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