A (Perspective and stereo capable) Camera class for Field graphics. The state of a camera is kept in a separate, serializable, immutable class called "state". In contemporary OpenGL all a camera is is something that can produce two Mat4's which were customarily multiplied together anyway. The vi
| 18 | * <p> |
| 19 | * To tie this to OpenGL, conspire to load these matrices into shader uniforms. |
| 20 | */ |
| 21 | public class Camera { |
| 22 | |
| 23 | |
| 24 | // inglorious vr hack |
| 25 | static public float cameraScale = 1f; |
| 26 | |
| 27 | public void setCameraScale(float cameraScale) { |
| 28 | Camera.cameraScale = cameraScale; |
| 29 | } |
| 30 | |
| 31 | static public class State implements Serializable_safe { |
| 32 | |
| 33 | static final long serialVersionUID = -3003261492097861789L; |
| 34 | |
| 35 | /** |
| 36 | * the position of the camera |
| 37 | */ |
| 38 | public Vec3 position = new Vec3(0, 0, -10); |
| 39 | |
| 40 | /** |
| 41 | * the target or lookAt position of the camera |
| 42 | */ |
| 43 | public Vec3 target = new Vec3(0, 0, 0); |
| 44 | |
| 45 | /** |
| 46 | * the up direction of the camera |
| 47 | */ |
| 48 | public Vec3 up = new Vec3(0, 1, 0); |
| 49 | |
| 50 | /** |
| 51 | * the field of view of the camera (in degrees) |
| 52 | */ |
| 53 | public float fov = 45; |
| 54 | |
| 55 | /** |
| 56 | * the near clipping plane of the camera |
| 57 | */ |
| 58 | public float near = 0.1f; |
| 59 | |
| 60 | /** |
| 61 | * the far clipping plane of the camera |
| 62 | */ |
| 63 | public float far = 1000; |
| 64 | |
| 65 | /** |
| 66 | * the horizontal shift of the camera |
| 67 | */ |
| 68 | public float sx = 0; |
| 69 | |
| 70 | /** |
| 71 | * the vertical shift of the camera |
| 72 | */ |
| 73 | public float sy = 0; |
| 74 | |
| 75 | /** |
| 76 | * the x - fustrum scale of the camera |
| 77 | */ |
no outgoing calls
no test coverage detected