1 | #include ".\camera.h"
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2 |
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3 | Camera::Camera(void):
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4 | m_EyePosition(0,0,0),
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5 | m_LookAt(0,0,-1),
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6 | m_UpVector(0,1,0),
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7 | m_RightVector(1,0,0),
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8 | m_ViewDirection(0,0,-1),
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9 | m_Orientation(0,0,0),
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10 | m_AspectRatio(1),
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11 | m_NearClipDistance(0.1),
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12 | m_FarClipDistance(500),
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13 | m_FovX(45),
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14 | m_FovY(45),
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15 | m_LeftCorner(-1),
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16 | m_RightCorner(1),
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17 | m_DownCorner(-1),
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18 | m_TopCorner(1)
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19 | {
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20 |
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21 | }
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22 |
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23 | Camera::~Camera(void)
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24 | {
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25 |
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26 | }
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27 |
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28 | void Camera::Rotate(Vector rotvec)
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29 | {
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30 | m_Orientation+=rotvec;
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31 |
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32 |
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33 | }
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34 |
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35 | void Camera::Rotate(Axis axis, double angle)
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36 | {
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37 | switch (axis)
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38 | {
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39 | case AXIS_X:
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40 | m_UpVector=m_UpVector.Rotate(m_RightVector,angle);
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41 | m_ViewDirection=m_ViewDirection.Rotate(m_RightVector,angle);
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42 | UpdateCamera();
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43 | break;
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44 | case AXIS_Y:
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45 | m_ViewDirection=m_ViewDirection.Rotate(Vector(0,1,0),angle);
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46 | m_RightVector=m_RightVector.Rotate(Vector(0,1,0),angle);
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47 | UpdateCamera();
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48 | break;
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49 | case AXIS_Z:
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50 | m_RightVector=m_RightVector.Rotate(m_ViewDirection,angle);
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51 | m_UpVector=m_UpVector.Rotate(m_ViewDirection,angle);
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52 | break;
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53 | }
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54 | }
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55 |
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56 | void Camera::UpdateCamera(void)
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57 | {
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58 | m_LookAt=m_EyePosition+m_ViewDirection;
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59 | }
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60 |
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61 |
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62 |
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63 | void Camera::SetProjection(void)
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64 | {
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65 |
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66 | glMatrixMode(GL_PROJECTION);
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67 | glLoadIdentity();
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68 | gluPerspective(m_FovY,m_AspectRatio,m_NearClipDistance,m_FarClipDistance);
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69 | }
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70 |
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71 | void Camera::SetViewandProjection(void)
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72 | {
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73 |
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74 | glMatrixMode(GL_PROJECTION);
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75 | glLoadIdentity();
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76 | gluPerspective(m_FovY,m_AspectRatio,m_NearClipDistance,m_FarClipDistance);
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77 |
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78 | glMatrixMode(GL_MODELVIEW);
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79 | glLoadIdentity();
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80 |
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81 | //////
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82 |
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83 | m_UpVector=Vector(0,1,0);
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84 | m_RightVector=Vector(1,0,0);
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85 | m_ViewDirection=Vector(0,0,-1);
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86 |
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87 | m_UpVector=m_UpVector.RotateX(m_Orientation.x);
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88 | m_ViewDirection=m_ViewDirection.RotateX(m_Orientation.x);
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89 |
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90 | m_UpVector=m_UpVector.RotateY(m_Orientation.y);
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91 | m_ViewDirection=m_ViewDirection.RotateY(m_Orientation.y);
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92 | m_RightVector=m_RightVector.RotateY(m_Orientation.y);
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93 |
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94 | m_LookAt=m_EyePosition+m_ViewDirection;
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95 |
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96 | /////
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97 |
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98 | gluLookAt(m_EyePosition.x,
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99 | m_EyePosition.y,
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100 | m_EyePosition.z,
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101 | m_LookAt.x,
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102 | m_LookAt.y,
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103 | m_LookAt.z,
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104 | m_UpVector.x,
