Danbias/Code/Game/DanBiasGame/GameClientState/Camera_Basic.cpp

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