object update

This commit is contained in:
Erik Persson 2013-11-29 09:00:12 +01:00
parent 89fd71fb02
commit 8138afb6b5
3 changed files with 246 additions and 8 deletions

182
Code/GameLogic/Camera.cpp Normal file
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@ -0,0 +1,182 @@
#include "Camera.h"
Camera::Camera()
{
this->m_position = Oyster::Math::Float3(0, 50, 0);
this->mRight = Oyster::Math::Float3(1, 0, 0);
this->mUp = Oyster::Math::Float3(0, 1, 0);
this->mLook = Oyster::Math::Float3(0, 0, 1);
}
Camera::~Camera()
{
}
void Camera::SetPosition(const Oyster::Math::Float3& v)
{
this->m_position = v;
}
Oyster::Math::Float3 Camera::GetPosition()const
{
return this->m_position;
}
Oyster::Math::Float3 Camera::GetRight()const
{
return this->mRight;
}
Oyster::Math::Float3 Camera::GetUp()const
{
return this->mUp;
}
Oyster::Math::Float3 Camera::GetLook()const
{
return this->mLook;
}
float Camera::GetNearZ()const
{
return this->mNearZ;
}
float Camera::GetFarZ()const
{
return this->mFarZ;
}
float Camera::GetAspect()const
{
return this->mAspect;
}
Oyster::Math::Float3 Camera::CrossMatrix(const Oyster::Math::Float3& vector, const Oyster::Math::Float4x4& matrix)
{
Oyster::Math::Float3 vec;
vec.x = matrix.m11*vector.x + matrix.m12*vector.y + matrix.m13*vector.z;
vec.y = matrix.m21*vector.x + matrix.m22*vector.y + matrix.m23*vector.z;
vec.z = matrix.m31*vector.x + matrix.m32*vector.y + matrix.m33*vector.z;
return vec;
}
void Camera::SetLens(float fovY, float aspect, float zn, float zf)
{
this->mFovY = fovY;
this->mAspect = aspect;
this->mNearZ = zn;
this->mFarZ = zf;
float yScale = tan((Oyster::Math::pi*0.5f) - (mFovY*0.5f));
float xScale = yScale/this->mAspect;
mProj = Oyster::Math::Float4x4(xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, zf/(zf-zn), 1,
0, 0, -zn*zf/(zf-zn), 0);
}
void Camera::LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp)
{
Oyster::Math::Float3 L;
D3DXVec3Subtract(&L, &target, &pos);
L = target - pos;
D3DXVec3Normalize(&L, &L);
Oyster::Math::Float3 R;
D3DXVec3Cross(&R, &worldUp, &L);
D3DXVec3Normalize(&R, &R);
Oyster::Math::Float3 U;
D3DXVec3Cross(&U, &L, &R);
this->m_position = pos;
this->mLook = L;
this->mRight = R;
this->mUp = U;
}
Oyster::Math::Float4x4 Camera::View()const
{
return this->mView;
}
Oyster::Math::Float4x4 Camera::Proj()const
{
return this->mProj;
}
Oyster::Math::Float4x4 Camera::ViewsProj()const
{
Oyster::Math::Float4x4 M;
D3DXMatrixMultiply(&M, &this->mView, &this->mProj);
return M;
}
void Camera::Walk(float dist)
{
this->m_position += dist*Oyster::Math::Float3(1,0,0);
}
void Camera::Strafe(float dist)
{
this->m_position += dist*this->mRight;
}
void Camera::Pitch(float angle)
{
float radians = angle * 0.0174532925f;
Oyster::Math::Float4x4 R;
D3DXMatrixRotationAxis(&R, &-mRight, radians);
this->mUp = CrossMatrix(this->mUp, R);
this->mLook = CrossMatrix(this->mLook, R);
}
void Camera::Yaw(float angle)
{
float radians = angle * 0.0174532925f;
Oyster::Math::Float4x4 R;
Oyster::Math::Float3 up(0,1,0);
D3DXMatrixRotationAxis(&R, &-up, radians);
this->mRight = CrossMatrix(this->mRight, R);
this->mUp = CrossMatrix(mUp, R);
this->mLook = CrossMatrix(this->mLook, R);
}
void Camera::UpdateViewMatrix()
{
D3DXVec3Normalize(&this->mLook, &this->mLook);
D3DXVec3Cross(&this->mUp, &this->mLook, &this->mRight);
D3DXVec3Normalize(&this->mUp, &this->mUp);
D3DXVec3Cross(&this->mRight, &this->mUp, &this->mLook);
float x = -D3DXVec3Dot(&this->m_position, &mRight);
float y = -D3DXVec3Dot(&this->m_position, &mUp);
float z = -D3DXVec3Dot(&this->m_position, &mLook);
this->mView(0, 0) = this->mRight.x;
this->mView(1, 0) = this->mRight.y;
this->mView(2, 0) = this->mRight.z;
this->mView(3, 0) = x;
this->mView(0, 1) = this->mUp.x;
this->mView(1, 1) = this->mUp.y;
this->mView(2, 1) = this->mUp.z;
this->mView(3, 1) = y;
this->mView(0, 2) = this->mLook.x;
this->mView(1, 2) = this->mLook.y;
this->mView(2, 2) = this->mLook.z;
this->mView(3, 2) = z;
this->mView(0, 3) = 0.0f;
this->mView(1, 3) = 0.0f;
this->mView(2, 3) = 0.0f;
this->mView(3, 3) = 1.0f;
}

