << " pos " << pos[0] << " " << pos[1] << " " << pos[2] << std::endl;
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//FIXME : dump orientation.
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}
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bool is_type_ortho() const {return type()==camera_ortho?true:false;}
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bool height_at_focal(float& a_h) const {
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if(is_type_ortho()) {
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a_h = near_height();
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} else {
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if(!znear.value()) {a_h = near_height();return false;}
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a_h = focal.value()*near_height()/znear.value();
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}
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return true;
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}
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void astro_orientation(float a_ra,float a_dec/*,const vec3f& a_center*/) {
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// a_ra, a_dec are in decimal degrees.
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// Camera default point toward -z with up along +y and +x at right.
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// Arrange so that camera points toward x with up along +z :
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rotf r(vec3f::s_y(),-fhalf_pi());
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r *= rotf(vec3f::s_x(),fhalf_pi());
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// Now -y is at right.
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// Then rotate it so that it points toward given (ra,dec) by keeping up upward +z direction.
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r *= rotf(vec3f::s_y(),-a_dec*fdeg2rad());
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r *= rotf(vec3f::s_z(),a_ra*fdeg2rad());
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orientation = r;
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/*
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position = a_center*0.99f;
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znear = 0.1f;
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zfar = 200.0f;
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focal = (a_center-position).length();
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*/
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/*
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position = vec3f(0,0,0);
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znear = 1.0f;
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zfar = 2000.0f; //2*sky_radius.
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focal = a_center.length();
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da = 0.017f/100; //1/100 of a degree
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*/
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}
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bool update_motion(int a_move) {
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float _dx = dx;
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float _da = da;
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float _ds = ds;
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if(a_move==move_rotate_right) { //should match camera_yaw().
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rotate_around_up(_da);
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return true;
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}
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if(a_move==move_rotate_left) {
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rotate_around_up(-_da);
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return true;
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}
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if(a_move==move_rotate_up) { //should match camera_pitch().
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rotate_around_x(_da);
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return true;
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}
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if(a_move==move_rotate_down) {
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rotate_around_x(-_da);
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return true;
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}
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if(a_move==move_roll_plus) { //should match camera_roll().
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rotate_around_direction(-_da); //direction = -z, then the minus.
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return true;
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}
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if(a_move==move_roll_minus) {
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rotate_around_direction(_da);
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return true;
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}
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if(a_move==move_translate_right) {
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translate_along_side(_dx);
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return true;
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}
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if(a_move==move_translate_left) {
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translate_along_side(-_dx);
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return true;
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}
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if(a_move==move_up) {
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translate_along_up(_dx);
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return true;
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}
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if(a_move==move_down) {
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translate_along_up(-_dx);
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return true;
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}
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if(a_move==move_forward) {
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translate_along_dir(_dx);
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return true;
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}
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if(a_move==move_backward) {
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translate_along_dir(-_dx);
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return true;
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}
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if(a_move==move_zoom_in) {
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zoom(_ds);
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return true;
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}
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if(a_move==move_zoom_out) {
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zoom(1.0f/_ds);
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return true;
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}
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if(a_move==move_rotate_around_focal_right) { //yaw around focal.
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rotate_around_y_at_focal(_da);
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return true;
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}
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if(a_move==move_rotate_around_focal_left) {
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rotate_around_y_at_focal(-_da);
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return true;
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}
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if(a_move==move_rotate_around_focal_up) { //pitch around focal.
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rotate_around_x_at_focal(_da);
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return true;
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}
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if(a_move==move_rotate_around_focal_down) {
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rotate_around_x_at_focal(-_da);
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return true;
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}
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if(a_move==move_roll_around_focal_plus) {
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rotate_around_z_at_focal(_da);
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return true;
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}
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if(a_move==move_roll_around_focal_minus) {
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rotate_around_z_at_focal(-_da);
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return true;
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}
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return false;
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}
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protected:
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void update_sg(std::ostream& a_out) {
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{const vec4f& v = m_lrbt.value();
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float l = v[0];
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float r = v[1];
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float b = v[2];
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float t = v[3];
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float n = znear.value();
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float f = zfar.value();
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if(is_type_ortho()) {
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m_proj.set_ortho(l,r,b,t,n,f);
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} else {
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m_proj.set_frustum(l,r,b,t,n,f);
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}}
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if(orientation.value().quat()!=id_orientation()) //OPTIMIZATION
|
|
{rotf rinv;
|
|
if(orientation.value().inverse(rinv)) {
|
|
mat4f mtx;
|
|
rinv.value(mtx);
|
|
m_proj.mul_mtx(mtx,m_tmp);
|
|
} else {
|
|
a_out << "update_sg :"
|
|
<< " get orientation inverse failed."
|
|
<< std::endl;
|
|
}}
|
|
|
|
m_proj.mul_translate(-position.value()[0],
|
|
-position.value()[1],
|
|
-position.value()[2]);
|
|
}
|
|
|
|
void _mult_matrix(matrix_action& a_action) {
|
|
float l,r,b,t;
|
|
get_lrbt(a_action.ww(),a_action.wh(),l,r,b,t);
|
|
m_lrbt.set_value(l,r,b,t);
|
|
|
|
if(touched()||m_lrbt.touched()) {
|
|
update_sg(a_action.out());
|
|
reset_touched();
|
|
m_lrbt.reset_touched();
|
|
}
|
|
|
|
a_action.projection_matrix().mul_mtx(m_proj,m_tmp);
|
|
}
|
|
|
|
void set_state(matrix_action& a_action) {
|
|
state& _state = a_action.state();
|
|
_state.m_camera_ortho = is_type_ortho();
|
|
_state.m_camera_znear = znear;
|
|
_state.m_camera_zfar = zfar;
|
|
_state.m_camera_position = position.value();
|
|
_state.m_camera_orientation = orientation.value();
|
|
//_state.m_camera_near_height = near_height();
|
|
_state.m_camera_lrbt = m_lrbt.value();
|
|
_state.m_proj = a_action.projection_matrix();
|
|
}
|
|
|
|
#if defined(TOOLS_MEM) && !defined(TOOLS_MEM_ATEXIT)
|
|
static const vec4<float>& id_orientation() {static const vec4<float> s_v(0,0,0,1,false);return s_v;}
|
|
#else
|
|
static const vec4<float>& id_orientation() {static const vec4<float> s_v(0,0,0,1);return s_v;}
|
|
#endif
|
|
|
|
protected:
|
|
//OPTIMIZATION :
|
|
sf_vec4f m_lrbt;
|
|
mat4f m_proj;
|
|
float m_tmp[16];
|
|
};
|
|
|
|
}}
|
|
|
|
#endif
|