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105 | m_UpVector.y,
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106 | m_UpVector.z);
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107 | /*
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108 | glRotatef(-m_Orientation.y,0,1,0);
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109 | glRotatef(-m_Orientation.x,1,0,0);
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110 | //glRotatef(m_Orientation.z,0,0,1);
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111 | glTranslatef(-m_EyePosition.x,-m_EyePosition.y,m_EyePosition.z);*/
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112 |
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113 | }
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114 |
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115 | void Camera::SetViewandProjectionNew(void)
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116 | {
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117 |
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118 | glMatrixMode(GL_PROJECTION);
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119 | glLoadIdentity();
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120 | gluPerspective(m_FovY,m_AspectRatio,m_NearClipDistance,m_FarClipDistance);
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121 |
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122 | glMatrixMode(GL_MODELVIEW);
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123 | glLoadIdentity();
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124 |
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125 | //////
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126 |
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127 | m_UpVector=Vector(0,1,0);
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128 | m_RightVector=Vector(1,0,0);
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129 | m_ViewDirection=Vector(0,0,-1);
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130 |
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131 | m_UpVector=m_UpVector.RotateX(m_Orientation.x);
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132 | m_ViewDirection=m_ViewDirection.RotateX(m_Orientation.x);
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133 |
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134 | m_UpVector=m_UpVector.RotateY(m_Orientation.y);
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135 | m_ViewDirection=m_ViewDirection.RotateY(m_Orientation.y);
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136 | m_RightVector=m_RightVector.RotateY(m_Orientation.y);
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137 |
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138 | m_UpVector=m_UpVector.RotateZ(m_Orientation.z);
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139 | m_ViewDirection=m_ViewDirection.RotateZ(m_Orientation.z);
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140 | m_RightVector=m_RightVector.RotateZ(m_Orientation.z);
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141 |
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142 | m_LookAt=m_EyePosition+m_ViewDirection;
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143 |
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144 | /////
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145 |
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146 | gluLookAt(m_EyePosition.x,
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147 | m_EyePosition.y,
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148 | m_EyePosition.z,
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149 | m_LookAt.x,
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150 | m_LookAt.y,
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151 | m_LookAt.z,
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152 | m_UpVector.x,
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153 | m_UpVector.y,
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154 | m_UpVector.z);
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155 | /*
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156 | glRotatef(-m_Orientation.y,0,1,0);
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157 | glRotatef(m_Orientation.z,0,0,1);
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158 | glRotatef(-m_Orientation.x,1,0,0);
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159 | glTranslatef(-m_EyePosition.x,-m_EyePosition.y,-m_EyePosition.z);*/
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160 |
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161 | }
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162 |
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163 | void Camera::SetViewandProjectionOrto(void)
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164 | {
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165 | glMatrixMode(GL_PROJECTION);
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166 | glLoadIdentity();
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167 | glOrtho(m_LeftCorner,m_RightCorner,m_DownCorner,m_TopCorner,m_NearClipDistance,m_FarClipDistance);
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168 |
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169 | glMatrixMode(GL_MODELVIEW);
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170 | glLoadIdentity();
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171 | gluLookAt(m_EyePosition.x,
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172 | m_EyePosition.y,
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173 | m_EyePosition.z,
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174 | m_LookAt.x,
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175 | m_LookAt.y,
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176 | m_LookAt.z,
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177 | m_UpVector.x,
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178 | m_UpVector.y,
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179 | m_UpVector.z);
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180 |
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181 | }
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182 |
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183 | void Camera::Move(Axis axis, double distance)
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184 | {
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185 | switch (axis)
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186 | {
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187 | case AXIS_X:
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188 | m_EyePosition+=m_RightVector.UnitVector()*distance;
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189 | m_LookAt+=m_RightVector.UnitVector()*distance;
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190 | break;
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191 | case AXIS_Y:
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192 | m_EyePosition+=m_UpVector.UnitVector()*distance;
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193 | m_LookAt+=m_UpVector.UnitVector()*distance;
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194 | break;
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195 | case AXIS_Z:
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196 | m_EyePosition+=m_ViewDirection.UnitVector()*distance;
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197 | m_LookAt+=m_ViewDirection.UnitVector()*distance;
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198 | break;
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199 | }
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200 | }
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