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https://gitlab.com/kicad/code/kicad.git
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4b96bb5d8f
Though rotate doesn't work yet on MSW due to a wxWidgets bug.
404 lines
11 KiB
C++
404 lines
11 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2015-2024 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file camera.h
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* @brief Define an abstract camera.
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*/
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#ifndef CAMERA_H
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#define CAMERA_H
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#include <gal/gal.h>
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#include <plugins/3dapi/xv3d_types.h>
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#include <wx/gdicmn.h> // for wxSize
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#include <vector>
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#include <3d_enums.h>
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enum class PROJECTION_TYPE
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{
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ORTHO = 0,
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PERSPECTIVE
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};
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/**
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* Frustum is a implementation based on a tutorial by
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* http://www.lighthouse3d.com/tutorials/view-frustum-culling/
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*/
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struct CAMERA_FRUSTUM
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{
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SFVEC3F nc;
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SFVEC3F fc;
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SFVEC3F ntl; ///< Near Top Left
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SFVEC3F ntr; ///< Near Top Right
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SFVEC3F nbl; ///< Near Bottom Left
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SFVEC3F nbr; ///< Near Bottom Right
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SFVEC3F ftl; ///< Far Top Left
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SFVEC3F ftr; ///< Far Top Right
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SFVEC3F fbl; ///< Far Bottom Left
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SFVEC3F fbr; ///< Far Bottom Right
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float nearD, farD, ratio, angle, tang;
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float nw, nh, fw, fh;
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CAMERA_FRUSTUM() :
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nc( { 0.0, 0.0, 0.0 } ),
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fc( { 0.0, 0.0, 0.0 } ),
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ntl( { 0.0, 0.0, 0.0 } ),
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ntr( { 0.0, 0.0, 0.0 } ),
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nbl( { 0.0, 0.0, 0.0 } ),
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nbr( { 0.0, 0.0, 0.0 } ),
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ftl( { 0.0, 0.0, 0.0 } ),
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ftr( { 0.0, 0.0, 0.0 } ),
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fbl( { 0.0, 0.0, 0.0 } ),
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fbr( { 0.0, 0.0, 0.0 } ),
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nearD( 0.0 ),
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farD( 0.0 ),
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ratio( 1.0 ),
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angle( 0.0 ),
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tang( 0.0 ),
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nw( 0.0 ),
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nh( 0.0 ),
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fw( 0.0 ),
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fh( 0.0 )
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{
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}
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};
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enum class CAMERA_INTERPOLATION
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{
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LINEAR,
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EASING_IN_OUT, // Quadratic
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BEZIER,
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};
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/**
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* A class used to derive camera objects from.
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*
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* It must be derived by other classes to implement a real camera object.
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*/
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class GAL_API CAMERA
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{
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public:
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static const float DEFAULT_MIN_ZOOM;
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static const float DEFAULT_MAX_ZOOM;
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/**
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* Initialize a camera.
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*
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* @param aInitialDistance Initial Z-distance to the board
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*/
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explicit CAMERA( float aInitialDistance );
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explicit CAMERA( SFVEC3F aInitPos, SFVEC3F aLookat, PROJECTION_TYPE aProjectionType );
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virtual ~CAMERA()
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{
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}
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/**
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* Get the rotation matrix to be applied in a transformation camera.
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*
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* @return the rotation matrix of the camera
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*/
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glm::mat4 GetRotationMatrix() const;
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const glm::mat4& GetViewMatrix() const;
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const glm::mat4& GetViewMatrix_Inv() const;
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const glm::mat4& GetProjectionMatrix() const;
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const glm::mat4& GetProjectionMatrixInv() const;
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const SFVEC3F& GetRight() const { return m_right; }
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const SFVEC3F& GetUp() const { return m_up; }
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const SFVEC3F& GetDir() const { return m_dir; }
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const SFVEC3F& GetPos() const { return m_pos; }
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const SFVEC2F& GetFocalLen() const { return m_focalLen; }
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float GetNear() const { return m_frustum.nearD; }
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float GetFar() const { return m_frustum.farD; }
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const CAMERA_FRUSTUM& GetFrustum() const { return m_frustum; }
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const SFVEC3F& GetLookAtPos() const { return m_lookat_pos; }
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/**
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* Set the rotation matrix to be applied in a transformation camera, without
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* making any new calculations on camera.
