Files
OpenSpace/src/util/camera.cpp

288 lines
8.8 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
// open space includes
#include <openspace/util/camera.h>
#include <openspace/util/syncbuffer.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/vector_angle.hpp>
namespace openspace {
Camera::Camera()
: _maxFov(0.f)
, _sinMaxFov(0.f)
, _viewDirection(0,0,-1)
, _viewDirectionInCameraSpace(0.f, 0.f, -1.f)
, _focusPosition()
{
_scaling.local = glm::vec2(1.f, 0.f);
_viewRotationMatrix.local = glm::mat4(1.0f);
_position.local = psc();
}
Camera::~Camera() { }
//////////////////////////////////////////////////////////////////////////////////////////
// CAMERA MUTATORS (SETTERS) //
//////////////////////////////////////////////////////////////////////////////////////////
void Camera::setPosition(psc pos){
std::lock_guard<std::mutex> _lock(_mutex);
_position.local = std::move(pos);
}
void Camera::setFocusPosition(psc pos) {
std::lock_guard<std::mutex> _lock(_mutex);
_focusPosition = pos;
}
void Camera::setRotation(glm::quat rotation) {
std::lock_guard<std::mutex> _lock(_mutex);
_viewRotationMatrix.local = glm::mat4_cast(glm::normalize(rotation));
}
void Camera::setLookUpVector(glm::vec3 lookUp) {
std::lock_guard<std::mutex> _lock(_mutex);
_lookUp = std::move(lookUp);
}
void Camera::setScaling(glm::vec2 scaling) {
std::lock_guard<std::mutex> _lock(_mutex);
_scaling.local = std::move(scaling);
}
void Camera::setMaxFov(float fov) {
std::lock_guard<std::mutex> _lock(_mutex);
_maxFov = fov;
_sinMaxFov = sin(_maxFov);
}
//////////////////////////////////////////////////////////////////////////////////////////
// CAMERA ACCESSORS (GETTERS) //
//////////////////////////////////////////////////////////////////////////////////////////
const psc& Camera::position() const {
return _position.synced;
}
const psc& Camera::unsynchedPosition() const {
return _position.local;
}
const psc& Camera::focusPosition() const {
return _focusPosition;
}
const glm::vec3& Camera::viewDirection() const {
return _viewDirection;
}
const glm::vec3& Camera::lookUpVector() const {
return _lookUp;
}
const glm::vec2& Camera::scaling() const {
return _scaling.synced;
}
float Camera::maxFov() const {
return _maxFov;
}
float Camera::sinMaxFov() const {
return _sinMaxFov;
}
const glm::mat4& Camera::viewRotationMatrix() const {
return _viewRotationMatrix.synced;
}
void Camera::setViewRotationMatrix(glm::mat4 m) {
/*
std::lock_guard<std::mutex> _lock(_mutex);
_localViewRotationMatrix = m;
*/
}
void Camera::compileViewRotationMatrix()
{
/*
std::lock_guard<std::mutex> _lock(_mutex);
// convert from quaternion to rotation matrix using glm
//_viewRotationMatrix = glm::mat4_cast(_viewRotation);
// the camera matrix needs to be rotated inverse to the world
// _viewDirection = glm::rotate(glm::inverse(_viewRotation), _cameraDirection);
//_viewDirection = (glm::inverse(_localViewRotationMatrix) * glm::vec4(_cameraDirection, 0.f)).xyz;
_viewDirection = (glm::inverse(_localViewRotationMatrix) * glm::vec4(_cameraDirection, 0.f)).xyz();
_viewDirection = glm::normalize(_viewDirection);
*/
}
const glm::mat4& Camera::combinedViewMatrix() const {
glm::vec3 cameraPosition = position().vec3();
glm::mat4 viewTransform = glm::inverse(glm::translate(glm::mat4(1.0), cameraPosition));
viewTransform = glm::mat4(viewRotationMatrix()) * viewTransform;
