#include "Camera_FPSV2.h" #include "Utilities.h" using namespace ::Oyster::Math3D; using namespace ::Utility::Value; Camera_FPSV2::Camera_FPSV2() { // this->head is default set to identity uniformprojection at origo this->pitchUp = 0.0f; this->headOffset = this->body.translation = Float3::null; this->body.rotation = Quaternion::identity; } Camera_FPSV2::~Camera_FPSV2() {} Camera_FPSV2 & Camera_FPSV2::operator = ( const Camera_FPSV2 &camera ) { this->head = camera.head; this->pitchUp = camera.pitchUp; this->headOffset = camera.headOffset; this->body.translation = camera.body.translation; this->body.rotation = camera.body.rotation; return *this; } void Camera_FPSV2::SetHeadOffset( const Float3 &translation ) { this->head.Move( translation - this->headOffset ); this->headOffset = translation; } void Camera_FPSV2::SetPosition( const Float3 &translation ) { this->head.Move( translation - this->body.translation ); this->body.translation = translation; } void Camera_FPSV2::SetAngular( const Float3 &axis ) { this->body.rotation = Rotation( axis ); this->head.SetRotation( this->body.rotation ); this->pitchUp = 0.0f; } void Camera_FPSV2::SetProjection( const Float4x4 &matrix ) { this->head.SetProjection( matrix ); } void Camera_FPSV2::SetOrthographicProjection( Float width, Float height, Float nearClip, Float farClip ) { this->head.SetOrthographicProjection( width, height, nearClip, farClip ); } void Camera_FPSV2::SetPerspectiveProjection( Float verticalFoV, Float aspectRatio, Float nearClip, Float farClip ) { this->head.SetPerspectiveProjection( verticalFoV, aspectRatio, nearClip, farClip ); } void Camera_FPSV2::UpdateOrientation() { Float4x4 orientation; OrientationMatrix( this->body.rotation, this->body.translation, orientation ); this->head.SetPosition( (orientation * Float4(this->headOffset, 1.0f)).xyz ); } void Camera_FPSV2::SnapUpToNormal( const Float3 &normal ) { this->body.rotation = Rotation( SnapAngularAxis(AngularAxis(this->body.rotation), WorldAxisOf(this->body.rotation, Float3::standard_unit_y), normal) ); this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp * Float3::standard_unit_x) ); } void Camera_FPSV2::Move( const Float3 &deltaPosition ) { this->head.Move( deltaPosition ); this->body.translation += deltaPosition; } void Camera_FPSV2::Rotate( const Quaternion &deltaRotation ) { this->head.Rotate( deltaRotation ); this->body.rotation *= deltaRotation; } void Camera_FPSV2::Rotate( const Float3 &deltaAngularAxis ) { this->Rotate( Rotation(deltaAngularAxis) ); } void Camera_FPSV2::MoveForward( Float distance ) { this->MoveBackward( -distance ); } void Camera_FPSV2::MoveBackward( Float distance ) { this->Move( distance * WorldAxisOf(this->body.rotation, Float3::standard_unit_z) ); } void Camera_FPSV2::StrafeRight( Float distance ) { this->Move( distance * WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ); } void Camera_FPSV2::StrafeLeft( Float distance ) { this->StrafeRight( -distance ); } void Camera_FPSV2::PitchUp( Float radian ) { this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi ); this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, Float3::standard_unit_x) ); } void Camera_FPSV2::PitchDown( Float radian ) { this->PitchUp( -radian ); } void Camera_FPSV2::YawRight( Float radian ) { this->YawLeft( -radian ); } void Camera_FPSV2::YawLeft( Float radian ) { Quaternion deltaRotation = Rotation( radian, WorldAxisOf(this->body.rotation, Float3::standard_unit_y) ); this->Rotate( deltaRotation ); } const Float3 & Camera_FPSV2::GetHeadOffset() const { return this->headOffset; } const Float3 & Camera_FPSV2::GetPosition() const { return this->body.translation; } Float4x4 & Camera_FPSV2::GetViewMatrix( Float4x4 &targetMem ) const { return this->head.GetViewMatrix( targetMem ); } const Float4x4 & Camera_FPSV2::GetProjectionMatrix() const { return this->head.GetProjectionMatrix(); } Float4x4 & Camera_FPSV2::GetViewsProjMatrix( Float4x4 &targetMem ) const { return this->head.GetViewsProjMatrix( targetMem ); } Float3 Camera_FPSV2::GetNormalOf( const Float3 &axis ) const { return this->head.GetNormalOf( axis ); } Float3 Camera_FPSV2::GetRight() const { return WorldAxisOf( this->body.rotation, Float3::standard_unit_x ); } Float3 Camera_FPSV2::GetUp() const { return WorldAxisOf( this->body.rotation, Float3::standard_unit_y ); } Float3 Camera_FPSV2::GetLook() const { return this->head.GetNormalOf( -Float3::standard_unit_z ); } Float3 Camera_FPSV2::GetForward() const { return WorldAxisOf( this->body.rotation, -Float3::standard_unit_z ); }