# Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics

[Home] [Tutorials] [All Classes] [Grouped Classes]

- Main Page
- Related Pages
- Namespaces
- Classes
- Files

- File List
- File Members

# D:/VL/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vlGraphics/Camera.hpp

Go to the documentation of this file.

    00001 /**************************************************************************************/
    00002 /*                                                                                    */
    00003 /*  Visualization Library                                                             */
    00004 /*  http://www.visualizationlibrary.org                                               */
    00005 /*                                                                                    */
    00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
    00007 /*  All rights reserved.                                                              */
    00008 /*                                                                                    */
    00009 /*  Redistribution and use in source and binary forms, with or without modification,  */
    00010 /*  are permitted provided that the following conditions are met:                     */
    00011 /*                                                                                    */
    00012 /*  - Redistributions of source code must retain the above copyright notice, this     */
    00013 /*  list of conditions and the following disclaimer.                                  */
    00014 /*                                                                                    */
    00015 /*  - Redistributions in binary form must reproduce the above copyright notice, this  */
    00016 /*  list of conditions and the following disclaimer in the documentation and/or       */
    00017 /*  other materials provided with the distribution.                                   */
    00018 /*                                                                                    */
    00019 /*  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND   */
    00020 /*  ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED     */
    00021 /*  WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE            */
    00022 /*  DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR  */
    00023 /*  ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES    */
    00024 /*  (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;      */
    00025 /*  LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON    */
    00026 /*  ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT           */
    00027 /*  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS     */
    00028 /*  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.                      */
    00029 /*                                                                                    */
    00030 /**************************************************************************************/
    00031
    00032 #ifndef Camera_INCLUDE_ONCE
    00033 #define Camera_INCLUDE_ONCE
    00034
    00035 #include <vlCore/checks.hpp>
    00036 #include <vlCore/math_utils.hpp>
    00037 #include <vlCore/Vector4.hpp>
    00038 #include <vlGraphics/Framebuffer.hpp>
    00039 #include <vlGraphics/Viewport.hpp>
    00040 #include <vlGraphics/Frustum.hpp>
    00041 #include <vlCore/Ray.hpp>
    00042
    00043 namespace vl
    00044 {
    00045   class AABB;
    00046   //-----------------------------------------------------------------------------
    00047   // Camera
    00048   //-----------------------------------------------------------------------------
    00050   class VLGRAPHICS_EXPORT Camera: public Object
    00051   {
    00052     VL_INSTRUMENT_CLASS(vl::Camera, Object)
    00053
    00054   public:
    00056     Camera();
    00057
    00065     void computeNearFarOptimizedProjMatrix(const Sphere& scene_bounding_sphere);
    00066
    00070     void computeFrustumPlanes();
    00071
    00073     void applyModelViewMatrix(const mat4& model_matrix) const;
    00074
    00076     void applyViewMatrix() const;
    00077
    00079     void applyProjMatrix() const;
    00080
    00083     real aspectRatio() const
    00084     {
    00085       if (viewport())
    00086         return (real)viewport()->width()/viewport()->height();
    00087       else
    00088         return 0;
    00089     }
    00090
    00093     void setFOV(real fov) { mFOV = fov; }
    00094
    00096     real fov() const { return mFOV; }
    00097
    00100     void setNearPlane(real nearplane) { mNearPlane = nearplane; }
    00101
    00103     real nearPlane() const { return mNearPlane; }
    00104
    00107     void setFarPlane(real farplane) { mFarPlane = farplane; }
    00108
    00110     real farPlane() const { return mFarPlane; }
    00111
    00113     real left() const { return mLeft; }
    00114     void setLeft(real v) { mLeft = v; }
    00115
    00117     real right() const { return mRight; }
    00118     void setRight(real v) { mRight = v; }
    00119
    00121     real bottom() const { return mBottom; }
    00122     void setBottom(real v) { mBottom = v; }
    00123
    00125     real top() const { return mTop; }
    00126     void setTop(real v) { mTop = v; }
    00127
    00129     void setFrustum(const Frustum& frustum) { mFrustum = frustum; }
    00130
    00132     const Frustum& frustum() const { return mFrustum; }
    00133
    00135     Frustum& frustum() { return mFrustum; }
    00136
    00138     void setViewport(Viewport* viewport) { mViewport = viewport; }
    00139
    00141     Viewport* viewport() { return mViewport.get(); }
    00142
    00144     const Viewport* viewport() const { return mViewport.get(); }
    00145
    00147     void bindTransform(Transform* transform) { mBoundTransform = transform; }
    00148
    00150     const Transform* boundTransform() const { return mBoundTransform.get(); }
    00151
    00153     Transform* boundTransform() { return mBoundTransform.get(); }
    00154
    00157     void setViewMatrix(const mat4& mat) { mViewMatrix = mat; mViewMatrix.getInverse(mModelingMatrix); }
    00158
    00161     const mat4& viewMatrix() const { return mViewMatrix; }
    00162
    00165     void setModelingMatrix(const mat4& mat) { mModelingMatrix = mat; mModelingMatrix.getInverse(mViewMatrix); }
    00166
    00169     const mat4& modelingMatrix() const { return mModelingMatrix; }
    00170
    00172     void setProjectionMatrix(const mat4& mat, EProjectionMatrixType proj_type) { mProjectionMatrix = mat; mProjectionType = proj_type; }
    00173
    00175     const mat4& projectionMatrix() const { return mProjectionMatrix; }
    00176
    00178     EProjectionMatrixType projectionMatrixType() const { return mProjectionType; }
    00179
    00182     void setProjectionPerspective();
    00183
    00186     void setProjectionPerspective(real fov, real near, real far);
    00187
    00198     void setProjectionFrustum(real left, real right, real bottom, real top, real znear, real zfar);
    00199
    00206     void setProjectionOrtho(real left, real right, real bottom, real top, real znear, real zfar);
    00207
    00214     void setProjectionOrtho();
    00215
    00224     void setProjectionOrtho(real offset);
    00225
    00230     void setViewMatrixLookAt(const vec3& eye, const vec3& at, const vec3& up);
    00231
    00237     void getViewMatrixAsLookAt(vec3& eye, vec3& at, vec3& up, vec3& right) const;
    00238
    00240     bool project(const vec4& in_world, vec4& out_viewp) const;
    00241
    00248     bool unproject(const vec3& in_viewp, vec4& out_world) const;
    00249
    00251     bool unproject(std::vector<vec3>& points) const;
    00252
    00260     Ray computeRay(int viewp_x, int viewp_y);
    00261
    00263     Frustum computeRayFrustum(int viewp_x, int viewp_y);
    00264
    00270     void adjustView(const AABB& aabb, const vec3& dir, const vec3& up, real bias=1.0f);
    00271
    00272   protected:
    00273     mat4 mViewMatrix;
    00274     mat4 mModelingMatrix;
    00275     mat4 mProjectionMatrix;
    00276     ref<Viewport> mViewport;
    00277     Frustum mFrustum;
    00278     ref<Transform> mBoundTransform;
    00279     real mFOV;
    00280     real mLeft, mRight, mBottom, mTop;
    00281     real mNearPlane;
    00282     real mFarPlane;
    00283     EProjectionMatrixType mProjectionType;
    00284   };
    00285 }
    00286
    00287 #endif

Visualization Library v2011.09.1162 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu Jan 26 2012 00:43:36.
Permission is granted to use this page to write and publish articles regarding Visualization Library.