Added Camera_FPS

This commit is contained in:
Dander7BD 2014-02-10 15:19:55 +01:00
parent 77eceaf285
commit b435818567
3 changed files with 244 additions and 0 deletions

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@ -197,6 +197,7 @@
<ItemGroup>
<ClCompile Include="GameClientState\Camera_Basic.cpp" />
<ClCompile Include="GameClientState\Camera.cpp" />
<ClCompile Include="GameClientState\Camera_FPS.cpp" />
<ClCompile Include="GameClientState\C_obj\C_DynamicObj.cpp" />
<ClCompile Include="GameClientState\C_obj\C_Player.cpp" />
<ClCompile Include="GameClientState\C_obj\C_StaticObj.cpp" />
@ -214,6 +215,7 @@
<ClInclude Include="GameClientRecieverFunc.h" />
<ClInclude Include="GameClientState\Camera_Basic.h" />
<ClInclude Include="GameClientState\Camera.h" />
<ClInclude Include="GameClientState\Camera_FPS.h" />
<ClInclude Include="GameClientState\C_obj\C_DynamicObj.h" />
<ClInclude Include="GameClientState\C_obj\C_Player.h" />
<ClInclude Include="GameClientState\C_obj\C_StaticObj.h" />

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#include "Camera_FPS.h"
using namespace ::Oyster::Math3D;
Camera_FPS::Camera_FPS()
{ // this->head is default set to identity uniformprojection at origo
this->pitchUp = 0.0f;
this->headOffset =
this->body.translation =
this->body.angularAxis = Float3( 0.0f );
this->body.direction = Float3x3::identity;
}
Camera_FPS::~Camera_FPS() {}
Camera_FPS & Camera_FPS::operator = ( const Camera_FPS &camera )
{
this->head = camera.head;
this->pitchUp = camera.pitchUp;
this->headOffset = camera.headOffset;
this->body.translation = camera.body.translation;
this->body.angularAxis = camera.body.angularAxis;
this->body.direction = camera.body.direction;
return *this;
}
void Camera_FPS::SetHeadOffset( const Float3 &translation )
{
this->head.Move( translation - this->headOffset );
this->headOffset = translation;
}
void Camera_FPS::SetPosition( const Float3 &translation )
{
this->head.Move( translation - this->body.translation );
this->body.translation = translation;
}
void Camera_FPS::SetAngular( const Float3 &axis )
{
this->head.SetAngular( axis );
this->pitchUp = 0.0f;
this->body.angularAxis = axis;
}
void Camera_FPS::SetProjection( const Float4x4 &matrix )
{
this->head.SetProjection( matrix );
}
void Camera_FPS::SetOrthographicProjection( Float width, Float height, Float nearClip, Float farClip )
{
this->head.SetOrthographicProjection( width, height, nearClip, farClip );
}
void Camera_FPS::SetPerspectiveProjection( Float verticalFoV, Float aspectRatio, Float nearClip, Float farClip )
{
this->head.SetPerspectiveProjection( verticalFoV, aspectRatio, nearClip, farClip );
}
void Camera_FPS::UpdateOrientation()
{
RotationMatrix( Rotation(this->body.angularAxis), this->body.direction );
Float4x4 orientation = Float4x4( Float4(this->body.direction.v[0], 0.0f),
Float4(this->body.direction.v[1], 0.0f),
Float4(this->body.direction.v[2], 0.0f),
Float4(this->body.translation, 1.0f) );
this->head.SetPosition( (orientation * Float4(this->headOffset, 1.0f)).xyz );
}
void Camera_FPS::SnapUpToNormal( const Float3 &normal )
{
SnapAngularAxis( this->body.angularAxis, this->body.direction.v[1], normal, this->body.angularAxis );
this->head.SetAngular( this->body.angularAxis + this->pitchUp * Float3::standard_unit_x );
}
void Camera_FPS::Move( const Float3 &deltaPosition )
{
this->head.Move( deltaPosition );
this->body.translation += deltaPosition;
}
void Camera_FPS::Rotate( const Float3 &deltaAngularAxis )
{
this->head.Rotate( deltaAngularAxis );
this->body.angularAxis += deltaAngularAxis;
}
void Camera_FPS::MoveForward( Float distance )
{
this->MoveBackward( -distance );
}
void Camera_FPS::MoveBackward( Float distance )
{
this->Move( distance * this->body.direction.v[2] );
}
void Camera_FPS::StrafeRight( Float distance )
{
this->Move( distance * this->body.direction.v[0] );
}
void Camera_FPS::StrafeLeft( Float distance )
{
this->StrafeRight( -distance );
}
void Camera_FPS::PitchUp( Float radian )
{
this->pitchUp += radian;
this->head.SetAngular( this->body.angularAxis + this->pitchUp * this->body.direction.v[0] );
}
void Camera_FPS::PitchDown( Float radian )
{
this->PitchDown( -radian );
}
void Camera_FPS::YawRight( Float radian )
{
this->YawLeft( -radian );
}
void Camera_FPS::YawLeft( Float radian )
{
this->body.angularAxis += radian * this->body.direction.v[1];
this->head.SetAngular( this->body.angularAxis + this->pitchUp * this->body.direction.v[0] );
}
const Float3 & Camera_FPS::GetHeadOffset() const
{
return this->headOffset;
}
const Float3 & Camera_FPS::GetPosition() const
{
return this->body.translation;
}
Float4x4 & Camera_FPS::GetViewMatrix( Float4x4 &targetMem ) const
{
return this->head.GetViewMatrix( targetMem );
}
const Float4x4 & Camera_FPS::GetProjectionMatrix() const
{
return this->head.GetProjectionMatrix();
}
Float4x4 & Camera_FPS::GetViewsProjMatrix( Float4x4 &targetMem ) const
{
return this->head.GetViewsProjMatrix( targetMem );
}
Float3 Camera_FPS::GetNormalOf( const Float3 &axis ) const
{
return this->head.GetNormalOf( axis );
}
Float3 Camera_FPS::GetRight() const
{
return this->body.direction.v[0];
}
Float3 Camera_FPS::GetUp() const
{
return this->body.direction.v[1];
}
Float3 Camera_FPS::GetLook() const
{
return this->head.GetNormalOf( -Float3::standard_unit_z );
}
Float3 Camera_FPS::GetForward() const
{
return -this->body.direction.v[2];
}

