158 lines
3.1 KiB
C++
158 lines
3.1 KiB
C++
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#include "Camera.h"
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//Hack: temp include, calc proj matrix properly later
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#include "..\Core\CoreIncludes.h"
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using namespace Oyster;
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using namespace Render;
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using namespace Oyster::Math;
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Camera::Camera(void)
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{
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}
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Camera::~Camera(void)
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{
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}
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Math::Float3 Camera::GetPosition() {return pos;}
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void Camera::SetPosition(Math::Float3 p){ pos=p;}
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//axis
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Math::Float3 Camera::GetRight() {return right;}
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Math::Float3 Camera::GetUp() {return up;}
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Math::Float3 Camera::GetLook() {return look;}
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//frustrum
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float Camera::GetNearZ(){return nearZ;}
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float Camera::GetFarZ(){return farZ;}
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float Camera::GetAspect(){return aspect;}
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float Camera::GetFovY(){return fovY;}
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float Camera::GetFovX(){return fovX;}
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//set frustrum
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void Camera::SetLens(float fovY, float aspect, float zn, float zf)
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{
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this->fovY=fovY;
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this->aspect=aspect;
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nearZ=zn;
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farZ=zf;
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D3DXMATRIX P;
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D3DXMatrixPerspectiveFovLH(&P,fovY,aspect,zn,zf);
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mProj = Math::Float4x4(P);
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}
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//normal LookAt
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void Camera::LookAt(Math::Float3 pos, Math::Float3 target, Math::Float3 worldUp)
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{
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look=target;
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up=worldUp;
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this->pos=pos;
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right = up.cross(look);
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}
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//Get Matrices
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Matrix Camera::View(){return mView;}
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Matrix Camera::Proj(){return mProj;}
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Matrix Camera::ViewProj()
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{
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return (mView * mProj).transpose(); // edited by Dan 04-19
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}
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//Move Camera
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//FIX: Multiply Add not working
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//FIX: Single Float Duplicate Creation
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void Camera::Strafe(float d)
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{
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Math::Float3 s= Math::Float3(d,d,d);
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pos= (Math::operator*(s,right)) + pos;
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}
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void Camera::Walk(float d)
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{
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Math::Float3 s= Math::Float3(d,d,d);
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pos= (Math::operator*(s,look)) + pos;
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}
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void Camera::Fly(float d)
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{
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Math::Float3 s= Math::Float3(d,d,d);
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pos= (Math::operator*(s,up)) + pos;
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}
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//Rotate Camera
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//FIX: Float3 * float4x4
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void Camera::Pitch(float angle)
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{
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Matrix m;
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Math::rotationMatrix(m,angle,right);
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m = m.getAdjoint().getInverse();
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up = (Math::Float4(up,0) * m).xyz;
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look = (Math::Float4(look,0) * m).xyz;
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}
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void Camera::Yaw(float angle)
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{
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Matrix m;
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Math::rotationMatrix(m,angle,up);
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m = m.getAdjoint().getInverse();
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right = (Math::Float4(right,0) * m).xyz;
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look = (Math::Float4(look,0) * m).xyz;
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}
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void Camera::Roll(float angle)
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{
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Matrix m;
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Math::rotationMatrix(m, angle,look);
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m = m.getAdjoint().getInverse();
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up = (Math::Float4(up,0) * m).xyz;
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right = (Math::Float4(right,0) * m).xyz;
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}
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void Camera::RotateY(float angle)
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{
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Matrix m;
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Math::rotationMatrix_AxisY(m, angle);
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m = m.getAdjoint().getInverse();
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up = (Math::Float4(up,0) * m).xyz;
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look = (Math::Float4(look,0) * m).xyz;
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right = (Math::Float4(right,0) * m).xyz;
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}
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void Camera::UpdateViewMatrix()
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{
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look.normalize();
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up = look.cross(right);
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up.normalize();
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right = up.cross(look);
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float x = -pos.dot(right);
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float y = -pos.dot(up);
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float z = -pos.dot(look);
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mView.m[0][0] = right.x;
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mView.m[1][0] = right.y;
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mView.m[2][0] = right.z;
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mView.m[3][0] = x;
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mView.m[0][1] = up.x;
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mView.m[1][1] = up.y;
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mView.m[2][1] = up.z;
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mView.m[3][1] = y;
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mView.m[0][2] = look.x;
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mView.m[1][2] = look.y;
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mView.m[2][2] = look.z;
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mView.m[3][2] = z;
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mView.m[0][3] = 0.0f;
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mView.m[1][3] = 0.0f;
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mView.m[2][3] = 0.0f;
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mView.m[3][3] = 1.0f;
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}
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