Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
f69f3af23d
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@ -10,6 +10,7 @@ Camera_FPSV2::Camera_FPSV2()
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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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this->pitchHaveChanged = false;
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}
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Camera_FPSV2::~Camera_FPSV2() {}
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@ -21,6 +22,7 @@ Camera_FPSV2 & Camera_FPSV2::operator = ( const Camera_FPSV2 &camera )
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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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this->pitchHaveChanged = camera.pitchHaveChanged;
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return *this;
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}
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@ -45,6 +47,7 @@ void Camera_FPSV2::SetRotation( const Quaternion &rotation )
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this->body.rotation = rotation;
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this->head.SetRotation( rotation * Rotation(this->pitchUp, WorldAxisOf(rotation, Float3::standard_unit_x) ) );
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this->pitchHaveChanged = false;
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}
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void Camera_FPSV2::SetAngular( const Float3 &axis )
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@ -69,6 +72,12 @@ void Camera_FPSV2::SetPerspectiveProjection( Float verticalFoV, Float aspectRati
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void Camera_FPSV2::UpdateOrientation()
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{
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if( this->pitchHaveChanged )
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{
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this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
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this->pitchHaveChanged = false;
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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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@ -78,7 +87,8 @@ void Camera_FPSV2::UpdateOrientation()
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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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this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
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this->pitchHaveChanged = false;
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}
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void Camera_FPSV2::Move( const Float3 &deltaPosition )
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@ -89,8 +99,8 @@ void Camera_FPSV2::Move( const Float3 &deltaPosition )
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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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this->pitchHaveChanged = true;
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}
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void Camera_FPSV2::Rotate( const Float3 &deltaAngularAxis )
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@ -121,7 +131,7 @@ void Camera_FPSV2::StrafeLeft( Float distance )
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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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this->pitchHaveChanged = true;
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}
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void Camera_FPSV2::PitchDown( Float radian )
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@ -152,6 +162,12 @@ const Float3 & Camera_FPSV2::GetPosition() const
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Float4x4 & Camera_FPSV2::GetViewMatrix( Float4x4 &targetMem ) const
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{
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if( this->pitchHaveChanged )
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{
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this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
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this->pitchHaveChanged = false;
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}
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return this->head.GetViewMatrix( targetMem );
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}
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@ -162,11 +178,23 @@ const Float4x4 & Camera_FPSV2::GetProjectionMatrix() const
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Float4x4 & Camera_FPSV2::GetViewsProjMatrix( Float4x4 &targetMem ) const
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{
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if( this->pitchHaveChanged )
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{
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this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
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this->pitchHaveChanged = false;
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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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if( this->pitchHaveChanged )
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{
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this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
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this->pitchHaveChanged = false;
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}
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return this->head.GetNormalOf( axis );
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}
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@ -182,6 +210,12 @@ Float3 Camera_FPSV2::GetUp() const
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Float3 Camera_FPSV2::GetLook() const
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{
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if( this->pitchHaveChanged )
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{
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this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
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this->pitchHaveChanged = false;
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}
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return this->head.GetNormalOf( -Float3::standard_unit_z );
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}
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@ -50,7 +50,7 @@ public:
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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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mutable 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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@ -58,6 +58,7 @@ private:
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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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mutable bool pitchHaveChanged;
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};
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#endif
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