parent
0a70839211
commit
2e75d168a1
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@ -201,7 +201,9 @@
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<ClCompile Include="DanBiasGame_Impl.cpp" />
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<ClCompile Include="GameClientState\Camera_Basic.cpp" />
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<ClCompile Include="GameClientState\Camera.cpp" />
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<ClCompile Include="GameClientState\Camera_BasicV2.cpp" />
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<ClCompile Include="GameClientState\Camera_FPS.cpp" />
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<ClCompile Include="GameClientState\Camera_FPSV2.cpp" />
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<ClCompile Include="GameClientState\C_obj\C_DynamicObj.cpp" />
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<ClCompile Include="GameClientState\C_obj\C_Player.cpp" />
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<ClCompile Include="GameClientState\C_obj\C_StaticObj.cpp" />
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@ -226,7 +228,9 @@
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<ClInclude Include="GameClientState\Buttons\EventButtonGUI.h" />
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<ClInclude Include="GameClientState\Buttons\ButtonRectangle.h" />
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<ClInclude Include="GameClientState\Camera.h" />
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<ClInclude Include="GameClientState\Camera_BasicV2.h" />
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<ClInclude Include="GameClientState\Camera_FPS.h" />
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<ClInclude Include="GameClientState\Camera_FPSV2.h" />
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<ClInclude Include="GameClientState\C_obj\C_DynamicObj.h" />
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<ClInclude Include="GameClientState\C_obj\C_Player.h" />
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<ClInclude Include="GameClientState\C_obj\C_StaticObj.h" />
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@ -0,0 +1,117 @@
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#include "Camera_BasicV2.h"
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using namespace ::Oyster::Math3D;
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Camera_BasicV2::Camera_BasicV2()
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{
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this->translation = Float3::null;
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this->rotation = Quaternion::identity;
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this->projection = Float4x4::identity;
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}
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Camera_BasicV2::Camera_BasicV2( const Float3 &position, const Quaternion &rotation, const Float4x4 &projection )
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{
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this->translation = position;
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this->rotation = rotation;
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this->projection = projection;
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}
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Camera_BasicV2::~Camera_BasicV2() {}
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Camera_BasicV2 & Camera_BasicV2::operator = ( const Camera_BasicV2 &camera )
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{
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this->translation = camera.translation;
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this->rotation = camera.rotation;
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this->projection = camera.projection;
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return *this;
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}
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void Camera_BasicV2::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_BasicV2::SetRotation( const Quaternion &rotation )
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{
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this->rotation = rotation;
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}
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void Camera_BasicV2::SetAngular( const Float3 &axis )
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{
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this->rotation = Rotation( axis );
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}
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void Camera_BasicV2::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_BasicV2::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_BasicV2::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_BasicV2::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_BasicV2::Rotate( const Quaternion &deltaRotation )
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{
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this->rotation *= deltaRotation;
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}
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void Camera_BasicV2::Rotate( const Float3 &deltaAngularAxis )
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{
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this->rotation *= Rotation( deltaAngularAxis );
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}
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const Float3 & Camera_BasicV2::GetPosition() const
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{
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return this->translation;
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}
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Float3 & Camera_BasicV2::GetAngularAxis( Float3 &targetMem ) const
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{
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return targetMem = AngularAxis( this->rotation );
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}
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Float3 Camera_BasicV2::GetNormalOf( const Float3 &axis ) const
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{
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return WorldAxisOf( this->rotation, axis );
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}
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const Quaternion & Camera_BasicV2::GetRotation() const
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{
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return this->rotation;
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}
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Float3x3 & Camera_BasicV2::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_BasicV2::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_BasicV2::GetViewMatrix( Float4x4 &targetMem ) const
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{
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return ViewMatrix( this->rotation, this->translation, targetMem );
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}
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const Float4x4 & Camera_BasicV2::GetProjectionMatrix() const
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{
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return this->projection;
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}
