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26 results

fourierFace.cpp

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  • Forked from gmsh / gmsh
    Source project has a limited visibility.
    Camera.h 2.66 KiB
    // Gmsh - Copyright (C) 1997-2019 C. Geuzaine, J.-F. Remacle
    //
    // See the LICENSE.txt file for license information. Please report all
    // issues on https://gitlab.onelab.info/gmsh/gmsh/issues.
    //
    // Contributed by Gilles Marckmann <gilles.marckmann@ec-nantes.fr>
    
    #ifndef _CAMERA_H_
    #define _CAMERA_H_
    
    class Quaternion;
    
    class XYZ {
    public:
      XYZ() : x(0.), y(0.), z(0.){};
      ~XYZ(){};
      XYZ(double _x, double _y, double _z);
      double x, y, z;
      void set(const double &_x, const double &_y, const double &_z);
      XYZ(const Quaternion &R);
    };
    
    double length(XYZ &p);
    void normalize(XYZ &p);
    void rotate(const Quaternion &omega, XYZ axe);
    XYZ operator*(const double &a, const XYZ &T);
    XYZ operator+(const XYZ &L, const XYZ &R);
    XYZ operator-(const XYZ &L, const XYZ &R);
    XYZ operator-(const XYZ &R);
    
    class Quaternion {
    public:
      double x, y, z, w;
      Quaternion();
      Quaternion(const XYZ &R);
      Quaternion(const XYZ &R, const double &A);
      ~Quaternion();
    };
    
    double length(Quaternion &quat);
    void normalize(Quaternion &quat);
    Quaternion conjugate(Quaternion quat);
    Quaternion mult(const Quaternion &A, const Quaternion &B);
    Quaternion operator*(const Quaternion &A, const Quaternion &B);
    
    class Camera {
    public:
      Camera();
      ~Camera();
      bool on;
      XYZ position; /* camera position         */
      XYZ front; /* View direction vector   */
      XYZ up; /* View up direction       */
      XYZ right; /* View right direction    */
      XYZ target; /* center of rotation and screen   */
      double focallength; /* Focal Length along vd   */
      double focallength_ratio;
      double aperture; /* Camera aperture         */
      double eyesep; /* Eye separation          */
      int screenwidth, screenheight;
      double screenratio, distance, ref_distance;
      bool button_left_down, button_middle_down, button_right_down;
      bool stereoEnable;
      double Lc, eye_sep_ratio, closeness, ndfl, glFnear, glFfar, radians, wd2;
      double glFleft, glFright, glFtop, glFbottom;
      void giveViewportDimension(const int &W, const int &H);
      void lookAtCg();
      void init();
      void rotate(double *q);
      //
      void move_and_look(double _movfront, double _movright, double _movup,
                         double _rotfront, double _rotright, double _rotup,
                         double _azimut, double _elevation);
      //
      void moveRight(double &theta);
      void moveUp(double &theta);
      void zoom(double &factor);
      void update();
      void affiche();
      void alongX();
      void alongY();
      void alongZ();
      void upX();
      void upY();
      void upZ();
      void tiltHeadLeft();
      void tiltHeadRight();
    };
    
    class mouseAndKeyboard {
    public:
      bool button_left_down;
      bool button_middle_down;
      bool button_right_down;
      int key;
      int mode;
      mouseAndKeyboard(){};
      ~mouseAndKeyboard(){};
    };
    
    #endif