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#ifndef CAMERA_FPS_H
#define CAMERA_FPS_H
#include "OysterMath.h"
#include "Camera_Basic.h"
class Camera_FPS
{
public:
Camera_FPS();
virtual ~Camera_FPS();
Camera_FPS & operator = ( const Camera_FPS &camera );
void SetHeadOffset( const ::Oyster::Math::Float3 &translation );
void SetPosition( const ::Oyster::Math::Float3 &translation );
void SetAngular( const ::Oyster::Math::Float3 &axis );
void SetProjection( const ::Oyster::Math::Float4x4 &matrix );
void SetOrthographicProjection( ::Oyster::Math::Float width, ::Oyster::Math::Float height, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip );
void SetPerspectiveProjection( ::Oyster::Math::Float verticalFoV, ::Oyster::Math::Float aspectRatio, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip );
void UpdateOrientation();
void SnapUpToNormal( const ::Oyster::Math::Float3 &normal );
void Move( const ::Oyster::Math::Float3 &deltaPosition );
void Rotate( const ::Oyster::Math::Float3 &deltaAngularAxis );
void MoveForward( ::Oyster::Math::Float distance );
void MoveBackward( ::Oyster::Math::Float distance );
void StrafeRight( ::Oyster::Math::Float distance );
void StrafeLeft( ::Oyster::Math::Float distance );
void PitchUp( ::Oyster::Math::Float radian );
void PitchDown( ::Oyster::Math::Float radian );
void YawRight( ::Oyster::Math::Float radian );
void YawLeft( ::Oyster::Math::Float radian );
const ::Oyster::Math::Float3 & GetHeadOffset() const;
const ::Oyster::Math::Float3 & GetPosition() const;
::Oyster::Math::Float4x4 & GetViewMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
const ::Oyster::Math::Float4x4 & GetProjectionMatrix() const;
::Oyster::Math::Float4x4 & GetViewsProjMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
::Oyster::Math::Float3 GetNormalOf( const ::Oyster::Math::Float3 &axis ) const;
::Oyster::Math::Float3 GetRight() const;
::Oyster::Math::Float3 GetUp() const;
::Oyster::Math::Float3 GetLook() const;
::Oyster::Math::Float3 GetForward() const;
private:
Camera_Basic head;
::Oyster::Math::Float pitchUp;
::Oyster::Math::Float3 headOffset;
struct
{
::Oyster::Math::Float3 translation, angularAxis;
::Oyster::Math::Float3x3 direction;
} body;
};
#endif