2014-02-10 12:02:48 +01:00
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#include "Camera_Basic.h"
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using namespace ::Oyster::Math3D;
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Camera_Basic::Camera_Basic()
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{
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this->translation = this->angularAxis = Float3::null;
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this->projection = Float4x4::identity;
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this->rotation = Quaternion::identity;
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rotationIsOutOfDate = false;
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}
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Camera_Basic::Camera_Basic( const Float3 &position, const Float3 &angularAxis, const Float4x4 &projection )
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{
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this->translation = position;
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this->angularAxis = angularAxis;
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this->projection = projection;
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this->rotation = Quaternion::identity;
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rotationIsOutOfDate = true;
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}
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Camera_Basic::~Camera_Basic() {}
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Camera_Basic & Camera_Basic::operator = ( const Camera_Basic &camera )
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{
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this->translation = camera.translation;
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this->angularAxis = camera.angularAxis;
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this->projection = camera.projection;
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this->rotation = camera.rotation;
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rotationIsOutOfDate = camera.rotationIsOutOfDate;
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return *this;
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}
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void Camera_Basic::SetPosition( const Float3 &translation )
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{
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this->translation = translation;
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}
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void Camera_Basic::SetAngular( const Float3 &axis )
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{
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this->angularAxis = axis;
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this->rotationIsOutOfDate = true;
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}
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void Camera_Basic::SetProjection( const Float4x4 &matrix )
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{
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this->projection = matrix;
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}
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void Camera_Basic::SetOrthographicProjection( Float width, Float height, Float nearClip, Float farClip )
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{
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ProjectionMatrix_Orthographic( width, height, nearClip, farClip, this->projection );
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}
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void Camera_Basic::SetPerspectiveProjection( Float verticalFoV, Float aspectRatio, Float nearClip, Float farClip )
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{
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ProjectionMatrix_Perspective( verticalFoV, aspectRatio, nearClip, farClip, this->projection );
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}
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void Camera_Basic::Move( const Float3 &deltaPosition )
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{
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this->translation += deltaPosition;
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}
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void Camera_Basic::Rotate( const Float3 &deltaAngularAxis )
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{
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this->angularAxis += deltaAngularAxis;
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this->rotationIsOutOfDate = true;
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}
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2014-02-10 15:19:42 +01:00
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const Float3 & Camera_Basic::GetPosition() const
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{
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return this->translation;
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}
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const Float3 & Camera_Basic::GetAngularAxis() const
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{
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return this->angularAxis;
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}
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2014-02-10 13:01:46 +01:00
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Float3 Camera_Basic::GetNormalOf( const Float3 &axis ) const
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{
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return WorldAxisOf( this->GetRotation(), axis );
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}
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2014-02-10 12:02:48 +01:00
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const Quaternion & Camera_Basic::GetRotation() const
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{
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if( this->rotationIsOutOfDate )
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{
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2014-02-10 15:19:42 +01:00
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// Maintain rotation resolution by keeping axis within [0, 2pi] (trigonometric methods gets faster too)
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Float4 numerator;
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::std::modf( this->angularAxis * (0.5f / pi), numerator.xyz );
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this->angularAxis -= ((2.0f * pi) * numerator).xyz;
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2014-02-10 13:01:46 +01:00
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2014-02-10 12:02:48 +01:00
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this->rotation = Rotation( this->angularAxis );
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this->rotationIsOutOfDate = false;
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}
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return this->rotation;
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}
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Float3x3 & Camera_Basic::GetRotationMatrix( Float3x3 &targetMem ) const
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{
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return RotationMatrix( this->rotation, targetMem );
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}
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Float4x4 & Camera_Basic::GetRotationMatrix( Float4x4 &targetMem ) const
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{
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return RotationMatrix( this->rotation, targetMem );
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}
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Float4x4 & Camera_Basic::GetViewMatrix( Float4x4 &targetMem ) const
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{
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return ViewMatrix( this->GetRotation(), this->translation, targetMem );
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}
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const Float4x4 & Camera_Basic::GetProjectionMatrix() const
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{
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return this->projection;
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}
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Float4x4 & Camera_Basic::GetViewsProjMatrix( Float4x4 &targetMem ) const
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{
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return TransformMatrix( this->projection, this->GetViewMatrix(), targetMem );
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}
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