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