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*
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* @param aRotation is the total rotation matrix of the camera.
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*/
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void SetRotationMatrix( const glm::mat4& aRotation );
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/**
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* Set the affine matrix to be applied to a transformation camera.
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*
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* @param aViewMatrix is the affine matrix of the camera. The affine matrix
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* maps coordinates in the world frame to those in the
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* camera frame.
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*/
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void SetViewMatrix( glm::mat4 aViewMatrix );
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void SetBoardLookAtPos( const SFVEC3F& aBoardPos );
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void SetLookAtPos_T1( const SFVEC3F& aLookAtPos )
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{
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m_lookat_pos_t1 = aLookAtPos;
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}
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const SFVEC3F& GetLookAtPos_T1() const { return m_lookat_pos_t1; }
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const SFVEC3F& GetCameraPos() const { return m_camera_pos; }
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const SFVEC3F& GetCameraInitPos() const { return m_camera_pos_init; }
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float GetCameraMinDimension() const;
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/**
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* Calculate a new mouse drag position
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*/
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virtual void Drag( const wxPoint& aNewMousePosition ) = 0;
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virtual void Pan( const wxPoint& aNewMousePosition ) = 0;
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virtual void Pan( const SFVEC3F& aDeltaOffsetInc ) = 0;
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virtual void Pan_T1( const SFVEC3F& aDeltaOffsetInc ) = 0;
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/**
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* Reset the camera to initial state
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*/
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virtual void Reset();
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virtual void Reset_T1();
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void ResetXYpos();
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void ResetXYpos_T1();
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/**
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* Get the current mouse position.
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*/
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const wxPoint& GetCurMousePosition() { return m_lastPosition; }
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/**
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* Update the current mouse position without make any new calculations on camera.
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*/
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void SetCurMousePosition( const wxPoint& aPosition );
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void ToggleProjection();
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PROJECTION_TYPE GetProjection() { return m_projectionType; }
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void SetProjection( PROJECTION_TYPE aProjection ) { m_projectionType = aProjection; }
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/**
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* Update the windows size of the camera.
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*
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* @return true if the windows size changed since last time.
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*/
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bool SetCurWindowSize( const wxSize& aSize );
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void ZoomReset();
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bool Zoom( float aFactor );
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bool Zoom_T1( float aFactor );
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float GetZoom() const { return m_zoom; }
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float GetMinZoom() { return m_minZoom; }
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void SetMinZoom( float minZoom )
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{
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m_minZoom = minZoom;
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zoomChanged();
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}
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float GetMaxZoom() { return m_maxZoom; }
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void SetMaxZoom( float maxZoom )
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{
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m_maxZoom = maxZoom;
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zoomChanged();
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}
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bool ViewCommand_T1( VIEW3D_TYPE aRequestedView );
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/**
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* Rotates the camera in screen plane.
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*/
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void RotateScreen( float aAngleInRadians );
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void RotateX( float aAngleInRadians );
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void RotateY( float aAngleInRadians );
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void RotateZ( float aAngleInRadians );
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void RotateX_T1( float aAngleInRadians );
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void RotateY_T1( float aAngleInRadians );
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void RotateZ_T1( float aAngleInRadians );
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/**
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* This will set T0 and T1 with the current values.
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*/
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virtual void SetT0_and_T1_current_T();
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/**
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* It will update the matrix to interpolate between T0 and T1 values.
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*
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* @param t the interpolation time, between 0.0f and 1.0f (it will clamp if >1).
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*/
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virtual void Interpolate( float t );
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void SetInterpolateMode( CAMERA_INTERPOLATION aInterpolateMode )
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{
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m_interpolation_mode = aInterpolateMode;
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}
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/**
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* @return true if some of the parameters in camera was changed, it will reset the flag.
