This repository was archived by the owner on Oct 4, 2026. It is now read-only.
Repository navigation
Expand file tree
/
Copy pathCamera.cpp
More file actions
176 lines (135 loc) · 5.95 KB
/
Copy pathCamera.cpp
File metadata and controls
176 lines (135 loc) · 5.95 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
#include "Camera.h"
unsigned int Camera::GetViewOrientation(Matrix4x4 *pOutMatrix)
{
if (!pOutMatrix)
return -1;
(*pOutMatrix)[0][0] = vRight.x; (*pOutMatrix)[0][1] = vUp.x; (*pOutMatrix)[0][2] = vDirection.x; (*pOutMatrix)[0][3] = 0;
(*pOutMatrix)[1][0] = vRight.y; (*pOutMatrix)[1][1] = vUp.y; (*pOutMatrix)[1][2] = vDirection.y; (*pOutMatrix)[1][3] = 0;
(*pOutMatrix)[2][0] = vRight.z; (*pOutMatrix)[2][1] = vUp.z; (*pOutMatrix)[2][2] = vDirection.z; (*pOutMatrix)[2][3] = 0;
(*pOutMatrix)[3][0] = 0; (*pOutMatrix)[3][1] = 0; (*pOutMatrix)[3][2] = 0; (*pOutMatrix)[3][3] = 1;
return 0;
}
unsigned int Camera::Initialize(const Vec3<float> *pPosition, const Quaternion *pOrientation)
{
vPosition = *pPosition;
pOrientation->ToMatrix(&mOrientation);
//SetOrientation(pOrientation);
return 0;
}
/*
unsigned int Camera::SetOrientation(const Quaternion *qNewOrientation)
{
qOrientation = *qNewOrientation;
vDirection = qOrientation.Transform(Vec3(0, 0, 1));
vRight = qOrientation.Transform(Vec3(1, 0, 0));
vUp = qOrientation.Transform(Vec3(0, 1, 0));
// view matrix:
//dir = normal(At - Eye)
//right = normal(cross(Up, dir))
//newup = cross(dir, right)
// right.x newup.x dir.x 0
// right.y newup.y dir.y 0
// right.z newup.z dir.z 0
//-dot(right, eye) -dot(newup, eye) -dot(dir, eye) 1
mView[0][0] = vRight.x; mView[0][1] = vUp.x; mView[0][2] = vDirection.x; mView[1][3] = 0;
mView[1][0] = vRight.y; mView[1][1] = vUp.y; mView[1][2] = vDirection.y; mView[0][3] = 0;
mView[2][0] = vRight.z; mView[2][1] = vUp.z; mView[2][2] = vDirection.z; mView[2][3] = 0;
mView[3][0] = -Dot(vRight, vPosition); mView[3][1] = -Dot(vUp, vPosition); mView[3][2] = -Dot(vDirection, vPosition); mView[3][3] = 1;
return 0;
}*/
void Camera::Move(float fAmount)
{
vPosition += vDirection * fAmount;
}
void Camera::RotateX(float angle)
{
fRotationX += angle;
if (fRotationX >= 3.14159 * 0.5 - 0.01)
{
angle -= fRotationX - (3.141519 * 0.5f - 0.01);
fRotationX = 3.141519 * 0.5f - 0.01;
}
else if (fRotationX < -3.14159 * 0.5 + 0.01)
{
angle += fRotationX - (-3.141519 * 0.5f + 0.01);
fRotationX = -3.141519 * 0.5f + 0.01;
}
Matrix4x4 rx;
rx.RotateX(angle);
mOrientation = mOrientation * rx;
vDirection = mOrientation.Transofrm(&Vec3<float>(0, 0, 1));
vUp = mOrientation.Transofrm(&Vec3<float>(0, 1, 0));
vRight = mOrientation.Transofrm(&Vec3<float>(1, 0, 0));
}
void Camera::RotateY(float angle)
{
Matrix4x4 ry;
ry.RotateY(angle);
mOrientation = mOrientation * ry;
vDirection = mOrientation.Transofrm(&Vec3<float>(0, 0, 1));