63
Code/GameLogic/Camera.h Normal file
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#ifndef CAMERA__H
#define CAMERA__H
#include "OysterMath.h"
class Camera
{
private:
Oyster::Math::Float3 m_position;
Oyster::Math::Float3 mRight;
Oyster::Math::Float3 mUp;
Oyster::Math::Float3 mLook;
float mNearZ;
float mFarZ;
float mAspect;
float mFovY;
Oyster::Math::Float4x4 mView;
Oyster::Math::Float4x4 mProj;
public:
Camera();
virtual ~Camera();
void SetPosition(const Oyster::Math::Float3& v);
Oyster::Math::Float3 GetPosition()const;
Oyster::Math::Float3 GetRight()const;
Oyster::Math::Float3 GetUp()const;
Oyster::Math::Float3 GetLook()const;
float GetNearZ()const;
float GetFarZ()const;
float GetAspect()const;
Oyster::Math::Float3 CrossMatrix(const Oyster::Math::Float3& v, const Oyster::Math::Float4x4& m);
void SetLens(float fovY, float aspect, float zn, float zf);
void LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp);
void setLook(Oyster::Math::Float3 look) { mLook = look; }
void setUp(Oyster::Math::Float3 up) { mUp = up; }
void setRight(Oyster::Math::Float3 right) { mRight = right; }
Oyster::Math::Float4x4 View()const;
Oyster::Math::Float4x4 Proj()const;
Oyster::Math::Float4x4 ViewsProj()const;
void Walk(float dist);
void Strafe(float dist);
void Pitch(float angle);
void Yaw(float angle);
void UpdateViewMatrix();
};
#endif

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@ -18,14 +18,7 @@ Object::Object(void)
model = new Model();
model = Oyster::Graphics::API::CreateModel(L"bth.obj");
ICustomBody* temp = rigidBody = API::Instance().CreateSimpleRigidBody().Release();
rigidBody->SetCenter(Float3(50,0,0));
rigidBody->SetMass_KeepMomentum(30);
rigidBody->SetSize(Float3(2,2,2));
rigidBody->SetSubscription(true);
rigidBody->SetMomentOfInertiaTensor_KeepMomentum(Float4x4(MomentOfInertia::CreateCuboidMatrix(30, 2, 2, 2)));
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody().Release();
GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);