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Float4x4 & Camera_BasicV2::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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#ifndef CAMERA_BASIC_V2_H
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#define CAMERA_BASIC_V2_H
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#include "OysterMath.h"
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class Camera_BasicV2
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{
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public:
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Camera_BasicV2();
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Camera_BasicV2( const ::Oyster::Math::Float3 &position, const ::Oyster::Math::Quaternion &rotation, const ::Oyster::Math::Float4x4 &projection );
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virtual ~Camera_BasicV2();
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Camera_BasicV2 & operator = ( const Camera_BasicV2 &camera );
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void SetPosition( const ::Oyster::Math::Float3 &translation );
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void SetRotation( const ::Oyster::Math::Quaternion &rotation );
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void SetAngular( const ::Oyster::Math::Float3 &axis );
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void SetProjection( const ::Oyster::Math::Float4x4 &matrix );
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void SetOrthographicProjection( ::Oyster::Math::Float width, ::Oyster::Math::Float height, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip );
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void SetPerspectiveProjection( ::Oyster::Math::Float verticalFoV, ::Oyster::Math::Float aspectRatio, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip );
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void Move( const ::Oyster::Math::Float3 &deltaPosition );
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void Rotate( const ::Oyster::Math::Quaternion &deltaRotation );
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void Rotate( const ::Oyster::Math::Float3 &deltaAngularAxis );
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const ::Oyster::Math::Float3 & GetPosition() const;
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::Oyster::Math::Float3 & GetAngularAxis( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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::Oyster::Math::Float3 GetNormalOf( const ::Oyster::Math::Float3 &axis ) const;
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const ::Oyster::Math::Quaternion & GetRotation() const;
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::Oyster::Math::Float3x3 & GetRotationMatrix( ::Oyster::Math::Float3x3 &targetMem ) const;
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::Oyster::Math::Float4x4 & GetRotationMatrix( ::Oyster::Math::Float4x4 &targetMem ) const;
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::Oyster::Math::Float4x4 & GetViewMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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const ::Oyster::Math::Float4x4 & GetProjectionMatrix() const;
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::Oyster::Math::Float4x4 & GetViewsProjMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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private:
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::Oyster::Math::Float3 translation;
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mutable ::Oyster::Math::Quaternion rotation;
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::Oyster::Math::Float4x4 projection;
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};
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#endif
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#include "Camera_FPSV2.h"
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#include "Utilities.h"
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using namespace ::Oyster::Math3D;
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using namespace ::Utility::Value;
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Camera_FPSV2::Camera_FPSV2()
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{ // this->head is default set to identity uniformprojection at origo
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this->pitchUp = 0.0f;
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this->headOffset =
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this->body.translation = Float3::null;
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this->body.rotation = Quaternion::identity;
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}
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Camera_FPSV2::~Camera_FPSV2() {}
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Camera_FPSV2 & Camera_FPSV2::operator = ( const Camera_FPSV2 &camera )
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{
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this->head = camera.head;
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this->pitchUp = camera.pitchUp;
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this->headOffset = camera.headOffset;
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this->body.translation = camera.body.translation;
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this->body.rotation = camera.body.rotation;
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return *this;
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}
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void Camera_FPSV2::SetHeadOffset( const Float3 &translation )
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{
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this->head.Move( translation - this->headOffset );
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this->headOffset = translation;
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}
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void Camera_FPSV2::SetPosition( const Float3 &translation )
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{
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this->head.Move( translation - this->body.translation );
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this->body.translation = translation;
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}
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void Camera_FPSV2::SetAngular( const Float3 &axis )
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{
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this->body.rotation = Rotation( axis );
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this->head.SetRotation( this->body.rotation );
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this->pitchUp = 0.0f;
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}
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void Camera_FPSV2::SetProjection( const Float4x4 &matrix )
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{
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this->head.SetProjection( matrix );
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}
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void Camera_FPSV2::SetOrthographicProjection( Float width, Float height, Float nearClip, Float farClip )
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{
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this->head.SetOrthographicProjection( width, height, nearClip, farClip );
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}
