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mirror of https://gitlab.com/kicad/code/kicad.git synced 2024-12-22 13:59:32 +00:00
kicad/include/gal/3d/camera.h
Alex Shvartzkop 4b96bb5d8f Support touchscreen gestures (zoom/pan/rotate) in 3D viewer.
Though rotate doesn't work yet on MSW due to a wxWidgets bug.
2024-06-08 21:13:16 +03:00

404 lines
11 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file camera.h
* @brief Define an abstract camera.
*/
#ifndef CAMERA_H
#define CAMERA_H
#include <gal/gal.h>
#include <plugins/3dapi/xv3d_types.h>
#include <wx/gdicmn.h> // for wxSize
#include <vector>
#include <3d_enums.h>
enum class PROJECTION_TYPE
{
ORTHO = 0,
PERSPECTIVE
};
/**
* Frustum is a implementation based on a tutorial by
* http://www.lighthouse3d.com/tutorials/view-frustum-culling/
*/
struct CAMERA_FRUSTUM
{
SFVEC3F nc;
SFVEC3F fc;
SFVEC3F ntl; ///< Near Top Left
SFVEC3F ntr; ///< Near Top Right
SFVEC3F nbl; ///< Near Bottom Left
SFVEC3F nbr; ///< Near Bottom Right
SFVEC3F ftl; ///< Far Top Left
SFVEC3F ftr; ///< Far Top Right
SFVEC3F fbl; ///< Far Bottom Left
SFVEC3F fbr; ///< Far Bottom Right
float nearD, farD, ratio, angle, tang;
float nw, nh, fw, fh;
CAMERA_FRUSTUM() :
nc( { 0.0, 0.0, 0.0 } ),
fc( { 0.0, 0.0, 0.0 } ),
ntl( { 0.0, 0.0, 0.0 } ),
ntr( { 0.0, 0.0, 0.0 } ),
nbl( { 0.0, 0.0, 0.0 } ),
nbr( { 0.0, 0.0, 0.0 } ),
ftl( { 0.0, 0.0, 0.0 } ),
ftr( { 0.0, 0.0, 0.0 } ),
fbl( { 0.0, 0.0, 0.0 } ),
fbr( { 0.0, 0.0, 0.0 } ),
nearD( 0.0 ),
farD( 0.0 ),
ratio( 1.0 ),
angle( 0.0 ),
tang( 0.0 ),
nw( 0.0 ),
nh( 0.0 ),
fw( 0.0 ),
fh( 0.0 )
{
}
};
enum class CAMERA_INTERPOLATION
{
LINEAR,
EASING_IN_OUT, // Quadratic
BEZIER,
};
/**
* A class used to derive camera objects from.
*
* It must be derived by other classes to implement a real camera object.
*/
class GAL_API CAMERA
{
public:
static const float DEFAULT_MIN_ZOOM;
static const float DEFAULT_MAX_ZOOM;
/**
* Initialize a camera.
*
* @param aInitialDistance Initial Z-distance to the board
*/
explicit CAMERA( float aInitialDistance );
explicit CAMERA( SFVEC3F aInitPos, SFVEC3F aLookat, PROJECTION_TYPE aProjectionType );
virtual ~CAMERA()
{
}
/**
* Get the rotation matrix to be applied in a transformation camera.
*
* @return the rotation matrix of the camera
*/
glm::mat4 GetRotationMatrix() const;
const glm::mat4& GetViewMatrix() const;
const glm::mat4& GetViewMatrix_Inv() const;
const glm::mat4& GetProjectionMatrix() const;
const glm::mat4& GetProjectionMatrixInv() const;
const SFVEC3F& GetRight() const { return m_right; }
const SFVEC3F& GetUp() const { return m_up; }
const SFVEC3F& GetDir() const { return m_dir; }
const SFVEC3F& GetPos() const { return m_pos; }
const SFVEC2F& GetFocalLen() const { return m_focalLen; }
float GetNear() const { return m_frustum.nearD; }
float GetFar() const { return m_frustum.farD; }
const CAMERA_FRUSTUM& GetFrustum() const { return m_frustum; }
const SFVEC3F& GetLookAtPos() const { return m_lookat_pos; }
/**
* Set the rotation matrix to be applied in a transformation camera, without
* making any new calculations on camera.
*
* @param aRotation is the total rotation matrix of the camera.
*/
void SetRotationMatrix( const glm::mat4& aRotation );
/**
* Set the affine matrix to be applied to a transformation camera.
*
* @param aViewMatrix is the affine matrix of the camera. The affine matrix
* maps coordinates in the world frame to those in the
* camera frame.
*/
void SetViewMatrix( glm::mat4 aViewMatrix );
void SetBoardLookAtPos( const SFVEC3F& aBoardPos );
void SetLookAtPos_T1( const SFVEC3F& aLookAtPos )
{
m_lookat_pos_t1 = aLookAtPos;
}
const SFVEC3F& GetLookAtPos_T1() const { return m_lookat_pos_t1; }
const SFVEC3F& GetCameraPos() const { return m_camera_pos; }
const SFVEC3F& GetCameraInitPos() const { return m_camera_pos_init; }
float GetCameraMinDimension() const;
/**
* Calculate a new mouse drag position
*/
virtual void Drag( const wxPoint& aNewMousePosition ) = 0;
virtual void Pan( const wxPoint& aNewMousePosition ) = 0;
virtual void Pan( const SFVEC3F& aDeltaOffsetInc ) = 0;
virtual void Pan_T1( const SFVEC3F& aDeltaOffsetInc ) = 0;
/**
* Reset the camera to initial state
*/
virtual void Reset();
virtual void Reset_T1();
void ResetXYpos();
void ResetXYpos_T1();
/**
* Get the current mouse position.
