librw/tools/playground/camera.cpp
2020-04-28 17:24:26 +02:00

135 lines
2.7 KiB
C++

#include <cstdio>
#include <cassert>
#include <rw.h>
#define PI 3.14159265359f
#include "camera.h"
using rw::Quat;
using rw::V3d;
void
Camera::update(void)
{
if(m_rwcam){
m_rwcam->setNearPlane(m_near);
m_rwcam->setFarPlane(m_far);
m_rwcam->setFOV(m_fov, m_aspectRatio);
rw::Frame *f = m_rwcam->getFrame();
if(f){
V3d forward = normalize(sub(m_target, m_position));
V3d left = normalize(cross(m_up, forward));
V3d nup = cross(forward, left);
f->matrix.right = left; // lol
f->matrix.up = nup;
f->matrix.at = forward;
f->matrix.pos = m_position;
f->matrix.optimize();
f->updateObjects();
}
}
}
void
Camera::setTarget(V3d target)
{
m_position = sub(m_position, sub(m_target, target));
m_target = target;
}
float
Camera::getHeading(void)
{
V3d dir = sub(m_target, m_position);
float a = atan2(dir.y, dir.x)-PI/2.0f;
return m_localup.z < 0.0f ? a-PI : a;
}
void
Camera::turn(float yaw, float pitch)
{
V3d dir = sub(m_target, m_position);
Quat r = Quat::rotation(yaw, rw::makeV3d(0.0f, 0.0f, 1.0f));
dir = rotate(dir, r);
m_localup = rotate(m_localup, r);
V3d right = normalize(cross(dir, m_localup));
r = Quat::rotation(pitch, right);
dir = rotate(dir, r);
m_localup = normalize(cross(right, dir));
if(m_localup.z >= 0.0) m_up.z = 1.0;
else m_up.z = -1.0f;
m_target = add(m_position, dir);
}
void
Camera::orbit(float yaw, float pitch)
{
V3d dir = sub(m_target, m_position);
Quat r = Quat::rotation(yaw, rw::makeV3d(0.0f, 0.0f, 1.0f));
dir = rotate(dir, r);
m_localup = rotate(m_localup, r);
V3d right = normalize(cross(dir, m_localup));
r = Quat::rotation(-pitch, right);
dir = rotate(dir, r);
m_localup = normalize(cross(right, dir));
if(m_localup.z >= 0.0) m_up.z = 1.0;
else m_up.z = -1.0f;
m_position = sub(m_target, dir);
}
void
Camera::dolly(float dist)
{
V3d dir = setlength(sub(m_target, m_position), dist);
m_position = add(m_position, dir);
m_target = add(m_target, dir);
}
void
Camera::zoom(float dist)
{
V3d dir = sub(m_target, m_position);
float curdist = length(dir);
if(dist >= curdist)
dist = curdist-0.01f;
dir = setlength(dir, dist);
m_position = add(m_position, dir);
}
void
Camera::pan(float x, float y)
{
V3d dir = normalize(sub(m_target, m_position));
V3d right = normalize(cross(dir, m_up));
V3d localup = normalize(cross(right, dir));
dir = add(scale(right, x), scale(localup, y));
m_position = add(m_position, dir);
m_target = add(m_target, dir);
}
float
Camera::distanceTo(V3d v)
{
return length(sub(m_position, v));
}
Camera::Camera()
{
m_position.set(0.0f, 6.0f, 0.0f);
m_target.set(0.0f, 0.0f, 0.0f);
m_up.set(0.0f, 0.0f, 1.0f);
m_localup = m_up;
m_fov = 70.0f;
m_aspectRatio = 1.0f;
m_near = 0.1f;
m_far = 100.0f;
m_rwcam = NULL;
}