#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); mProj.Transpose();*/ mProj = Oyster::Math3D::ProjectionMatrix_Perspective(fovY,aspect,zn,zf); } void Camera::LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp) { Oyster::Math::Float3 L; L = target - pos; L.Normalize(); Oyster::Math::Float3 R; R = worldUp.Cross(L); R.Normalize(); Oyster::Math::Float3 U; U = L.Cross(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; M = mView * mProj; return M; } void Camera::Walk(float dist) { this->m_position += dist*this->mLook; } 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; Oyster::Math3D::RotationMatrix(radians,-mRight,R); 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); Oyster::Math3D::RotationMatrix(radians,-up,R); this->mRight = CrossMatrix(this->mRight, R); this->mUp = CrossMatrix(mUp, R); this->mLook = CrossMatrix(this->mLook, R); } void Camera::UpdateViewMatrix() { mLook.Normalize(); mUp = mLook.Cross(mRight); mUp.Normalize(); mRight = mUp.Cross(mLook); mView = Oyster::Math3D::ViewMatrix_LookAtDirection(mLook, mUp, m_position); /* mLook.Normalize(); mUp = mLook.Cross(mRight); mUp.Normalize(); mRight = mUp.Cross(mLook); float x = -m_position.Dot(mRight); float y = -m_position.Dot(mUp); float z = -m_position.Dot(mLook); mView.m11 = mRight.x; mView.m21 = mRight.y; mView.m31 = mRight.z; mView.m41 = x; mView.m12 = mUp.x; mView.m22 = mUp.y; mView.m32 = mUp.z; mView.m42 = y; mView.m13 = mLook.x; mView.m23 = mLook.y; mView.m33 = mLook.z; mView.m43 = z; mView.m14 = 0.0f; mView.m24 = 0.0f; mView.m34 = 0.0f; mView.m44 = 1.0f; mView.Transpose();*/ }