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JFOpenGLCamera.h
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//
// JFOpenGLCamera.h
// JFCommon
//
// Created by Jason Fuerstenberg on 2006/06/12.
// Copyright (c) 2006 Jason Fuerstenberg. All rights reserved.
//
// http://www.jayfuerstenberg.com
// jay@jayfuerstenberg.com
//
// 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.
// NOTE: Be sure to include OpenGL.framework in your project!
#import <Foundation/Foundation.h>
#if TARGET_OS_IPHONE || TARGET_IPHONE_SIMULATOR
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
#elif TARGET_OS_MAC
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
#import <OpenGL/CGLTypes.h>
#endif
#import <math.h>
#import "JFOpenGLPositionable.h"
#import "JFOpenGLVertex.h"
#import "JFOpenGLMatrix.h"
/*
* The camera pans and zooms around a document and any annotations
* to help render them in their proper locations in the view.
*/
@interface JFOpenGLCamera : NSObject <JFOpenGLPositionable> {
// The center reference point.
JFOpenGLVertex *_referencePoint;
/*
* The reference point against which transformations will occur.
* This may point to this class' referencePoint member or any other reference point.
*/
JFOpenGLVertex *_transformReferencePoint;
// The matrix which will assist in rendering calculations.
JFOpenGLMatrix *_transformMatrix;
// Flag indicating whether matrix should be updated in accordance with a change to this model.
BOOL _shouldUpdateTransformMatrix;
GLfloat _width;
GLfloat _height;
GLfloat _halfWidth;
GLfloat _halfHeight;
// The left edge's x coordinate for comparison purposes.
GLfloat _leftOnScreenX;
// The right edge's x coordinate for comparison purposes.
GLfloat _rightOnScreenX;
// The bottom edge's y coordinate for comparison purposes.
GLfloat _bottomOnScreenY;
// The top edge's y coordinate for comparison purposes.
GLfloat _topOnScreenY;
/*
* This is a handy way of conveying the camera's current zoom factor
* to transformable objects than need to use such information.
* NOTE: This is not inline with the transformation matrix in any
* way and the application must manage it separately.
*/
CGFloat _zoomFactor;
}
#pragma mark - Properties
#if !__has_feature(objc_arc)
@property (nonatomic, retain) JFOpenGLVertex *referencePoint;
@property (nonatomic, retain) JFOpenGLVertex *transformReferencePoint;
@property (nonatomic, retain) JFOpenGLMatrix *transformMatrix;
#else
@property (nonatomic, strong) JFOpenGLVertex *referencePoint;
@property (nonatomic, strong) JFOpenGLVertex *transformReferencePoint;
@property (nonatomic, strong) JFOpenGLMatrix *transformMatrix;
#endif
@property (nonatomic, assign) BOOL shouldUpdateTransformMatrix;
@property (nonatomic, assign) CGFloat zoomFactor;
@property (nonatomic, assign) GLfloat width;
@property (nonatomic, assign) GLfloat height;
#pragma mark - Object lifecycle methods
- (id) initWithWidth: (GLfloat) width height: (GLfloat) height;
#pragma mark - Action methods
- (void) setWidth: (GLfloat) width height: (GLfloat) height;
- (void) updateOnScreenCoordinates;
- (void) transformVertex: (JFOpenGLVertex *) vertex;
- (void) panLeft: (GLfloat) left;
- (void) panRight: (GLfloat) right;
@end