SimpleFastOpenAtomicVisualiser
Loading...
Searching...
No Matches
camera.h
Go to the documentation of this file.
1#ifndef CAMERA_H
2#define CAMERA_H
3
4#include <vector>
5#include <cstdint>
6
7#include "glm/glm.hpp"
8#include "glm/gtc/matrix_transform.hpp"
9#include <lua.h>
10
11#include <atom.h>
12#include <util.h>
13#include <LuaNumber.h>
14#include <LuaBool.h>
15
29class Camera
30{
31public:
32
40 Camera(const std::vector<Atom> & atoms, uint16_t resX, uint16_t resY)
41 : resX(resX), resY(resY)
42 {
43 reset(atoms);
44 }
45
53 Camera(glm::vec3 positionSpherical, uint16_t resX, uint16_t resY)
54 : resX(resX), resY(resY), positionSpherical(positionSpherical)
55 {
56 reset();
57 }
58
62 void reset()
63 {
64 focus = {0.0, 0.0, 0.0};
65 up = 1.0;
66
67 projection = glm::perspective
68 (
69 glm::radians(45.0f), float(resX)/float(resY),
70 0.1f,
71 1000.0f
72 );
73 invProjection = glm::inverse(projection);
74
75 view = glm::lookAt
76 (
77 spherical2cartesian(positionSpherical),
78 focus,
79 glm::vec3(0.0, up, 0.0)
80 );
81 invView = glm::inverse(view);
82
83 pv = projection*view;
84 invPv = glm::inverse(pv);
85 }
86
93 void reset(const std::vector<Atom> & atoms)
94 {
95 glm::vec3 ext = extent(atoms);
96 positionSpherical = glm::vec3
97 (
98 2.0f*std::max(std::max(ext.x, ext.y), ext.z),
99 M_PI*0.5f,
100 M_PI
101 );
102 reset();
103 }
104
110 void zoom(float increment) { positionSpherical.x += increment; setView(); }
111
117 void incline(float increment)
118 {
119 positionSpherical.y += increment*up;
120 if (positionSpherical.y > M_PI || positionSpherical.y < 0.0)
121 {
122 positionSpherical.y -= 2.0*increment*up;
123 up = -1.0*up;
124 positionSpherical.z += M_PI;
125 if ( positionSpherical.z < 0) { positionSpherical.z += 2.0*M_PI; }
126 else if ( positionSpherical.z > 2.0*M_PI) { positionSpherical.z = std::fmod(positionSpherical.z, 2.0*M_PI); }
127 }
128 setView();
129 }
130
136 void rotate(float increment)
137 {
138 positionSpherical.z -= increment;
139 if ( positionSpherical.z < 0) { positionSpherical.z += 2.0*M_PI; }
140 else if ( positionSpherical.z > 2.0*M_PI) { positionSpherical.z = std::fmod(positionSpherical.z, 2.0*M_PI); }
141 setView();
142 }
143
150 void setPosition(glm::vec3 positionSpherical)
151 {
152 this->positionSpherical = positionSpherical;
153 setView();
154 }
155
163 glm::vec3 position(bool spherical = false) const
164 {
165 return spherical ? positionSpherical : spherical2cartesian(positionSpherical);
166 }
167
174 void setUp(float up) { this->up = up < 0 ? -1.0 : 1.0; setView(); }
175
181 float getUp() const { return up; }
182
188 glm::mat4 getProjection() const { return projection; }
189
195 glm::mat4 getInverseProjection() const { return invProjection; }
196
202 glm::mat4 getView() const { return view; }
203
209 glm::mat4 getInverseView() const { return invView; }
210
216 glm::mat4 getPV() const { return pv; }
217
223 glm::mat4 getInversePV() const { return invPv; }
224
225
226 uint16_t getResX() const { return resX; }
227 uint16_t getResY() const { return resY; }
228
237 inline int lua_cameraPosition(lua_State * lua);
238
249 inline int lua_setCameraPosition(lua_State * lua);
250
259 inline int lua_rotateCamera(lua_State * lua);
260
269 inline int lua_zoomCamera(lua_State * lua);
270
279 inline int lua_inclineCamera(lua_State * lua);
280
281private:
282
283 uint16_t resX;
284 uint16_t resY;
285
286 glm::vec3 positionSpherical;
287 glm::vec3 focus;
288 float up;
289
290 glm::mat4 projection;
291 glm::mat4 invProjection;
292 glm::mat4 view;
293 glm::mat4 invView;
294 glm::mat4 pv;
295 glm::mat4 invPv;
296
297 void setView()
298 {
299 view = glm::lookAt
300 (
301 spherical2cartesian(positionSpherical),
302 focus,
303 glm::vec3(0.0, up, 0.0)
304 );
305 invView = glm::inverse(view);
306 pv = projection*view;
307 invPv = glm::inverse(pv);
308 }
309
310};
311
312#include <luaBindings/camera.h>
313
314#endif /* CAMERA_H */
glm::vec3 extent(const std::vector< Atom > &atoms)
Calculate the extent of some Atoms.
Definition atom.h:195
A 3D projective camera centered on a focus moving on a sphere.
Definition camera.h:30
void reset()
Set the default view.
Definition camera.h:62
Camera(const std::vector< Atom > &atoms, uint16_t resX, uint16_t resY)
Construct a new Camera focussing on some Atoms.
Definition camera.h:40
glm::mat4 getInverseView() const
Get the inverse View matrix.
Definition camera.h:209
int lua_setCameraPosition(lua_State *lua)
Set Camera position.
Definition camera.h:42
void setPosition(glm::vec3 positionSpherical)
Set the camera's position.
Definition camera.h:150
int lua_cameraPosition(lua_State *lua)
Get the Camera position.
Definition camera.h:12
void setUp(float up)
Set the up direction.
Definition camera.h:174
glm::mat4 getProjection() const
Get the Projection matrix.
Definition camera.h:188
int lua_rotateCamera(lua_State *lua)
Rotate the Camera.
Definition camera.h:69
glm::mat4 getInversePV() const
Get the inverse Projection*View matrix.
Definition camera.h:223
uint16_t getResY() const
Definition camera.h:227
glm::mat4 getView() const
Get the View matrix.
Definition camera.h:202
glm::vec3 position(bool spherical=false) const
Return the cartesian position vector.
Definition camera.h:163
glm::mat4 getInverseProjection() const
Get the inverse Projection matrix.
Definition camera.h:195
int lua_inclineCamera(lua_State *lua)
Incline the camera.
Definition camera.h:119
void rotate(float increment)
Rotate about the y OpenGL axis.
Definition camera.h:136
Camera(glm::vec3 positionSpherical, uint16_t resX, uint16_t resY)
Construct a new Camera at a given position.
Definition camera.h:53
void reset(const std::vector< Atom > &atoms)
Set the default view.
Definition camera.h:93
void zoom(float increment)
Increment the zoom.
Definition camera.h:110
float getUp() const
Get the up direction.
Definition camera.h:181
uint16_t getResX() const
Definition camera.h:226
void incline(float increment)
Incline about the y OpenGL axis.
Definition camera.h:117
glm::mat4 getPV() const
Get the Projection*View matrix.
Definition camera.h:216
int lua_zoomCamera(lua_State *lua)
Zoom the Camera.
Definition camera.h:94
glm::vec< L, float, glm::qualifier::highp > vec
Definition commandLine.h:214
glm::vec3 spherical2cartesian(glm::vec3 rthetaphi)
convert spherical coordinates to cartesian coordinates.
Definition util.h:63