*/
const wxPoint& GetCurMousePosition() { return m_lastPosition; }
/**
* Update the current mouse position without make any new calculations on camera.
*/
void SetCurMousePosition( const wxPoint& aPosition );
void ToggleProjection();
PROJECTION_TYPE GetProjection() { return m_projectionType; }
void SetProjection( PROJECTION_TYPE aProjection ) { m_projectionType = aProjection; }
/**
* Update the windows size of the camera.
*
* @return true if the windows size changed since last time.
*/
bool SetCurWindowSize( const wxSize& aSize );
void ZoomReset();
bool Zoom( float aFactor );
bool Zoom_T1( float aFactor );
float GetZoom() const { return m_zoom; }
float GetMinZoom() { return m_minZoom; }
void SetMinZoom( float minZoom )
{
m_minZoom = minZoom;
zoomChanged();
}
float GetMaxZoom() { return m_maxZoom; }
void SetMaxZoom( float maxZoom )
{
m_maxZoom = maxZoom;
zoomChanged();
}
bool ViewCommand_T1( VIEW3D_TYPE aRequestedView );
/**
* Rotates the camera in screen plane.
*/
void RotateScreen( float aAngleInRadians );
void RotateX( float aAngleInRadians );
void RotateY( float aAngleInRadians );
void RotateZ( float aAngleInRadians );
void RotateX_T1( float aAngleInRadians );
void RotateY_T1( float aAngleInRadians );
void RotateZ_T1( float aAngleInRadians );
/**
* This will set T0 and T1 with the current values.
*/
virtual void SetT0_and_T1_current_T();
/**
* It will update the matrix to interpolate between T0 and T1 values.
*
* @param t the interpolation time, between 0.0f and 1.0f (it will clamp if >1).
*/
virtual void Interpolate( float t );
void SetInterpolateMode( CAMERA_INTERPOLATION aInterpolateMode )
{
m_interpolation_mode = aInterpolateMode;
}
/**
* @return true if some of the parameters in camera was changed, it will reset the flag.
*/
bool ParametersChanged();
/**
* @return true if some of the parameters in camera was changed, it will NOT reset the flag.
*/
bool ParametersChangedQuery() const { return m_parametersChanged; }
/**
* Make a ray based on a windows screen position.
*
* @param aWindowPos the windows buffer position.
* @param aOutOrigin out origin position of the ray.
* @param aOutDirection out direction
*/
void MakeRay( const SFVEC2I& aWindowPos, SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const;
/**
* Make a ray based on a windows screen position, it will interpolate based on the
* \a aWindowPos.
*
* @param aWindowPos the windows buffer position (float value).
* @param aOutOrigin out origin position of the ray.
* @param aOutDirection out direction.
*/
void MakeRay( const SFVEC2F& aWindowPos, SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const;
/**
* Make a ray based on the latest mouse position.
*
* @param aOutOrigin out origin position of the ray.
* @param aOutDirection out direction.
*/
void MakeRayAtCurrentMousePosition( SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const;
/**
* Update the camera.
*/
void Update() { updateFrustum(); }
protected:
void zoomChanged();
void rebuildProjection();
void updateFrustum();
void updateViewMatrix();
void updateRotationMatrix();
/**
* 3D zoom value -- Z-distance is scaled by it
*/
float m_zoom;
float m_zoom_t0;
float m_zoom_t1;
/**
* Possible 3D zoom range
*/
float m_minZoom;
float m_maxZoom;
/**
* The window size that this camera is working.
*/
SFVEC2I m_windowSize;
/**
* The last mouse position in the screen
*/
wxPoint m_lastPosition;
glm::mat4 m_rotationMatrix;
glm::mat4 m_rotationMatrixAux;
glm::mat4 m_viewMatrix;
glm::mat4 m_viewMatrixInverse;
glm::mat4 m_projectionMatrix;
glm::mat4 m_projectionMatrixInv;
PROJECTION_TYPE m_projectionType;
CAMERA_FRUSTUM m_frustum;
SFVEC3F m_right;
SFVEC3F m_up;
SFVEC3F m_dir;
SFVEC3F m_pos;
SFVEC2F m_focalLen;
SFVEC3F m_camera_pos_init;
SFVEC3F m_camera_pos;
SFVEC3F m_camera_pos_t0;
SFVEC3F m_camera_pos_t1;
SFVEC3F m_lookat_pos;
SFVEC3F m_lookat_pos_t0;
SFVEC3F m_lookat_pos_t1;
SFVEC3F m_board_lookat_pos_init; ///< Default boardlookat position (the board center).
SFVEC3F m_rotate_aux; ///< Stores the rotation angle auxiliary.
SFVEC3F m_rotate_aux_t0;
SFVEC3F m_rotate_aux_t1;
CAMERA_INTERPOLATION m_interpolation_mode;
/**
* Precalc values array used to calc ray for each pixel (constant for the same window size).
*/
std::vector< float > m_scr_nX;
std::vector< float > m_scr_nY;
/**
* Precalc values array used to calc ray for each pixel, for X and Y axis of each new
* camera position.
*/
std::vector< SFVEC3F > m_right_nX;
std::vector< SFVEC3F > m_up_nY;
/**
* Set to true if any of the parameters in the camera was changed
*/
bool m_parametersChanged;
/**
* Trace mask used to enable or disable the trace output of this class.
*
* The debug output can be turned on by setting the WXTRACE environment variable to
* "KI_TRACE_CAMERA". See the wxWidgets documentation on wxLogTrace for
* more information.
*/
static const wxChar* m_logTrace;
};
#endif // CAMERA_H