vUp = mOrientation.Transofrm(&Vec3<float>(0, 1, 0));
vRight = mOrientation.Transofrm(&Vec3<float>(1, 0, 0));
}
void Camera::Rotate(const Vec3<float> *pAxis, float angle)
{
Quaternion qRotation;
qRotation.Rotate(pAxis, angle);
Matrix4x4 mIncementalRotation;
mOrientation = qRotation.ToMatrix(&mIncementalRotation) * mOrientation;
//qRotation = qRotation * qOrientation;
//SetOrientation(&qRotation);
}
void Camera::SetDirection(const Vec3<float> *pNewDirection)
{
vDirection = *pNewDirection;
vDirection.Normalize();
qOrientation.Rotate(&Cross(Vec3<float>(0, 0, 1), vDirection), vDirection.z); // (1 0 0) cross dir, (1 0 0) dot dir
qOrientation.ToMatrix(&mOrientation);
//SetOrientation(&qOrientation);
}
//#include <d3dx9.h>
//#pragma comment(lib, "d3dx9.lib")
void Camera::SetProjection(float fovy, float viewportAspect, float znear, float zfar)
{
float yScale = 1.0 / tan(0.5f * fovy);//cos(0.5f * fovy) / sin(0.5f * fovy);
float xScale = yScale / viewportAspect;
float zdif = zfar - znear;
mProjection.m[0][0] = xScale; mProjection.m[0][1] = 0; mProjection.m[0][2] = 0; mProjection.m[0][3] = 0;
mProjection.m[1][0] = 0; mProjection.m[1][1] = yScale; mProjection.m[1][2] = 0; mProjection.m[1][3] = 0;
mProjection.m[2][0] = 0; mProjection.m[2][1] = 0; mProjection.m[2][2] = zfar / zdif; mProjection.m[2][3] = 1;
mProjection.m[3][0] = 0; mProjection.m[3][1] = 0; mProjection.m[3][2] = -znear * zfar / zdif; mProjection.m[3][3] = 0;
//D3DXMatrixPerspectiveFovLH((D3DXMATRIX *)&mProjection.m, fovy, viewportAspect, znear, zfar);
}
const Matrix4x4 *Camera::GetProjection()
{
return &mProjection;
}
unsigned int Camera::GetViewProjection(Matrix4x4 *pOut)
{
if (!pOut)
return -1;
mView[0][0] = vRight.x; mView[0][1] = vUp.x; mView[0][2] = vDirection.x; mView[1][3] = 0;
mView[1][0] = vRight.y; mView[1][1] = vUp.y; mView[1][2] = vDirection.y; mView[0][3] = 0;
mView[2][0] = vRight.z; mView[2][1] = vUp.z; mView[2][2] = vDirection.z; mView[2][3] = 0;
mView[3][0] = -Dot<float>(vRight, vPosition); mView[3][1] = -Dot<float>(vUp, vPosition); mView[3][2] = -Dot<float>(vDirection, vPosition); mView[3][3] = 1;
//Vec3 vd = mOrientation.Transofrm(&Vec3(0, 0, 1)),
// vu = mOrientation.Transofrm(&Vec3(0, 1, 0));
//Vec3 vLookAt = vPosition + vd;
//D3DXMatrixLookAtLH((D3DXMATRIX *)&mView, (D3DXVECTOR3 *)&vPosition, (D3DXVECTOR3 *)&vLookAt, (D3DXVECTOR3 *)&vu);
mViewProjection = mView * mProjection;
*pOut = mViewProjection;
return 0;
}
const Vec3<float> *Camera::GetDirection()
{
return &vDirection;
}
void Camera::SetPosition(const Vec3<float> *pNewPosition)
{
vPosition = *pNewPosition;
mView[3][0] = -Dot<float>(vRight, vPosition); mView[3][1] = -Dot<float>(vUp, vPosition); mView[3][2] = -Dot<float>(vDirection, vPosition);
}
const Vec3<float> *Camera::GetPosition()
{
return &vPosition;
}