#include "Camera_FPS.h" #include "Utilities.h" using namespace ::Oyster::Math3D; using namespace ::Utility::Value; 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 = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi ); this->head.SetAngular( this->body.angularAxis + this->pitchUp * this->body.direction.v[0] ); } void Camera_FPS::PitchDown( Float radian ) { this->PitchUp( -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]; }