/*
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* Copyright (C) 2017-2019 Christopher J. Howard
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*
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* This file is part of Antkeeper Source Code.
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*
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* Antkeeper Source Code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper Source Code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef CAMERA_RIG_HPP
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#define CAMERA_RIG_HPP
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#include <emergent/emergent.hpp>
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using namespace Emergent;
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/**
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* Abstract base class for camera rigs which control the movement of cameras.
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*/
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class CameraRig
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{
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public:
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CameraRig();
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/**
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* Updates the rig.
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*/
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virtual void update(float dt) = 0;
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/**
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* Attaches a camera to the rig.
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*
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* @param camera Camera to attach.
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*/
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void attachCamera(Camera* camera);
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/**
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* Detaches a camera from the rig.
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*/
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void detachCamera();
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/**
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* Sets the translation of the camera rig.
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*/
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void setTranslation(const Vector3& translation);
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/**
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* Sets the rotation of the camera rig.
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*/
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void setRotation(const Quaternion& rotation);
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/**
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* Returns the attached camera.
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*/
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const Camera* getCamera() const;
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/// @copydoc CameraRig::getCamera() const
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Camera* getCamera();
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const Vector3& getTranslation() const;
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const Quaternion& getRotation() const;
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const Vector3& getForward() const;
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const Vector3& getRight() const;
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const Vector3& getUp() const;
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private:
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Camera* camera;
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Vector3 translation;
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Quaternion rotation;
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Vector3 forward;
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Vector3 right;
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Vector3 up;
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};
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inline const Camera* CameraRig::getCamera() const
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{
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return camera;
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}
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inline Camera* CameraRig::getCamera()
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{
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return camera;
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}
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inline const Vector3& CameraRig::getTranslation() const
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{
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return translation;
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}
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inline const Quaternion& CameraRig::getRotation() const
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{
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return rotation;
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}
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inline const Vector3& CameraRig::getForward() const
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{
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return forward;
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}
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inline const Vector3& CameraRig::getRight() const
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{
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return right;
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}
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inline const Vector3& CameraRig::getUp() const
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{
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return up;
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}
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/**
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* Rig which can freely move around the scene.
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*/
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class FreeCam: public CameraRig
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{
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public:
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FreeCam();
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virtual ~FreeCam();
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/**
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* Moves the camera.
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*
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* @param velocity Specifies the movement velocity on the local forward-right plane.
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*/
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void move(const Vector2& velocity);
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/**
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* Rotates the camera.
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*
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* @param pan Specifies the angle (in radians) to rotate around the global Y-axis.
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* @param tilt Specifies the angle (in radians) to rotate around the local X-axis.
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*/
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void rotate(float pan, float tilt);
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virtual void update(float dt);
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private:
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Quaternion pitchRotation;
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Quaternion yawRotation;
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float pitch;
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float yaw;
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};
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/**
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* Rig which orbits around a focal point.
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*/
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class OrbitCam: public CameraRig
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{
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public:
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OrbitCam();
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virtual ~OrbitCam();
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virtual void update(float dt);
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/// @param direction Specifies the movement direction and speed scale on the XZ plane
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void move(Vector2 direction);
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void rotate(float angle);
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void zoom(float distance);
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void setFocalPoint(const Vector3& point);
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void setFocalDistance(float distance);
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void setElevation(float angle);
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void setAzimuth(float angle);
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void setTargetFocalPoint(const Vector3& point);
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void setTargetFocalDistance(float distance);
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void setTargetElevation(float angle);
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void setTargetAzimuth(float angle);
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const Vector3& getFocalPoint() const;
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float getFocalDistance() const;
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float getElevation() const;
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float getAzimuth() const;
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const Vector3& getTargetFocalPoint() const;
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float getTargetFocalDistance() const;
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float getTargetElevation() const;
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float getTargetAzimuth() const;
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const Vector3& getTargetTranslation() const;
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const Quaternion& getTargetRotation() const;
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private:
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Vector3 focalPoint;
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float focalDistance;
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float elevation;
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float azimuth;
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Vector3 targetFocalPoint;
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float targetFocalDistance;
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float targetElevation;
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float targetAzimuth;
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Quaternion elevationRotation;
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Quaternion azimuthRotation;
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Quaternion targetElevationRotation;
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Quaternion targetAzimuthRotation;
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Quaternion targetRotation;
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Vector3 targetTranslation;
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};
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inline const Vector3& OrbitCam::getFocalPoint() const
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{
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return focalPoint;
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}
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inline float OrbitCam::getFocalDistance() const
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{
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return focalDistance;
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}
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inline float OrbitCam::getElevation() const
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{
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return elevation;
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}
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inline float OrbitCam::getAzimuth() const
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{
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return azimuth;
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}
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inline const Vector3& OrbitCam::getTargetFocalPoint() const
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{
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return targetFocalPoint;
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}
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inline float OrbitCam::getTargetFocalDistance() const
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{
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return targetFocalDistance;
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}
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inline float OrbitCam::getTargetElevation() const
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{
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return targetElevation;
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}
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inline float OrbitCam::getTargetAzimuth() const
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{
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return targetAzimuth;
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}
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inline const Vector3& OrbitCam::getTargetTranslation() const
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{
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return targetTranslation;
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}
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inline const Quaternion& OrbitCam::getTargetRotation() const
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{
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return targetRotation;
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}
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/**
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* Rig which aligns a camera with a light. Used for rendering shadow maps.
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*/
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class ShadowCam
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{
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public:
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ShadowCam();
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virtual ~ShadowCam();
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void setLight(const PunctualLight* light);
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void update(float dt);
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private:
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const PunctualLight* light;
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};
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#endif // CAMERA_RIG_HPP
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