AnimTestbed/3rdparty/ozz-animation/samples/framework/internal/camera.h

137 lines
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C++

//----------------------------------------------------------------------------//
// //
// 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_