117 lines
2.8 KiB
C++
117 lines
2.8 KiB
C++
#include "Camera_BasicV2.h"
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using namespace ::Oyster::Math3D;
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Camera_BasicV2::Camera_BasicV2()
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{
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this->translation = Float3::null;
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this->rotation = Quaternion::identity;
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this->projection = Float4x4::identity;
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}
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Camera_BasicV2::Camera_BasicV2( const Float3 &position, const Quaternion &rotation, const Float4x4 &projection )
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{
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this->translation = position;
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this->rotation = rotation;
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this->projection = projection;
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}
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Camera_BasicV2::~Camera_BasicV2() {}
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Camera_BasicV2 & Camera_BasicV2::operator = ( const Camera_BasicV2 &camera )
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{
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this->translation = camera.translation;
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this->rotation = camera.rotation;
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this->projection = camera.projection;
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return *this;
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}
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void Camera_BasicV2::SetPosition( const Float3 &translation )
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{
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this->translation = translation;
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}
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void Camera_BasicV2::SetRotation( const Quaternion &rotation )
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{
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this->rotation = rotation;
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}
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void Camera_BasicV2::SetAngular( const Float3 &axis )
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{
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this->rotation = Rotation( axis );
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}
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void Camera_BasicV2::SetProjection( const Float4x4 &matrix )
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{
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this->projection = matrix;
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}
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void Camera_BasicV2::SetOrthographicProjection( Float width, Float height, Float nearClip, Float farClip )
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{
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ProjectionMatrix_Orthographic( width, height, nearClip, farClip, this->projection );
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}
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void Camera_BasicV2::SetPerspectiveProjection( Float verticalFoV, Float aspectRatio, Float nearClip, Float farClip )
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{
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ProjectionMatrix_Perspective( verticalFoV, aspectRatio, nearClip, farClip, this->projection );
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}
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void Camera_BasicV2::Move( const Float3 &deltaPosition )
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{
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this->translation += deltaPosition;
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}
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void Camera_BasicV2::Rotate( const Quaternion &deltaRotation )
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{
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this->rotation *= deltaRotation;
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}
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void Camera_BasicV2::Rotate( const Float3 &deltaAngularAxis )
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{
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this->rotation *= Rotation( deltaAngularAxis );
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}
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const Float3 & Camera_BasicV2::GetPosition() const
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{
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return this->translation;
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}
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Float3 & Camera_BasicV2::GetAngularAxis( Float3 &targetMem ) const
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{
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return targetMem = AngularAxis( this->rotation );
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}
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Float3 Camera_BasicV2::GetNormalOf( const Float3 &axis ) const
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{
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return WorldAxisOf( this->rotation, axis );
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}
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const Quaternion & Camera_BasicV2::GetRotation() const
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{
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return this->rotation;
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}
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Float3x3 & Camera_BasicV2::GetRotationMatrix( Float3x3 &targetMem ) const
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{
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return RotationMatrix( this->rotation, targetMem );
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}
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Float4x4 & Camera_BasicV2::GetRotationMatrix( Float4x4 &targetMem ) const
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{
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return RotationMatrix( this->rotation, targetMem );
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}
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Float4x4 & Camera_BasicV2::GetViewMatrix( Float4x4 &targetMem ) const
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{
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return ViewMatrix( this->rotation, this->translation, targetMem );
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}
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const Float4x4 & Camera_BasicV2::GetProjectionMatrix() const
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{
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return this->projection;
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}
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Float4x4 & Camera_BasicV2::GetViewsProjMatrix( Float4x4 &targetMem ) const
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{
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return TransformMatrix( this->projection, this->GetViewMatrix(), targetMem );
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} |