/usr/include/tulip/Camera.h is in libtulip-dev 4.4.0dfsg2-2.
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*
* This file is part of Tulip (www.tulip-software.org)
*
* Authors: David Auber and the Tulip development Team
* from LaBRI, University of Bordeaux 1 and Inria Bordeaux - Sud Ouest
*
* Tulip is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation, either version 3
* of the License, or (at your option) any later version.
*
* Tulip is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
*/
#ifndef TLPCAMERA_H
#define TLPCAMERA_H
#include <tulip/Coord.h>
#include <tulip/Matrix.h>
#include <tulip/BoundingBox.h>
#include <tulip/Observable.h>
namespace tlp {
class GlScene;
/**
* \ingroup OpenGL
* \brief Tulip OpenGL camera object
*
* This camera can be a 2D or 3D camera
* After setup you can do some basic operation :
* - Move, rotate, strafeLeftRight and strafeUpDown to modify poitn of view
* - You can directly modify camera parameters with setSceneRadius, setZoomFactor, setEyes, setCenter and setUp
* - You can transform screen coordinates to 3D world coordinates with screenTo3DWorld() function and 3D world coordinates to screen coordinates with worldTo2DScreen() function
* A camera is a main component of GlLayer and GlScene
* @see GlLayer
* @see GlScene
*/
class TLP_GL_SCOPE Camera : public Observable {
public:
/**
* @brief Constructor
* @param scene A layer is attached to a scene so we have to specify it in the constructor
* @param center 3D coordinates of point visualized by the camera
* @param eye 3D position of the camera
* @param up normalized up 3D coordinates of the camera
* @param zoomFactor level of zoom of the camera
* @param sceneRadius scene radius of the camera
*/
Camera(GlScene* scene,Coord center=Coord(0,0,0),
Coord eyes=Coord(0,0,10), Coord up=Coord(0,-1,0),
double zoomFactor=0.5, double sceneRadius=10);
/**
* @brief Constructor : used to create a 2D camera
*/
Camera(GlScene* scene,bool d3);
Camera& operator=(const Camera& camera);
/**
* @brief Destructor
*/
~Camera();
/**
* @brief Set the camera's scene
* The viewport is store in the scene, so we must attach camera to a scene
*/
void setScene(GlScene *scene);
/**
* @brief Return the camera's scene
*/
GlScene *getScene() const {
return scene;
}
/**
* @brief Load this camera parameters (eye, center, zoom factor) with an other camera parameters
*/
void loadCameraParametersWith(const Camera &camera) {
*this=camera;
}
/**
* @brief Return the camera bounding box
*
* This bounding box is the part of the scene visualized by this camera.
*/
BoundingBox getBoundingBox() const;
/**
* @brief This function moves the camera forward or backward depending on the speed
*/
void move(float speed);
/**
* @brief This function strafes the camera left and right depending on the speed (-/+)
*/
void strafeLeftRight(float speed);
/**
* @brief This function strafes the camera up and down depending on the speed (-/+)
*/
void strafeUpDown(float speed);
/**
* @brief This function rotates the camera's eyes around the center depending on the values passed in.
*/
void rotate(float angle, float x, float y, float z);
/**
* @brief Return if the camera is a 3D one
*/
bool is3D() const {
return d3;
}
/**
* @brief Return the viewport of the attached scene
*/
Vector<int, 4> getViewport() const;
/**
* @brief Return the scene radius
*/
double getSceneRadius() const {
return sceneRadius;
}
/**
* @brief Set the zoom factor
*
* level of zoom of the camera
*/
void setZoomFactor(double zoomFactor);
/**
* @brief Return the zoom factor
*
* level of zoom of the camera
*/
double getZoomFactor() const {
return zoomFactor;
}
/**
* @brief Set the eye
*
* 3D position of the camera
*/
void setEyes(const Coord& eyes);
/**
* @brief Return the eyes
*
* 3D position of the camera
*/
Coord getEyes() const {
return eyes;
}
/**
* @brief Set the center
*
* 3D coordinates of point visualized by the camera
*/
void setCenter(const Coord& center);
/**
* @brief Return the center
*
* 3D coordinates of point visualized by the camera
*/
Coord getCenter() const {
return center;
}
/**
* @brief Set the up vector
*
* normalized up 3D coordinates of the camera
*/
void setUp(const Coord& up);
/**
* @brief Return the up vector
*
* normalized up 3D coordinates of the camera
*/
Coord getUp() const {
return up;
}
/**
* @brief Return the 3D world coordinate for the given screen point
* \warning This function set up the projection and modelview matrix
*/
Coord screenTo3DWorld(const Coord &point) const;
/**
* @brief Return the screen position for the given 3D coordinate
* \warning This function set up the projection and modelview matrix
*/
Coord worldTo2DScreen(const Coord &obj) const;
/**
* @brief Function to export data in outString (in XML format)
*/
virtual void getXML(std::string &outString);
/**
* @brief Function to set data with inString (in XML format)
*/
virtual void setWithXML(const std::string &inString, unsigned int ¤tPosition);
///@cond DOXYGEN_HIDDEN
/**
* Get the modelview matrix
*/
void getModelviewMatrix(Matrix<float, 4> &modelviewMatrix) const {
modelviewMatrix=this->modelviewMatrix;
}
/**
* Get the projection matrix
*/
void getProjectionMatrix(Matrix<float, 4> &projectionMatrix) const {
projectionMatrix=this->projectionMatrix;
}
/**
* Get the transform matrix : transformMatrix = projectionMatrix * modelviewMatrix
*/
void getTransformMatrix(Matrix<float, 4> &transformMatrix) const {
transformMatrix=this->transformMatrix;
}
/**
* Get the projection and the modelview matrix generated with the given viewport
*/
void getProjAndMVMatrix(const Vector<int, 4>& viewport,Matrix<float, 4> &projectionMatrix,Matrix<float, 4> &modelviewMatrix) const;
/**
* Get the transform matrix generated with the given viewport
*/
void getTransformMatrix(const Vector<int, 4>& viewport,Matrix<float, 4> &transformMatrix) const;
/**
* @brief Init Gl parameters
*/
void initGl();
/**
* @brief Init light
*/
void initLight();
/**
* @brief Init projection with the gived viewport. Load identity matrix if reset is set as true
*/
void initProjection(const Vector<int, 4>& viewport,bool reset=true);
/**
* @brief Init projection with the scene viewport. Load identity matrix if reset is set as true
*/
void initProjection(bool reset=true);
/**
* @brief Init modelview
*/
void initModelView();
/**
* @brief Set the scene radius
*/
void setSceneRadius(double sceneRadius,const BoundingBox sceneBoundingBox=BoundingBox());
///@endcond
private:
bool matrixCoherent;
Coord center,eyes,up;
double zoomFactor;
double sceneRadius;
BoundingBox sceneBoundingBox;
GlScene* scene;
Matrix<float, 4> modelviewMatrix;
Matrix<float, 4> projectionMatrix;
Matrix<float, 4> transformMatrix;
bool d3;
};
}
#endif
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