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void Camera_FPSV2::SetPerspectiveProjection( Float verticalFoV, Float aspectRatio, Float nearClip, Float farClip )
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{
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this->head.SetPerspectiveProjection( verticalFoV, aspectRatio, nearClip, farClip );
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}
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void Camera_FPSV2::UpdateOrientation()
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{
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Float4x4 orientation;
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OrientationMatrix( this->body.rotation, this->body.translation, orientation );
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this->head.SetPosition( (orientation * Float4(this->headOffset, 1.0f)).xyz );
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}
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void Camera_FPSV2::SnapUpToNormal( const Float3 &normal )
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{
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this->body.rotation = Rotation( SnapAngularAxis(AngularAxis(this->body.rotation), WorldAxisOf(this->body.rotation, Float3::standard_unit_y), normal) );
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this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp * Float3::standard_unit_x) );
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}
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void Camera_FPSV2::Move( const Float3 &deltaPosition )
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{
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this->head.Move( deltaPosition );
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this->body.translation += deltaPosition;
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}
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void Camera_FPSV2::Rotate( const Quaternion &deltaRotation )
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{
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this->head.Rotate( deltaRotation );
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this->body.rotation *= deltaRotation;
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}
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void Camera_FPSV2::Rotate( const Float3 &deltaAngularAxis )
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{
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this->Rotate( Rotation(deltaAngularAxis) );
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}
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void Camera_FPSV2::MoveForward( Float distance )
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{
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this->MoveBackward( -distance );
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}
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void Camera_FPSV2::MoveBackward( Float distance )
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{
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this->Move( distance * WorldAxisOf(this->body.rotation, Float3::standard_unit_z) );
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}
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void Camera_FPSV2::StrafeRight( Float distance )
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{
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this->Move( distance * WorldAxisOf(this->body.rotation, Float3::standard_unit_x) );
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}
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void Camera_FPSV2::StrafeLeft( Float distance )
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{
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this->StrafeRight( -distance );
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}
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void Camera_FPSV2::PitchUp( Float radian )
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{
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this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi );
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this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, Float3::standard_unit_x) );
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}
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void Camera_FPSV2::PitchDown( Float radian )
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{
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this->PitchUp( -radian );
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}
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void Camera_FPSV2::YawRight( Float radian )
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{
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this->YawLeft( -radian );
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}
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void Camera_FPSV2::YawLeft( Float radian )
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{
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Quaternion deltaRotation = Rotation( radian, WorldAxisOf(this->body.rotation, Float3::standard_unit_y) );
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this->Rotate( deltaRotation );
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}
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const Float3 & Camera_FPSV2::GetHeadOffset() const
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{
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return this->headOffset;
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}
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const Float3 & Camera_FPSV2::GetPosition() const
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{
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return this->body.translation;
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}
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Float4x4 & Camera_FPSV2::GetViewMatrix( Float4x4 &targetMem ) const
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{
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return this->head.GetViewMatrix( targetMem );
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}
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const Float4x4 & Camera_FPSV2::GetProjectionMatrix() const
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{
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return this->head.GetProjectionMatrix();
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}
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Float4x4 & Camera_FPSV2::GetViewsProjMatrix( Float4x4 &targetMem ) const
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{
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return this->head.GetViewsProjMatrix( targetMem );
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}
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Float3 Camera_FPSV2::GetNormalOf( const Float3 &axis ) const
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{
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return this->head.GetNormalOf( axis );
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}
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Float3 Camera_FPSV2::GetRight() const
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{
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return WorldAxisOf( this->body.rotation, Float3::standard_unit_x );
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}
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Float3 Camera_FPSV2::GetUp() const
