Reorganizes project and sets up bazel.
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165
camera.cpp
Executable file
165
camera.cpp
Executable file
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/***************************************************************************
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* Copyright (C) 2001-2023 by Tom Hicks *
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* headhunter3@gmail.com *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include "camera.h"
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#include <OpenGL/glu.h>
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namespace OpenArena {
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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Camera::Camera() {
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_position = Vec3f(0, 0, 0);
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_heading = Vec3f(0, 0, -1);
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_up = Vec3f(0, 1, 0);
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}
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void Camera::PositionCamera(double xpos,
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double ypos,
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double zpos,
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double xview,
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double yview,
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double zview,
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double xup,
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double yup,
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double zup) {
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_position = Vec3f(xpos, ypos, zpos);
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_heading = Vec3f(xview - xpos, yview - ypos, zview - zpos);
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_up = Vec3f(xup, yup, zup).normalized();
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UpdateVectors();
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}
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void Camera::PositionCamera(Vec3f pos, Vec3f view, Vec3f up) {
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_position = pos;
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_heading = view - pos;
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_up = up;
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UpdateVectors();
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}
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void Camera::SetViewByMouse(Window window) {
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static double currentRotX = 0.0f;
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Vec2i pos;
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Vec2i middle;
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double angleZ;
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middle.x = window.GetWidth() / 2;
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middle.y = window.GetHeight() / 2;
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pos = window.GetMousePosition();
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if (pos != middle) {
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window.SetMousePosition(middle);
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angleZ = (middle.y - pos.y) / 1000.0;
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currentRotX -= angleZ;
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if (currentRotX > 1.0) {
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currentRotX = 1.0;
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} else if (currentRotX < -1.0) {
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currentRotX = -1.0;
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} else {
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Vec3d axis = (_heading).cross(_up);
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axis.normalize();
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RotateView(angleZ, axis.x, axis.y, axis.z);
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RotateView((middle.x - pos.x) / 1000.0, 0, 1, 0);
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// RotateView((middle.x-pos.x)/1000.0, m_vUpVector.x, m_vUpVector.y,
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// m_vUpVector.z);
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}
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}
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}
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void Camera::MoveCamera(double speed) {
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_position = _position + _heading * speed;
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UpdateVectors();
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}
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void Camera::RotateView(double angle, Vec3d axis) {
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// Maybe make this not call the other RotateView later
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axis.normalize();
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RotateView(angle, axis.x, axis.y, axis.z);
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}
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void Camera::RotateView(double angle, double x, double y, double z) {
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double cosTheta = cos(angle);
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double sinTheta = sin(angle);
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double newX = (cosTheta + (1 - cosTheta) * x * x) * _heading.x + ((1 - cosTheta) * x * y - z * sinTheta) * _heading.y
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+ ((1 - cosTheta) * x * z + y * sinTheta) * _heading.z;
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double newY = (cosTheta + (1 - cosTheta) * y * y) * _heading.y + ((1 - cosTheta) * x * y + z * sinTheta) * _heading.x
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+ ((1 - cosTheta) * y * z - x * sinTheta) * _heading.z;
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double newZ = (cosTheta + (1 - cosTheta) * z * z) * _heading.z + ((1 - cosTheta) * x * z - y * sinTheta) * _heading.x
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+ ((1 - cosTheta) * y * z + x * sinTheta) * _heading.y;
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_heading.x = newX;
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_heading.y = newY;
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_heading.z = newZ;
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}
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void Camera::StrafeCamera(double speed) {
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_position = _position + _strafe * speed;
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}
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void Camera::Update() {
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_strafe = ((_heading).cross(_up)).normalized();
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}
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void Camera::Look() {
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Vec3f view = _position + _heading;
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gluLookAt(_position.x, _position.y, _position.z, view.x, view.y, view.z, _up.x, _up.y, _up.z);
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}
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Vec3f Camera::Position() {
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return _position;
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}
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Vec3f Camera::Strafe() {
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return _strafe;
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}
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Vec3f Camera::UpVector() {
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return _up;
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}
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Vec3f Camera::View() {
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return _heading + _position;
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}
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void Camera::RotateHorizontal(float angle) {
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RotateView(angle, GetUpVector());
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}
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void Camera::RotateVertical(float angle) {
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RotateView(angle, GetRightVector());
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}
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Vec3f Camera::GetUpVector() {
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return _up;
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}
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Vec3f Camera::GetRightVector() {
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return _strafe;
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}
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Vec3f Camera::GetForwardVector() {
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return _heading;
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}
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void Camera::UpdateVectors() {}
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#pragma clang diagnostic pop
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}; // End namespace OpenArena
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