Added copy constructor for Camera

This commit is contained in:
Erik Broberg
2016-05-11 18:36:19 -04:00
parent 9ccd43b8b9
commit afd8ba5e9b
+106 -77
View File
@@ -42,66 +42,79 @@ namespace openspace {
class Camera {
public:
Camera();
~Camera();
Camera();
Camera(const Camera& o)
: sgctInternal(o.sgctInternal)
, _viewDirectionInCameraSpace(o._viewDirectionInCameraSpace)
, _focusPosition(o._focusPosition)
, _viewDirection(o._viewDirection)
, _lookUp(o._lookUp)
, _viewRotationMatrix(o._viewRotationMatrix)
, _scaling(o._scaling)
, _position(o._position)
, _maxFov(o._maxFov)
, _sinMaxFov(o._sinMaxFov)
{ }
~Camera();
// MUTATORS (SETTERS)
// MUTATORS (SETTERS)
void setPosition(psc pos);
void setFocusPosition(psc pos);
void setRotation(glm::quat rotation);
void setLookUpVector(glm::vec3 lookUp);
void setScaling(glm::vec2 scaling);
void setMaxFov(float fov);
void setPosition(psc pos);
void setFocusPosition(psc pos);
void setRotation(glm::quat rotation);
void setLookUpVector(glm::vec3 lookUp);
void setScaling(glm::vec2 scaling);
void setMaxFov(float fov);
// RELATIVE MUTATORS
// RELATIVE MUTATORS
void rotate(const glm::quat& rotation);
void rotate(const glm::quat& rotation);
// ACCESSORS (GETTERS)
// ACCESSORS (GETTERS)
const psc& position() const;
const psc& unsynchedPosition() const;
const psc& focusPosition() const;
const glm::vec3& viewDirection() const;
const glm::vec3& lookUpVector() const;
const glm::vec2& scaling() const;
float maxFov() const;
float sinMaxFov() const;
const glm::mat4& viewRotationMatrix() const;
const psc& position() const;
const psc& unsynchedPosition() const;
const psc& focusPosition() const;
const glm::vec3& viewDirection() const;
const glm::vec3& lookUpVector() const;
const glm::vec2& scaling() const;
float maxFov() const;
float sinMaxFov() const;
const glm::mat4& viewRotationMatrix() const;
//@TODO this should simply be called viewMatrix!
//Rename after removing deprecated methods
const glm::mat4& combinedViewMatrix() const;
//@TODO this should simply be called viewMatrix!
//Rename after removing deprecated methods
const glm::mat4& combinedViewMatrix() const;
// DEPRECATED ACCESSORS (GETTERS)
// @TODO use Camera::SgctInternal interface instead
// DEPRECATED ACCESSORS (GETTERS)
// @TODO use Camera::SgctInternal interface instead
[[deprecated("Replaced by Camera::SgctInternal::viewMatrix()")]]
const glm::mat4& viewMatrix() const;
[[deprecated("Replaced by Camera::SgctInternal::viewMatrix()")]]
const glm::mat4& viewMatrix() const;
[[deprecated("Replaced by Camera::SgctInternal::projectionMatrix()")]]
const glm::mat4& projectionMatrix() const;
[[deprecated("Replaced by Camera::SgctInternal::projectionMatrix()")]]
const glm::mat4& projectionMatrix() const;
[[deprecated("Replaced by Camera::SgctInternal::viewProjectionMatrix()")]]
const glm::mat4& viewProjectionMatrix() const;
[[deprecated("Replaced by Camera::SgctInternal::viewProjectionMatrix()")]]
const glm::mat4& viewProjectionMatrix() const;
// SYNCHRONIZATION
// SYNCHRONIZATION
void postSynchronizationPreDraw();
void preSynchronization();
@@ -110,68 +123,84 @@ public:
// Handles SGCT's internal matrices. Also caches a calculated viewProjection matrix.
class SgctInternal {
friend class Camera;
// Handles SGCT's internal matrices. Also caches a calculated viewProjection matrix.
class SgctInternal {
friend class Camera;
public:
public:
void setViewMatrix(glm::mat4 viewMatrix);
void setProjectionMatrix(glm::mat4 projectionMatrix);
const glm::mat4& viewMatrix() const;
const glm::mat4& projectionMatrix() const;
const glm::mat4& viewProjectionMatrix() const;
void setViewMatrix(glm::mat4 viewMatrix);
void setProjectionMatrix(glm::mat4 projectionMatrix);
private:
SgctInternal();
const glm::mat4& viewMatrix() const;
const glm::mat4& projectionMatrix() const;
const glm::mat4& viewProjectionMatrix() const;
glm::mat4 _viewMatrix;
glm::mat4 _projectionMatrix;
private:
SgctInternal();
SgctInternal(const SgctInternal& o)
: _viewMatrix(o._viewMatrix)
, _projectionMatrix(o._projectionMatrix)
, _dirtyViewProjectionMatrix(o._dirtyViewProjectionMatrix)
, _viewProjectionMatrix(o._viewProjectionMatrix)
{}
mutable bool _dirtyViewProjectionMatrix;
mutable glm::mat4 _viewProjectionMatrix;
mutable std::mutex _mutex;
glm::mat4 _viewMatrix;
glm::mat4 _projectionMatrix;
} sgctInternal;
mutable bool _dirtyViewProjectionMatrix;
mutable glm::mat4 _viewProjectionMatrix;
mutable std::mutex _mutex;
} sgctInternal;
private:
// Defines what direction in local camera space the camera is looking in.
const glm::vec3 _viewDirectionInCameraSpace;
// Defines what direction in local camera space the camera is looking in.
const glm::vec3 _viewDirectionInCameraSpace;
psc _focusPosition;
glm::vec3 _viewDirection;
glm::vec3 _lookUp;
psc _focusPosition;
glm::vec3 _viewDirection;
glm::vec3 _lookUp;
// Class encapsulating the synced data. Are all three variables
// (i.e. local, shared, synced) really neccessary? /EB
template <typename T>
struct SyncData {
void serialize(SyncBuffer* syncBuffer) { syncBuffer->encode(shared); }
void deserialize(SyncBuffer* syncBuffer) { syncBuffer->decode(shared); }
void postSynchronizationPreDraw() { synced = shared; }
void preSynchronization() { shared = local; }
// Class encapsulating the synced data. Are all three variables
// (i.e. local, shared, synced) really neccessary? /EB
template <typename T>
struct SyncData {
T local;
T shared;
T synced;
};
SyncData() {}
SyncData<glm::mat4> _viewRotationMatrix;
SyncData<glm::vec2> _scaling;
SyncData<psc> _position;
// copy constructor
SyncData(const SyncData& d)
: local(d.local), shared(d.shared), synced(d.synced) {}
void serialize(SyncBuffer* syncBuffer) { syncBuffer->encode(shared); }
void deserialize(SyncBuffer* syncBuffer) { syncBuffer->decode(shared); }
void postSynchronizationPreDraw() { synced = shared; }
void preSynchronization() { shared = local; }
T local;
T shared;
T synced;
};
SyncData<glm::mat4> _viewRotationMatrix;
SyncData<glm::vec2> _scaling;
SyncData<psc> _position;
float _maxFov;
float _sinMaxFov;
float _maxFov;
float _sinMaxFov;
mutable std::mutex _mutex;
mutable std::mutex _mutex;
};