look-camera.h
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#ifndef LOOK_CAMERA_H
#define LOOK_CAMERA_H
/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/adaptor-framework/timer.h>
#include <dali/public-api/adaptor-framework/window.h>
#include <dali/public-api/math/vector2.h>
/**
* @brief The LookCamera class
*
* LookCamera handles user input to change the orientation of the default camera.
*/
class LookCamera : public Dali::ConnectionTracker
{
public:
/**
* Creates an instance of LookCamera
*/
LookCamera();
/**
* Destroys an instance of LookCamera
*/
~LookCamera();
/**
* Initialise with given position, fovY, near, far
* @param[in] window The window the camera is for
* @param[in] position Position of the camera
* @param[in] fovY Field of view in degrees
* @param[in] near Near plane
* @param[in] far Far Plane
*/
void Initialise(Dali::Window window, const Dali::Vector3& position, float fov, float near, float far);
/**
* Retrieves actor associated with camera object
* @return Returns camera actor
*/
Dali::CameraActor GetCameraActor();
private:
/**
* Sets up a perspective camera using Dali default camera
*/
void InitialiseDefaultCamera();
/**
* Creates 'interceptor' actor. Interceptor actor is always parallel
* to the camera and positioned little bit in front of it in order to
* intercept user input.
*/
void CreateInterceptorActor();
/**
* Handles onTouch signal on the 'interceptor' actor
* @param[in] actor Actor receiving signal
* @param[in] touch Touch data
*/
bool OnTouch(Dali::Actor actor, const Dali::TouchEvent& touch);
/**
* Handles camera tick() update
* @return true if continue running timer, false otherwise
*/
bool OnTick();
private:
Dali::Window mWindow; /// The window the camera belongs to
Dali::CameraActor mCameraActor; /// Camera actor
Dali::Actor mInterceptorActor; /// Actor intercepting user input
Dali::Timer mTimer; /// Per-frame timer
Dali::Vector2 mScreenLookDelta; /// Look delta vector in screen space
Dali::Vector2 mOldTouchLookPosition; /// Previous look vector in screen space
Dali::Vector2 mCameraYawPitch; /// Camera yaw-pitch angles
float mFovY; /// Camera field-of-view
float mNear; /// Near plane
float mFar; /// Far plane
Dali::Vector3 mCameraPosition; /// Current camera position ( shadowing the actor position )
};
#endif