*** empty log message ***
This commit is contained in:
190
src/camera.cpp
Normal file
190
src/camera.cpp
Normal file
@@ -0,0 +1,190 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Module: camera.cpp
|
||||
// Author: Tom Hicks
|
||||
// Creation: 09-01-2003
|
||||
// LastEdit: 10-09-2003
|
||||
// Editors: Tom Hicks
|
||||
//
|
||||
// Purpose:
|
||||
// To implement an OpenGL Camera
|
||||
//
|
||||
// Summary of Methods:
|
||||
// CameraClass
|
||||
// -CameraClass();
|
||||
// Initalize PDM's. Sets position to 0,0,0 up to 0,1,0 and view to 0,0,-1
|
||||
// -Vec3f Position();
|
||||
// Returns a copy of the position vector.
|
||||
// -Vec3f View();
|
||||
// Returns a copy of the view vector.
|
||||
// -Vec3f UpVector();
|
||||
// Returns a copy of the up vector.
|
||||
// -Vec3f Strafe();
|
||||
// Returns a copy of the strafe vector.
|
||||
// -void PositionCamera(double xpos, double ypos, double zpos,
|
||||
// double xview, double yview, double zview,
|
||||
// double xup, double yup, double zup);
|
||||
// Sets the position, up, and view vectors to those created from the respective input values.
|
||||
// -void PositionCamera(Vec3f pos, Vec3f view, Vec3f up);
|
||||
// Sets the position, up, and view vectors to those passed in.
|
||||
// -void RotateView(double angle, double X, double Y, double Z);
|
||||
// Rotates the view angle degrees on the axis specified by X, Y, and Z.
|
||||
// -void SetViewByMouse(SCREEN g_Screen);
|
||||
// Rotates the pitch and yaw of the view based on the mouse.
|
||||
// -void RotateAroundPoint(double angle, double X, double Y, double Z, Vec3f vCenter);
|
||||
// Rotates the view angle degrees around a point vCenter on the axis specified by X, Y, Z.
|
||||
// -void StrafeCamera(double speed);
|
||||
// Moves the camera along an axis perpendicular to the plane specified by the up and view vectors a distance specified by speed.
|
||||
// -void MoveCamera(double speed);
|
||||
// Moves the camera along the axis specified by it's view vector a distance equal to speed.
|
||||
// -void Update();
|
||||
// Update the internal strafe vector.
|
||||
// -void Look();
|
||||
// Positions the current viewport at point of the camera and facing the same direction.
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "../include/camera.h"
|
||||
|
||||
CameraClass::CameraClass()
|
||||
{
|
||||
m_vPosition = Vec3f(0,0,0);
|
||||
m_vView = Vec3f(0,0,-1);
|
||||
m_vUpVector = Vec3f(0,1,0);
|
||||
}
|
||||
|
||||
void CameraClass::PositionCamera(double xpos, double ypos, double zpos,
|
||||
double xview, double yview, double zview,
|
||||
double xup, double yup, double zup)
|
||||
{
|
||||
m_vPosition = Vec3f(xpos, ypos, zpos);
|
||||
m_vView = Vec3f(xview, yview, zview);
|
||||
m_vUpVector = Vec3f(xup, yup, zup);
|
||||
}
|
||||
|
||||
void CameraClass::PositionCamera(Vec3f pos, Vec3f view, Vec3f up)
|
||||
{
|
||||
m_vPosition = pos;
|
||||
m_vView = view;
|
||||
m_vUpVector = up;
|
||||
}
|
||||
|
||||
void CameraClass::SetViewByMouse(SCREEN g_Screen)
|
||||
{
|
||||
static double currentRotX = 0.0f;
|
||||
POINT mpos;
|
||||
POINT middle;
|
||||
|
||||
double angleZ;
|
||||
|
||||
middle.x = g_Screen.width / 2;
|
||||
middle.y = g_Screen.height / 2;