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{
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return WorldAxisOf( this->body.rotation, Float3::standard_unit_y );
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}
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Float3 Camera_FPSV2::GetLook() const
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{
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return this->head.GetNormalOf( -Float3::standard_unit_z );
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}
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Float3 Camera_FPSV2::GetForward() const
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{
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return WorldAxisOf( this->body.rotation, -Float3::standard_unit_z );
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}
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@ -0,0 +1,62 @@
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#ifndef CAMERA_FPSV2_H
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#define CAMERA_FPSV2_H
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#include "OysterMath.h"
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#include "Camera_BasicV2.h"
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class Camera_FPSV2
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{
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public:
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Camera_FPSV2();
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virtual ~Camera_FPSV2();
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Camera_FPSV2 & operator = ( const Camera_FPSV2 &camera );
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void SetHeadOffset( const ::Oyster::Math::Float3 &translation );
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void SetPosition( const ::Oyster::Math::Float3 &translation );
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void SetAngular( const ::Oyster::Math::Float3 &axis );
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void SetProjection( const ::Oyster::Math::Float4x4 &matrix );
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void SetOrthographicProjection( ::Oyster::Math::Float width, ::Oyster::Math::Float height, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip );
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void SetPerspectiveProjection( ::Oyster::Math::Float verticalFoV, ::Oyster::Math::Float aspectRatio, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip );
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void UpdateOrientation();
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void SnapUpToNormal( const ::Oyster::Math::Float3 &normal );
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void Move( const ::Oyster::Math::Float3 &deltaPosition );
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void Rotate( const ::Oyster::Math::Quaternion &deltaRotation );
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void Rotate( const ::Oyster::Math::Float3 &deltaAngularAxis );
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void MoveForward( ::Oyster::Math::Float distance );
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void MoveBackward( ::Oyster::Math::Float distance );
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void StrafeRight( ::Oyster::Math::Float distance );
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void StrafeLeft( ::Oyster::Math::Float distance );
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void PitchUp( ::Oyster::Math::Float radian );
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void PitchDown( ::Oyster::Math::Float radian );
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void YawRight( ::Oyster::Math::Float radian );
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void YawLeft( ::Oyster::Math::Float radian );
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const ::Oyster::Math::Float3 & GetHeadOffset() const;
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const ::Oyster::Math::Float3 & GetPosition() const;
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::Oyster::Math::Float4x4 & GetViewMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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const ::Oyster::Math::Float4x4 & GetProjectionMatrix() const;
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::Oyster::Math::Float4x4 & GetViewsProjMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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::Oyster::Math::Float3 GetNormalOf( const ::Oyster::Math::Float3 &axis ) const;
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::Oyster::Math::Float3 GetRight() const;
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::Oyster::Math::Float3 GetUp() const;
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::Oyster::Math::Float3 GetLook() const;
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::Oyster::Math::Float3 GetForward() const;
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private:
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Camera_BasicV2 head;
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::Oyster::Math::Float pitchUp;
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::Oyster::Math::Float3 headOffset;
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struct
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{
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::Oyster::Math::Float3 translation;
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::Oyster::Math::Quaternion rotation;
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} body;
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};
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#endif
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@ -36,6 +36,7 @@ namespace LinearAlgebra
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const ScalarType & operator [] ( int i ) const;
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Quaternion<ScalarType> & operator = ( const Quaternion<ScalarType> &quaternion );
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Quaternion<ScalarType> & operator *= ( const Quaternion<ScalarType> &quaternion );
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Quaternion<ScalarType> & operator *= ( const ScalarType &scalar );
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Quaternion<ScalarType> & operator /= ( const ScalarType &scalar );
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Quaternion<ScalarType> & operator += ( const Quaternion<ScalarType> &quaternion );
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|
@ -112,6 +113,12 @@ namespace LinearAlgebra
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return *this;
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}
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template<typename ScalarType>
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Quaternion<ScalarType> & Quaternion<ScalarType>::operator *= ( const Quaternion<ScalarType> &quaternion )
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{
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return *this = *this * quaternion;
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}
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template<typename ScalarType>
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Quaternion<ScalarType> & Quaternion<ScalarType>::operator *= ( const ScalarType &scalar )
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{
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Loading…
Reference in New Issue