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/*
   Copyright (c) 2017 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   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 _ORBIT_CAMERA_H_
#define _ORBIT_CAMERA_H_

#include "Camera.h"

namespace Divide {

FWD_DECLARE_MANAGED_CLASS(SceneGraphNode);

/// A camera that always looks at a given target and orbits around it.
/// It's position / direction can't be changed by user input
class OrbitCamera : public Camera {
  protected:
    friend class Camera;
    explicit OrbitCamera(const stringImpl& name, 
                         const CameraType& type = CameraType::ORBIT,
                         const vec3<F32>& eye = VECTOR3_ZERO);
  public:
    void setTarget(SceneGraphNode_wptr sgn,
                   const vec3<F32>& offsetDirection = vec3<F32>(0, 0.75, 1.0));

    void fromCamera(Camera& camera) override;

    inline void maxRadius(F32 radius) { _maxRadius = radius; }

    inline void minRadius(F32 radius) { _minRadius = radius; }

    inline void curRadius(F32 radius) {
        _curRadius = radius;
        CLAMP<F32>(_curRadius, _minRadius, _maxRadius);
    }

    inline F32 maxRadius() const { return _maxRadius; }
    inline F32 minRadius() const { return _minRadius; }
    inline F32 curRadius() const { return _curRadius; }

    virtual void update(const U64 deltaTime);
    virtual void move(F32 dx, F32 dy, F32 dz);
    virtual void rotate(F32 yaw, F32 pitch, F32 roll);
    virtual bool moveRelative(const vec3<I32>& relMovement) override;
    virtual void setActiveInternal(bool state) override;

   protected:
    virtual bool updateViewMatrix();

   protected:
    F32 _maxRadius;
    F32 _minRadius;
    F32 _curRadius;
    F32 _currentRotationX;
    F32 _currentRotationY;
    bool _rotationDirty;
    vec3<F32> _offsetDir;
    vec3<F32> _cameraRotation;
    vec3<F32> _newEye;
    SceneGraphNode_wptr _targetNode;
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Rendering/Camera/Headers/OrbitCamera.h

Diff revisions: vs.
Revision Author Commited Message
836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

824 Diff Diff IonutCava picture IonutCava Thu 19 Jan, 2017 17:18:03 +0000

[IonutCava]
- Prev Frame attachment system removed from RenderTargets
— Concept too high level for RT. Moved prev depth buffer to GFX class
- Other small optimizations.

817 Diff Diff IonutCava picture IonutCava Sun 15 Jan, 2017 21:29:59 +0000

[IonutCava]
- Add a new Unit component to SGNs that holds NPC/Player/etc. objects
- Add support for multiple keyboard+mouse combos and joysticks and add mapping between these and players

784 Diff Diff IonutCava picture IonutCava Mon 17 Oct, 2016 16:20:49 +0000

[IonutCava]
- Removed the CameraManager and move most of its functionality into static members of the Camera class
- Removed Camera push/pop system in favour of a stateless ptr based system to better fit the RenderPass structure

710 Diff Diff IonutCava picture IonutCava Fri 20 May, 2016 16:24:40 +0000

[IonutCava]
- Code cleanup
- Initial work on Scene loading and unloading with and without unloading assets:
— Need to change AIManager from a Singleton to a per-scene component

709 Diff Diff IonutCava picture IonutCava Thu 19 May, 2016 16:21:46 +0000

[IonutCava]
- Massive rewrite of the resource system:
— ResourceCache now uses a map of weak pointers and passes shared pointers to the call point of CreateResource
— RemoveResource is no longer needed, but resource based smart pointers use a custom deleter that calls unload()
— Keep a shared_ptr of the resource in the entity that needs it and pass shared_ptr references from getter methods
-— All of this removed the need for calls to RemoveResource, REGISTER_TRACKED_DEPENDENCY and UNREGISTER_TRACKED_DEPENDENCY reducing the number of mutex locks and atomic exchanges
- Singleton cleanup:
— Removed ShaderManager singleton and merged it’s data and responsibilities in static methods in both ShaderProgram and Shader classes.
Explanation: Due to the complex interdependency chains in the system, copying, updating, tracking the cache in a thread safe way became a lot more slower than a straight forward smart pointer based implementation. (e.g. scene graph nodes have 3d objects and material instances, 3d objects have materials, materials have textures and shaders, etc)

692 Diff Diff IonutCava picture IonutCava Wed 27 Apr, 2016 16:24:26 +0000

[IonutCava]
- Resource system cleanup:
— Resource name and resource file location (if any) is now passed only via explicit constructors! (ResourceDescriptors already contain this data, so why use setters?)
- Fix a bug with ortho projection matrix calculation (set m[3][3] to 1. this was skipped when the identity() call was changed to zero() in the ortho() function)
— This also fixed text rendering

648 Diff Diff IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

[IonutCava]
- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

601 Diff Diff IonutCava picture IonutCava Wed 09 Dec, 2015 17:12:38 +0000

[IonutCava]
- Shadow mapping system improvements:
— Point and spot light support
— Variable number of debug preview planes
- Light impostor rendering fix and update:
— Displays coloured icons for point and spot lights
- Camera system improvement:
— Camera manager is the only class allowed to instantiate new cameras
- Initial dual paraboloid rendering code
- Remove discard statements from shader code (should use blending if visual artefacts are encountered)

524 IonutCava picture IonutCava Thu 08 Oct, 2015 16:14:58 +0000

[IonutCava]
- Profiler guided optimizations:
— Replace most hashMaps with vectors where the common access pattern is linear (e.g. SceneGraphNode’s child list)
— Specify ShaderBuffer access patters at creation time to properly inform the rendering API
— Fix and optimise the LockManager & BufferLockManager classes
— Add a AtomicWrapper class that allows assignment and copy-constructions for atomic variables
-— This allows us to use vector of atomic bools for BB creation for SkinnedSubMesh objects