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*/
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bool ParametersChanged();
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/**
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* @return true if some of the parameters in camera was changed, it will NOT reset the flag.
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*/
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bool ParametersChangedQuery() const { return m_parametersChanged; }
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/**
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* Make a ray based on a windows screen position.
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*
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* @param aWindowPos the windows buffer position.
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* @param aOutOrigin out origin position of the ray.
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* @param aOutDirection out direction
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*/
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void MakeRay( const SFVEC2I& aWindowPos, SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const;
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/**
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* Make a ray based on a windows screen position, it will interpolate based on the
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* \a aWindowPos.
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*
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* @param aWindowPos the windows buffer position (float value).
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* @param aOutOrigin out origin position of the ray.
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* @param aOutDirection out direction.
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*/
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void MakeRay( const SFVEC2F& aWindowPos, SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const;
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/**
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* Make a ray based on the latest mouse position.
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*
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* @param aOutOrigin out origin position of the ray.
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* @param aOutDirection out direction.
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*/
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void MakeRayAtCurrentMousePosition( SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const;
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/**
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* Update the camera.
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*/
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void Update() { updateFrustum(); }
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protected:
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void zoomChanged();
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void rebuildProjection();
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void updateFrustum();
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void updateViewMatrix();
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void updateRotationMatrix();
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/**
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* 3D zoom value -- Z-distance is scaled by it
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*/
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float m_zoom;
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float m_zoom_t0;
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float m_zoom_t1;
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/**
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* Possible 3D zoom range
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*/
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float m_minZoom;
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float m_maxZoom;
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/**
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* The window size that this camera is working.
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*/
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SFVEC2I m_windowSize;
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/**
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* The last mouse position in the screen
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*/
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wxPoint m_lastPosition;
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glm::mat4 m_rotationMatrix;
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glm::mat4 m_rotationMatrixAux;
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glm::mat4 m_viewMatrix;
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glm::mat4 m_viewMatrixInverse;
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glm::mat4 m_projectionMatrix;
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glm::mat4 m_projectionMatrixInv;
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PROJECTION_TYPE m_projectionType;
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CAMERA_FRUSTUM m_frustum;
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SFVEC3F m_right;
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SFVEC3F m_up;
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SFVEC3F m_dir;
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SFVEC3F m_pos;
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SFVEC2F m_focalLen;
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SFVEC3F m_camera_pos_init;
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SFVEC3F m_camera_pos;
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SFVEC3F m_camera_pos_t0;
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SFVEC3F m_camera_pos_t1;
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SFVEC3F m_lookat_pos;
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SFVEC3F m_lookat_pos_t0;
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SFVEC3F m_lookat_pos_t1;
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SFVEC3F m_board_lookat_pos_init; ///< Default boardlookat position (the board center).
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SFVEC3F m_rotate_aux; ///< Stores the rotation angle auxiliary.
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SFVEC3F m_rotate_aux_t0;
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SFVEC3F m_rotate_aux_t1;
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CAMERA_INTERPOLATION m_interpolation_mode;
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/**
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* Precalc values array used to calc ray for each pixel (constant for the same window size).
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*/
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std::vector< float > m_scr_nX;
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std::vector< float > m_scr_nY;
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/**
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* Precalc values array used to calc ray for each pixel, for X and Y axis of each new
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* camera position.
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*/
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std::vector< SFVEC3F > m_right_nX;
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std::vector< SFVEC3F > m_up_nY;
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/**
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* Set to true if any of the parameters in the camera was changed
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*/
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bool m_parametersChanged;
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/**
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* Trace mask used to enable or disable the trace output of this class.
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*
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* The debug output can be turned on by setting the WXTRACE environment variable to
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* "KI_TRACE_CAMERA". See the wxWidgets documentation on wxLogTrace for
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* more information.
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*/
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static const wxChar* m_logTrace;
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};
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#endif // CAMERA_H
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