109 lines
2.5 KiB
C++
109 lines
2.5 KiB
C++
/*
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* Copyright 2013 The Android Open Source Project
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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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#pragma once
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#include <vector>
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#include <string>
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#include <GLES2/gl2.h>
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#include "JNIHelper.h"
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#include "vecmath.h"
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#include "interpolator.h"
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/******************************************************************
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* Camera control helper class with a tap gesture
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* This class is mainly used for 3D space camera control in samples.
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*
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*/
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class tapCamera
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{
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private:
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//Trackball
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vec2 _vBallCenter;
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float _fBallRadius;
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quaternion _qBallNow;
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quaternion _qBallDown;
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vec2 _vBallNow;
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vec2 _vBallDown;
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quaternion _qBallRot;
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bool _bDragging;
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bool _bPinching;
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//Pinch related info
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vec2 _vecPinchStart;
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vec2 _vecPinchStartCenter;
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float _fPinchStartDistanceSQ;
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//Camera shift
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vec3 _vecOffset;
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vec3 _vecOffsetNow;
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//Camera Rotation
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float _fRotation;
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float _fRotationStart;
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float _fRotationNow;
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//Momentum support
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bool _bMomentum;
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vec2 _vDragDelta;
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vec2 _vLastInput;
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vec3 _vecOffsetLast;
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vec3 _vecOffsetDelta;
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float _fMomentumSteps;
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vec2 _vFlip;
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float _fFlipZ;
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mat4 _mRotation;
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mat4 _mTransform;
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vec3 pointOnSphere(vec2& point);
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void ballUpdate();
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void initParameters();
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vec3 _vPinchTransformFactor;
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public:
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tapCamera();
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virtual ~tapCamera();
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void beginDrag(const vec2& vec);
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void endDrag();
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void drag(const vec2& vec);
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void update();
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mat4& getRotationMatrix();
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mat4& getTransformMatrix();
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void beginPinch(const vec2& v1, const vec2& v2);
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void endPinch();
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void pinch(const vec2& v1, const vec2& v2);
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void setFlip(const float fX, const float fY, const float fZ)
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{
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_vFlip = vec2( fX, fY );
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_fFlipZ = fZ;
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}
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void setPinchTransformFactor(const float fX, const float fY, const float fZ)
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{
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_vPinchTransformFactor = vec3( fX, fY, fZ);
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}
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void reset(const bool bAnimate);
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};
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