Files
ImprovGFX/OpenWindow/camera.cpp

125 lines
3.1 KiB
C++

#include "camera.h"
#include "util_window.h"
Camera::Camera()
{
fov = 30;
position = Vec3f(0, 0, 0);
rotation = Vec3f(0, 0, 0);
up = Vec3f(0, 0, 0);
right = Vec3f(0, 0, 0);
forward = Vec3f(0, 0, 0);
near_plane = 0;
far_plane = 15;
horizontal_camera_speed = 0.5;
vertical_camera_speed = 0.5;
vertical_camera_clamp_up = 90;
vertical_camera_clamp_down = -90;
movement_speed = 1.f;
}
Vec3f Camera::GetForward() {
return forward;
}
void Camera::Move(Vec3f move_vec) {
position = position + move_vec;
}
void Camera::SetPosition(Vec3f pos) {
position = pos;
}
void Camera::Rotate(Vec3f rot_vec) {
rotation = rotation + rot_vec;
}
void Camera::SetRotation(Vec3f rot) {
rotation = rot;
}
void Camera::SetFOV(int angle) {
fov = angle;
}
void Camera::SetVerticalRotSpeed(float speed) {
vertical_camera_speed = speed;
}
void Camera::SetHorizontalRotSpeed(float speed) {
horizontal_camera_speed = speed;
}
void Camera::SetClampRotUp(float angle) {
vertical_camera_clamp_up = angle;
}
void Camera::SetClampRotDown(float angle) {
vertical_camera_clamp_down = angle;
}
void Camera::SetNearPlane(float near_val) {
near_plane = near_val;
}
void Camera::SetFarPlane(float far_val) {
far_plane = far_val;
}
void Camera::rotate_hor(float d_angle) {
rotation.y += d_angle * horizontal_camera_speed;
}
void Camera::rotate_ver(float d_angle) {
rotation.x += d_angle * vertical_camera_speed;
rotation.x = std::fmin(rotation.x, vertical_camera_clamp_up);
rotation.x = std::fmax(rotation.x, vertical_camera_clamp_down);
}
void Camera::move_camera_left() {
position = position - right * movement_speed;
}
void Camera::move_camera_right() {
position = position + right * movement_speed;
}
void Camera::move_camera_forward() {
position = position + forward * movement_speed;
}
void Camera::move_camera_backward() {
position = position - forward * movement_speed;
}
void Camera::rise() {
position = position + Vec3f(0, movement_speed, 0);
}
void Camera::fall() {
position = position - Vec3f(0, movement_speed, 0);
}
void Camera::SetMovementSpeed(float speed) {
movement_speed = speed;
}
void Camera::ApplyChanges() {
forward = Vec3f(sin(rotation.y * DEG2RAD), -sin(rotation.x * DEG2RAD), -cosf(rotation.y*DEG2RAD) * cosf(rotation.x*DEG2RAD)).normalize();
right = Vec3f(cos(rotation.y*DEG2RAD), 0, sin(rotation.y * DEG2RAD)).normalize();
up = cross(right, forward).normalize();
}
Matrix Camera::GetModelViewMatrix() {
Vec3f center = position + forward;
Vec3f z = forward * -1;
Matrix Minv = Matrix::identity();
for (int i = 0; i < 3; i++) {
Minv[0][i] = right[i];
Minv[1][i] = up[i];
Minv[2][i] = z[i];
}
Minv[0][3] = -(right * position);
Minv[1][3] = -(up * position);
Minv[2][3] = -(z * position);
return Minv;
}
Matrix Camera::GetProjectionMatrix() {
Matrix Projection = Matrix::identity();
Projection[0][0] = 1 / tan(fov * DEG2RAD / 2);
Projection[1][1] = 1 / tan(fov * DEG2RAD / 2);
Projection[2][2] = (far_plane + near_plane) / (far_plane - near_plane);
Projection[2][3] = (2 * far_plane * near_plane) / (far_plane - near_plane);
Projection[3][2] = -1;
Projection[3][3] = 0;
return Projection;
}