overte/interface/src/Camera.h
2016-11-14 13:51:51 -08:00

149 lines
4.4 KiB
C++

//
// Camera.h
// interface/src
//
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_Camera_h
#define hifi_Camera_h
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <RegisteredMetaTypes.h>
#include <ViewFrustum.h>
enum CameraMode
{
CAMERA_MODE_NULL = -1,
CAMERA_MODE_THIRD_PERSON,
CAMERA_MODE_FIRST_PERSON,
CAMERA_MODE_MIRROR,
CAMERA_MODE_INDEPENDENT,
CAMERA_MODE_ENTITY,
NUM_CAMERA_MODES
};
Q_DECLARE_METATYPE(CameraMode);
#if defined(__GNUC__) && !defined(__clang__)
__attribute__((unused))
#endif
static int cameraModeId = qRegisterMetaType<CameraMode>();
class Camera : public QObject {
Q_OBJECT
/**jsdoc
* @namespace Camera
* @property position {Vec3} The position of the camera.
* @property orientation {Quat} The orientation of the camera.
* @property mode {string} The current camera mode.
* @property cameraEntity {EntityID} The position and rotation properties of
* the entity specified by this ID are then used as the camera's position and
* orientation. Only works when <code>mode</code> is "entity".
* @property frustum {Object} The frustum of the camera.
*/
Q_PROPERTY(glm::vec3 position READ getPosition WRITE setPosition)
Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation)
Q_PROPERTY(QString mode READ getModeString WRITE setModeString)
Q_PROPERTY(QUuid cameraEntity READ getCameraEntity WRITE setCameraEntity)
Q_PROPERTY(QVariantMap frustum READ getViewFrustum CONSTANT)
public:
Camera();
void initialize(); // instantly put the camera at the ideal position and orientation.
void update( float deltaTime );
CameraMode getMode() const { return _mode; }
void setMode(CameraMode m);
void loadViewFrustum(ViewFrustum& frustum) const;
ViewFrustum toViewFrustum() const;
EntityItemPointer getCameraEntityPointer() const { return _cameraEntity; }
const glm::mat4& getTransform() const { return _transform; }
void setTransform(const glm::mat4& transform);
const glm::mat4& getProjection() const { return _projection; }
void setProjection(const glm::mat4& projection);
QVariantMap getViewFrustum();
public slots:
QString getModeString() const;
void setModeString(const QString& mode);
glm::vec3 getPosition() const { return _position; }
void setPosition(const glm::vec3& position);
glm::quat getOrientation() const { return _orientation; }
void setOrientation(const glm::quat& orientation);
QUuid getCameraEntity() const;
void setCameraEntity(QUuid entityID);
/**jsdoc
* Compute a {PickRay} based on the current camera configuration and the position x,y on the screen.
* @function Camera.computePickRay
* @param {float} x X-coordinate on screen.
* @param {float} y Y-coordinate on screen.
* @return {PickRay} The computed {PickRay}.
*/
PickRay computePickRay(float x, float y);
/**jsdoc
* Set the camera to look at position <code>position</code>. Only works while in <code>independent</code>.
* camera mode.
* @function Camera.lookAt
* @param {Vec3} Position Position to look at.
*/
void lookAt(const glm::vec3& position);
/**jsdoc
* Set the camera to continue looking at position <code>position</code>.
* Only works while in `independent` camera mode.
* @function Camera.keepLookingAt
* @param {Vec3} position Position to keep looking at.
*/
void keepLookingAt(const glm::vec3& position);
/**jsdoc
* Stops the camera from continually looking at a position that was set with
* `keepLookingAt`
* @function Camera.stopLookingAt
*/
void stopLooking() { _isKeepLookingAt = false; }
signals:
/**jsdoc
* Triggered when camera mode has changed.
* @function Camera.modeUpdated
* @return {Signal}
*/
void modeUpdated(const QString& newMode);
private:
void recompose();
void decompose();
CameraMode _mode{ CAMERA_MODE_THIRD_PERSON };
glm::mat4 _transform;
glm::mat4 _projection;
// derived
glm::vec3 _position;
glm::quat _orientation;
bool _isKeepLookingAt{ false };
glm::vec3 _lookingAt;
EntityItemPointer _cameraEntity;
};
#endif // hifi_Camera_h