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93 lines
2.7 KiB
C++
93 lines
2.7 KiB
C++
/*
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* Copyright 2014 Google Inc. All Rights Reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef TANGO_GL_GESTURE_CAMERA_H_
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#define TANGO_GL_GESTURE_CAMERA_H_
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#include "tango-gl/camera.h"
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#include "tango-gl/segment.h"
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#include "tango-gl/transform.h"
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#include "tango-gl/util.h"
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namespace tango_gl {
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class GestureCamera : public Camera {
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public:
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enum CameraType {
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kFirstPerson = 0,
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kThirdPersonFollow = 1,
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kTopDown = 2,
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kThirdPerson = 3
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};
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enum TouchEvent {
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kTouch0Down = 0,
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kTouch0Up = 1,
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kTouchMove = 2,
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kTouch1Down = 5,
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kTouch1Up = 6,
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kTouchNone = -1
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};
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GestureCamera();
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~GestureCamera();
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void OnTouchEvent(int touch_count, TouchEvent event, float x0, float y0,
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float x1, float y1);
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// Get the ray in opengl world frame given the 2d touch position on screen,
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// normalized touch_x and normalized touch_y should be the same value get from
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// OnTouchEvent, x0 and y0, touch_range is the depth of the touch in
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// camera frame.
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Segment GetSegmentFromTouch(float normalized_x, float normalized_y,
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float touch_range);
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void SetAnchorPosition(const glm::vec3& pos, const glm::quat & rotation);
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void SetAnchorOffset(const glm::vec3& pos) {anchor_offset_ = pos;}
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const glm::vec3& GetAnchorOffset() const {return anchor_offset_;}
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void SetCameraDistance(float cameraDistance) {cam_cur_dist_ = cameraDistance;}
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float GetCameraDistance() const {return cam_cur_dist_;}
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// Set camera type, set render camera's parent position and rotation.
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void SetCameraType(CameraType camera_index);
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CameraType GetCameraType() const { return camera_type_; }
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float getFOV() const {return field_of_view_ * RADIAN_2_DEGREE;}
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private:
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void StartCameraToCurrentTransform();
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// Render camera's parent transformation.
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Transform* cam_parent_transform_;
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CameraType camera_type_;
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glm::vec2 cam_start_angle_;
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glm::vec2 cam_cur_angle_;
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glm::quat cam_cur_target_rot_;
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float cam_start_dist_;
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float cam_cur_dist_;
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glm::vec3 anchor_offset_;
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float start_touch_dist_;
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float cur_touch_dist_;
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glm::vec2 touch0_start_position_;
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};
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} // namespace tango_gl
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#endif // TANGO_GL_GESTURE_CAMERA_H_
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