//----------------------------------------------------------------------------// // // // ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation // // and distributed under the MIT License (MIT). // // // // Copyright (c) Guillaume Blanc // // // // 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 OZZ_SAMPLES_FRAMEWORK_INTERNAL_CAMERA_H_ #define OZZ_SAMPLES_FRAMEWORK_INTERNAL_CAMERA_H_ #ifndef OZZ_INCLUDE_PRIVATE_HEADER #error "This header is private, it cannot be included from public headers." #endif // OZZ_INCLUDE_PRIVATE_HEADER #include "ozz/base/maths/simd_math.h" #include "ozz/base/maths/vec_float.h" namespace ozz { namespace math { struct Box; } namespace sample { class ImGui; namespace internal { // Framework internal implementation of an OpenGL/glfw camera system that can be // manipulated with the mouse and some shortcuts. class Camera { public: // Initializes camera to its default framing. Camera(); // Destructor. ~Camera(); // Updates camera framing: mouse manipulation, timed transitions... // Returns actions that the user applied to the camera during the frame. void Update(const math::Box& _box, float _delta_time, bool _first_frame); // Updates camera location, overriding user inputs. // Returns actions that the user applied to the camera during the frame. void Update(const math::Float4x4& _transform, const math::Box& _box, float _delta_time, bool _first_frame); // Resets camera center, angles and distance. void Reset(const math::Float3& _center, const math::Float2& _angles, float _distance); // Provides immediate mode gui display event. void OnGui(ImGui* _im_gui); // Binds 3d projection and view matrices to the current matrix. void Bind3D(); // Binds 2d projection and view matrices to the current matrix. void Bind2D(); // Resize notification, used to rebuild projection matrix. void Resize(int _width, int _height); // Get the current projection matrix. const math::Float4x4& projection() { return projection_; } // Get the current model-view matrix. const math::Float4x4& view() { return view_; } // Get the current model-view-projection matrix. const math::Float4x4& view_proj() { return view_proj_; } // Set to true to automatically frame the camera on the whole scene. void set_auto_framing(bool _auto) { auto_framing_ = _auto; } // Get auto framing state. bool auto_framing() const { return auto_framing_; } private: struct Controls { bool zooming; bool zooming_wheel; bool rotating; bool panning; }; Controls UpdateControls(float _delta_time); // The current projection matrix. math::Float4x4 projection_; // The current projection matrix. math::Float4x4 projection_2d_; // The current model-view matrix. math::Float4x4 view_; // The current model-view-projection matrix. math::Float4x4 view_proj_; // The angles in degree of the camera rotation around x and y axes. math::Float2 angles_; // The center of the rotation. math::Float3 center_; // The view distance, from the center of rotation. float distance_; // The position of the mouse, the last time it has been seen. int mouse_last_x_; int mouse_last_y_; int mouse_last_wheel_; // Set to true to automatically frame the camera on the whole scene. bool auto_framing_; }; } // namespace internal } // namespace sample } // namespace ozz #endif // OZZ_SAMPLES_FRAMEWORK_INTERNAL_CAMERA_H_