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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