|
||||
|
||||
GetCursorPos(&mpos);
|
||||
SetCursorPos(middle.x, middle.y);
|
||||
|
||||
if(mpos.x != middle.x || mpos.y != middle.y)
|
||||
{
|
||||
angleZ = double(middle.y - mpos.y) / 1000.0f;
|
||||
currentRotX -= angleZ;
|
||||
|
||||
if(currentRotX > 1.0f)
|
||||
currentRotX = 1.0f;
|
||||
else if(currentRotX < -1.0f)
|
||||
currentRotX = -1.0f;
|
||||
else
|
||||
{
|
||||
Vec3f axis = (m_vView - m_vPosition).cross(m_vUpVector);
|
||||
axis.normalize();
|
||||
|
||||
RotateView(angleZ, axis.x, axis.y, axis.z);
|
||||
|
||||
//need to switch these two when I figure out stuff for flight
|
||||
//till then I think the first is faster
|
||||
|
||||
RotateView(double(middle.x - mpos.x) / 1000.0f, 0, 1, 0);
|
||||
//RotateView(double(middle.x - mpos.x) / 1000.0f, m_vUpVector.x, m_vUpVector.y, m_vUpVector.z);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CameraClass::MoveCamera(double speed)
|
||||
{
|
||||
Vec3f heading = (m_vView - m_vPosition).normalized();
|
||||
|
||||
m_vPosition.x += heading.x * speed;
|
||||
m_vPosition.z += heading.z * speed;
|
||||
m_vView.x += heading.x * speed;
|
||||
m_vView.z += heading.z * speed;
|
||||
}
|
||||
|
||||
void CameraClass::RotateView(double angle, double x, double y, double z)
|
||||
{
|
||||
Vec3f nView;
|
||||
Vec3f cView;
|
||||
|
||||
cView = m_vView - m_vPosition;
|
||||
|
||||
double cosTheta = cos(angle);
|
||||
double sinTheta = sin(angle);
|
||||
|
||||
nView.x = (cosTheta + (1 - cosTheta) * x * x) * cView.x +
|
||||
((1 - cosTheta) * x * y - z * sinTheta) * cView.y +
|
||||
((1 - cosTheta) * x * z + y * sinTheta) * cView.z;
|
||||
|
||||
nView.y = (cosTheta + (1 - cosTheta) * y * y) * cView.y +
|
||||
((1- cosTheta) * x * y + z * sinTheta) * cView.x +
|
||||
((1 - cosTheta) * y * z - x * sinTheta) * cView.z;
|
||||
|
||||
nView.z = (cosTheta + (1 - cosTheta) * z * z) * cView.z+
|
||||
((1 - cosTheta) * x * z - y * sinTheta) * cView.x +
|
||||
((1 - cosTheta) * y * z + x * sinTheta) * cView.y;
|
||||
|
||||
m_vView.x = m_vPosition.x + nView.x;
|
||||
m_vView.y = m_vPosition.y + nView.y;
|
||||
m_vView.z = m_vPosition.z + nView.z;
|
||||
}
|
||||
|
||||
void CameraClass::StrafeCamera(double speed)
|
||||
{
|
||||
m_vPosition.x += m_vStrafe.x * speed;
|
||||
m_vPosition.z += m_vStrafe.z * speed;
|
||||
m_vView.x += m_vStrafe.x * speed;
|
||||
m_vView.z += m_vStrafe.z * speed;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CameraClass::Update()
|
||||
{
|
||||
m_vStrafe =((m_vView - m_vPosition).cross(m_vUpVector)).normalized();
|
||||
//SetViewByMouse(); //TODO take this whole function out asap
|
||||
|
||||
}
|
||||
|
||||
void CameraClass::Look()
|
||||
{
|
||||
gluLookAt(m_vPosition.x, m_vPosition.y, m_vPosition.z,
|
||||
m_vView.x, m_vView.y, m_vView.z,
|
||||
m_vUpVector.x, m_vUpVector.y, m_vUpVector.z);
|
||||
}
|
||||
|
||||
Vec3f CameraClass::Position()
|
||||
{
|
||||
return m_vPosition;
|
||||
}
|
||||
|
||||
Vec3f CameraClass::Strafe()
|
||||
{
|
||||
return m_vStrafe;
|
||||
}
|
||||
|
||||
Vec3f CameraClass::UpVector()
|
||||
{
|
||||
return m_vUpVector;
|
||||
}
|
||||
|
||||
Vec3f CameraClass::View()
|
||||
{
|
||||
return m_vView;
|
||||
}
|
||||
Reference in New Issue
Block a user