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rts/rtsCamera.h 4.44 KB
ebb721c7   David Mayerich   new repository fo...
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  #include "rtsVector3d.h"
  #include "rtsPoint3d.h"
  #include "rtsQuaternion.h"
  
  #ifndef RTS_CAMERA_H
  #define RTS_CAMERA_H
  
  class rtsCamera
  {
  	vector3D<float> d;	//direction that the camera is pointing
  	point3D<float> p;	//position of the camera
  	vector3D<float> up;	//"up" direction
  	float focus;		//focal length of the camera
  	float fov;
  
  	//private function makes sure that the up vector is orthogonal to the direction vector and both are normalized
  	void stabalize()
  	{
  		vector3D<float> side = up.X(d);
  		up = d.X(side);
  		up.Normalize();
  		d.Normalize();
  	}
  
  public:
  	void setPosition(point3D<float> pos)
  	{
  		p = pos;
  	}
  	void setPosition(float x, float y, float z){setPosition(point3D<float>(x, y, z));}
  
  	void setFocalDistance(float distance){focus = distance;}
  	void setFOV(float field_of_view){fov = field_of_view;}
  
  	void LookAt(point3D<float> pos)
  	{
  		//find the new direction
  		d = pos - p;
  	
  		//find the distance from the look-at point to the current position
  		focus = d.Length();
  
  		//stabalize the camera
  		stabalize();
  	}
  	void LookAt(float px, float py, float pz){LookAt(point3D<float>(px, py, pz));}
  	void LookAt(point3D<float> pos, vector3D<float> new_up){up = new_up; LookAt(pos);}
  	void LookAt(float px, float py, float pz, float ux, float uy, float uz){LookAt(point3D<float>(px, py, pz), vector3D<float>(ux, uy, uz));}
  	void LookAtDolly(float lx, float ly, float lz)
  	{
  		//find the current focus point
  		point3D<float> f = p + focus*d;
  		vector3D<float> T = point3D<float>(lx, ly, lz) - f;
  		p = p + T;
  	}
  
  	void Dolly(vector3D<float> direction)
  	{
  		p = p+direction;
  	}
  	void Dolly(float x, float y, float z){Dolly(vector3D<float>(x, y, z));}
  	void Push(float delta)
  	{
  		if(delta > focus)
  			delta = focus;
  
  		focus -= delta;
  
  		Dolly(d*delta);
  	}
  
  	void Pan(float theta_x, float theta_y, float theta_z)
  	{
  		//x rotation is around the up axis
  		rtsQuaternion<float> qx;
  		qx.CreateRotation(theta_x, up.x, up.y, up.z);
  
  		//y rotation is around the side axis
  		vector3D<float> side = up.X(d);
  		rtsQuaternion<float> qy;
  		qy.CreateRotation(theta_y, side.x, side.y, side.z);
  
  		//z rotation is around the direction vector
  		rtsQuaternion<float> qz;
  		qz.CreateRotation(theta_z, d.x, d.y, d.z);
  
  		//combine the rotations in x, y, z order
  		rtsQuaternion<float> final = qz*qy*qx;
  
  		//get the rotation matrix
  		matrix4x4<float> rot_matrix = final.toMatrix();
  
  		//apply the rotation
  		d = rot_matrix*d;
  		up = rot_matrix*up;
  
  		//stabalize the camera
  		stabalize();
  
  	}
  	void Pan(float theta_x){Pan(theta_x, 0, 0);}
  	void Tilt(float theta_y){Pan(0, theta_y, 0);}
  	void Twist(float theta_z){Pan(0, 0, theta_z);}
  
  	void Zoom(float delta)
  	{
  		fov -= delta;
  		if(fov < 0.5)
  			fov = 0.5;
  		if(fov > 180)
  			fov = 180;
  	}
  
  	void OrbitFocus(float theta_x, float theta_y)
  	{
  		//find the focal point
  		point3D<float> focal_point = p + focus*d;
  
  		//center the coordinate system on the focal point
  		point3D<float> centered = p - (focal_point - point3D<float>(0, 0, 0));
  
  		//create the x rotation (around the up vector)
  		rtsQuaternion<float> qx;
  		qx.CreateRotation(theta_x, up.x, up.y, up.z);
  		centered = qx.toMatrix()*centered;
  
  		//get a side vector for theta_y rotation
  		vector3D<float> side = up.X((point3D<float>(0, 0, 0) - centered).Normalize());
  
  		rtsQuaternion<float> qy;
  		qy.CreateRotation(theta_y, side.x, side.y, side.z);
  		centered = qy.toMatrix()*centered;
  
  		//perform the rotation on the centered camera position
  		//centered = final.toMatrix()*centered;
  
  		//re-position the camera
  		p = centered + (focal_point - point3D<float>(0, 0, 0));
  
  		//make sure we are looking at the focal point
  		LookAt(focal_point);
  
  		//stabalize the camera
  		stabalize();	
  
  	}
  
  	void Slide(float u, float v)
  	{
  		vector3D<float> V = up.Normalize();
  		vector3D<float> U = up.X(d).Normalize();
  
  		p = p + (V * v) + (U * u);
  	}
  
  	//accessor methods
  	point3D<float> getPosition(){return p;}
  	vector3D<float> getUp(){return up;}
  	vector3D<float> getDirection(){return d;}
  	point3D<float> getLookAt(){return p + focus*d;}
  	float getFOV(){return fov;}
  
  	//output the camera settings
  	const void print(ostream& output)
  	{
  		output<<"Position: "<<p<<endl;
  
  	}
  	friend ostream& operator<<(ostream& out, const rtsCamera& c)
  	{
  		out<<"Position: "<<c.p<<endl;
  		out<<"Direction: "<<c.d<<endl;
  		out<<"Up: "<<c.up<<endl;
  		out<<"Focal Distance: "<<c.focus<<endl;
  		return out;
  	}
  
  	//constructor
  	rtsCamera()
  	{
  		p = point3D<float>(0, 0, 0);
  		d = vector3D<float>(0, 0, 1);
  		up = vector3D<float>(0, 1, 0);
  		focus = 1;
  
  	}
  };
  
  
  
  #endif