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OpenSpace/include/openspace/camera/camera.h

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/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2021 *
* *
* 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. *
****************************************************************************************/
#ifndef __OPENSPACE_CORE___CAMERA___H__
#define __OPENSPACE_CORE___CAMERA___H__
#include <openspace/util/syncdata.h>
#include <ghoul/glm.h>
#include <mutex>
namespace openspace {
class SceneGraphNode;
/**
* This class still needs some more love. Suggested improvements:
* - Accessors should return constant references to double precision class members.
* - Remove the scaling variable (What is it used for?)
* - Remove the maxFov and sinMaxfov variables. Redundant since the fov is embedded
* within the perspective projection matrix.
* - Remove focusposition, part of the integration with the scale graph. The
* "focus position" should not be needed since we assume the camera is always
* positioned relative to its origin. When orbiting another object (not in origin),
* the focus position should probably be handled outside the camera class
* (interaction handler) since it does not affect the state of the camera
* (only how it interacts).
* - The class might need some more reasonable accessors depending on use cases.
* (up vector world space?)
* - Make clear which function returns a combined view matrix (things that are
* dependent on the separate sgct nodes).
*/
class Camera {
public:
/**
* Used to explicitly show which variables within the Camera class that are used
* for caching.
*/
template<typename T>
struct Cached {
T datum = T(0);
bool isDirty = true;
};
Camera() = default;
Camera(const Camera& o);
~Camera() = default;
// Mutators
void setPositionVec3(glm::dvec3 pos);
void setRotation(glm::dquat rotation);
void setScaling(float scaling);
void setMaxFov(float fov);
void setParent(SceneGraphNode* parent);
// Relative mutators
void rotate(glm::dquat rotation);
// Accessors
// Remove Vec3 from the name when psc is gone
const glm::dvec3& positionVec3() const;
glm::dvec3 eyePositionVec3() const;
const glm::dvec3& unsynchedPositionVec3() const;
const glm::dvec3& viewDirectionWorldSpace() const;
const glm::dvec3& lookUpVectorCameraSpace() const;
const glm::dvec3& lookUpVectorWorldSpace() const;
const glm::dmat4& viewRotationMatrix() const;
const glm::dmat4& viewScaleMatrix() const;
const glm::dquat& rotationQuaternion() const;
float maxFov() const;
float sinMaxFov() const;
SceneGraphNode* parent() const;
float scaling() const;
// @TODO this should simply be called viewMatrix!
// Or it needs to be changed so that it actually is combined. Right now it is
// only the view matrix that is the same for all SGCT cameras.
// Right now this function returns the actual combined matrix which makes some
// of the old calls to the function wrong..
const glm::dmat4& combinedViewMatrix() const;
void invalidateCache();
void serialize(std::ostream& os) const;
void deserialize(std::istream& is);
/**
* Handles SGCT's internal matrices. Also caches a calculated viewProjection
* matrix. This is the data that is different for different cameras within SGCT.
*/
class SgctInternal {
friend class Camera;
public:
void setSceneMatrix(glm::mat4 sceneMatrix);
void setViewMatrix(glm::mat4 viewMatrix);
void setProjectionMatrix(glm::mat4 projectionMatrix);
const glm::mat4& sceneMatrix() const;
const glm::mat4& viewMatrix() const;
const glm::mat4& projectionMatrix() const;
const glm::mat4& viewProjectionMatrix() const;
private:
SgctInternal() = default;
SgctInternal(const SgctInternal& o);
glm::mat4 _sceneMatrix = glm::mat4(1.f);
glm::mat4 _viewMatrix = glm::mat4(1.f);
glm::mat4 _projectionMatrix = glm::mat4(1.f);
mutable Cached<glm::mat4> _cachedViewProjectionMatrix;
mutable std::mutex _mutex;
} sgctInternal;
// @TODO use Camera::SgctInternal interface instead
// [[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::viewProjectionMatrix()")]]
const glm::mat4& viewProjectionMatrix() const;
std::vector<Syncable*> getSyncables();
// Static constants
static const glm::dvec3 ViewDirectionCameraSpace;
static const glm::dvec3 UpDirectionCameraSpace;
private:
SyncData<glm::dvec3> _position = glm::dvec3(1.0, 1.0, 1.0);
SyncData<glm::dquat> _rotation = glm::dquat(glm::dvec3(1.0, 1.0, 1.0));
SyncData<float> _scaling = 1.f;
SceneGraphNode* _parent = nullptr;
// _focusPosition to be removed
glm::dvec3 _focusPosition = glm::dvec3(0.0);
float _maxFov = 0.f;
// Cached data
mutable Cached<glm::dvec3> _cachedViewDirection;
mutable Cached<glm::dvec3> _cachedLookupVector;
mutable Cached<glm::dmat4> _cachedViewRotationMatrix;
mutable Cached<glm::dmat4> _cachedViewScaleMatrix;
mutable Cached<glm::dmat4> _cachedCombinedViewMatrix;
mutable Cached<float> _cachedSinMaxFov;
mutable std::mutex _mutex;
};
} // namespace openspace
#endif // __OPENSPACE_CORE___CAMERA___H__