[852] | 1 | #include ".\thirdpersoncamera.h"
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| 2 |
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| 3 | ThirdPersonCamera::ThirdPersonCamera(void)
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| 4 | {
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| 5 | rot=0;
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| 6 | yaw=0;
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| 7 | dist=1;
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| 8 | m_RightVector=Vector(1,0,0);
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| 9 | m_UpVector=Vector(0,1,0);
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| 10 | m_EyePosition=Vector(0,0,-1);
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| 11 | m_LookAt=Vector(0,0,0);
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| 12 | m_ViewDirection=Vector(0,0,1);
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| 13 | }
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| 14 |
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| 15 | ThirdPersonCamera::~ThirdPersonCamera(void)
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| 16 | {
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| 17 | }
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| 18 | void ThirdPersonCamera::setViewforBbox()
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| 19 | {
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| 20 | glMatrixMode(GL_MODELVIEW);
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| 21 | glLoadIdentity();
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| 22 |
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| 23 | gluLookAt(0,0,0,-m_EyePosition.x,
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| 24 | -m_EyePosition.y,
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| 25 | -m_EyePosition.z,
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| 26 | m_UpVector.x,
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| 27 | m_UpVector.y,
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| 28 | m_UpVector.z);
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| 29 |
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| 30 | }
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| 31 |
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| 32 | void ThirdPersonCamera::SetViewandProjection(void)
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| 33 | {
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| 34 | glMatrixMode(GL_PROJECTION);
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| 35 | glLoadIdentity();
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| 36 | gluPerspective(m_FovY,m_AspectRatio,m_NearClipDistance,m_FarClipDistance);
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| 37 |
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| 38 | glMatrixMode(GL_MODELVIEW);
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| 39 | glLoadIdentity();
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| 40 |
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| 41 | gluLookAt(m_EyePosition.x,
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| 42 | m_EyePosition.y,
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| 43 | m_EyePosition.z,
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| 44 | m_LookAt.x,
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| 45 | m_LookAt.y,
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| 46 | m_LookAt.z,
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| 47 | m_UpVector.x,
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| 48 | m_UpVector.y,
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| 49 | m_UpVector.z);
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| 50 |
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| 51 |
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| 52 |
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| 53 | }
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| 54 |
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| 55 | void ThirdPersonCamera::Move(Axis axis, double distance)
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| 56 | {
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| 57 | switch (axis)
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| 58 | {
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| 59 | case AXIS_X:
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| 60 | rot+=distance*3.14/40.0;
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| 61 | break;
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| 62 | case AXIS_Y:
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| 63 | yaw+=distance*3.14/40.0;
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| 64 | break;
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| 65 | case AXIS_Z:
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| 66 | dist-=distance;
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| 67 | break;
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| 68 | }
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| 69 | Vector dir(cos(rot)*cos(yaw),sin(yaw),sin(rot)*cos(yaw));
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| 70 | Vector d=dir;
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| 71 | if(d.y==0)
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| 72 | {
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| 73 | m_UpVector=Vector(0,1,0);
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| 74 | }
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| 75 | else
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| 76 | {
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| 77 | d.y=0;
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| 78 | d.Normalize();
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| 79 | m_UpVector=dir-d;
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| 80 | if(d.y<0)m_UpVector*=-1;
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| 81 | m_UpVector.Normalize();
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| 82 | }
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| 83 | m_RightVector=m_UpVector%dir;
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| 84 | m_RightVector.Normalize();
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| 85 |
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| 86 | dir=dir*dist;
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| 87 |
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| 88 | m_EyePosition=m_LookAt+dir;
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| 89 | m_Orientation.y=rot/3.14*180.0;
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| 90 | m_Orientation.x=-yaw/3.14*180.0;
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| 91 | }
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| 92 |
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| 93 | void ThirdPersonCamera::SetPosition(Vector position)
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| 94 | {
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| 95 | m_EyePosition=position;
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| 96 | Vector dir0=m_EyePosition-m_LookAt;
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| 97 | dir0.Normalize();
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| 98 |
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| 99 | Vector ddd;
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| 100 | ddd.x=dir0.x;
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| 101 | ddd.y=dir0.y;
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| 102 | ddd.z=dir0.z;
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| 103 |
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| 104 | if(ddd.y==0)
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| 105 | {
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| 106 | m_UpVector=Vector(0,1,0);
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| 107 | }
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| 108 | else
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| 109 | {
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| 110 | ddd.y=0;
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| 111 | ddd.Normalize();
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| 112 | m_UpVector=dir0-ddd;
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| 113 | if(ddd.y<0)m_UpVector*=-1;
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| 114 | m_UpVector.Normalize();
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| 115 | }
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| 116 | m_RightVector=m_UpVector%(dir0*-1);
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| 117 | m_RightVector.Normalize();
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| 118 | } |
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