return viewTransform;
}
//////////////////////////////////////////////////////////////////////////////////////////
// DEPRECATED CAMERA ACCESSORS (GETTERS) //
//////////////////////////////////////////////////////////////////////////////////////////
const glm::mat4& Camera::viewMatrix() const {
return sgctInternal.viewMatrix();
}
const glm::mat4& Camera::projectionMatrix() const {
return sgctInternal.projectionMatrix();
}
const glm::mat4& Camera::viewProjectionMatrix() const {
return sgctInternal.viewProjectionMatrix();
}
//////////////////////////////////////////////////////////////////////////////////////////
// CAMERA RELATICVE MUTATORS //
//////////////////////////////////////////////////////////////////////////////////////////
void Camera::rotate(const glm::quat& rotation) {
std::lock_guard<std::mutex> _lock(_mutex);
glm::mat4 tmp = glm::mat4_cast(rotation);
_viewRotationMatrix.local = _viewRotationMatrix.local * tmp;
}
//////////////////////////////////////////////////////////////////////////////////////////
// CAMERA SYNCHRONIZATION //
//////////////////////////////////////////////////////////////////////////////////////////
void Camera::serialize(SyncBuffer* syncBuffer){
_mutex.lock();
_viewRotationMatrix.serialize(syncBuffer);
_position.serialize(syncBuffer);
_scaling.serialize(syncBuffer);
_mutex.unlock();
}
void Camera::deserialize(SyncBuffer* syncBuffer){
_mutex.lock();
_viewRotationMatrix.deserialize(syncBuffer);
_position.deserialize(syncBuffer);
_scaling.deserialize(syncBuffer);
_mutex.unlock();
}
void Camera::postSynchronizationPreDraw(){
_mutex.lock();
_viewRotationMatrix.postSynchronizationPreDraw();
_position.postSynchronizationPreDraw();
_scaling.postSynchronizationPreDraw();
glm::vec4 localViewDir = glm::vec4(_viewDirectionInCameraSpace, 0.f);
_viewDirection = (glm::inverse(_viewRotationMatrix.local) * localViewDir).xyz();
_viewDirection = glm::normalize(_viewDirection);
_mutex.unlock();
}
void Camera::preSynchronization(){
_mutex.lock();
_viewRotationMatrix.preSynchronization();
_position.preSynchronization();
_scaling.preSynchronization();
_mutex.unlock();
}
//////////////////////////////////////////////////////////////////////////////////////////
// SGCT NODE DEPENTENT //
//////////////////////////////////////////////////////////////////////////////////////////
Camera::SgctInternal::SgctInternal()
: _viewMatrix()
, _projectionMatrix()
, _dirtyViewProjectionMatrix(true)
{
}
void Camera::SgctInternal::setViewMatrix(glm::mat4 viewMatrix) {
std::lock_guard<std::mutex> _lock(_mutex);
_viewMatrix = std::move(viewMatrix);
_dirtyViewProjectionMatrix = true;
}
void Camera::SgctInternal::setProjectionMatrix(glm::mat4 projectionMatrix) {
std::lock_guard<std::mutex> _lock(_mutex);
_projectionMatrix = std::move(projectionMatrix);
_dirtyViewProjectionMatrix = true;
}
const glm::mat4& Camera::SgctInternal::viewMatrix() const {
return _viewMatrix;
}
const glm::mat4& Camera::SgctInternal::projectionMatrix() const {
return _projectionMatrix;
}
const glm::mat4& Camera::SgctInternal::viewProjectionMatrix() const {
if (_dirtyViewProjectionMatrix) {
std::lock_guard<std::mutex> _lock(_mutex);
_viewProjectionMatrix = _projectionMatrix * _viewMatrix;
_dirtyViewProjectionMatrix = false;
}
return _viewProjectionMatrix;
}
} // namespace openspace