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[845] | 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_LookAt=Vector(0.5,0,0);
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| 9 | }
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| 10 |
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| 11 | ThirdPersonCamera::~ThirdPersonCamera(void)
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| 12 | {
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| 13 | }
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| 14 | void ThirdPersonCamera::setViewforBbox()
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| 15 | {
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| 16 | glMatrixMode(GL_MODELVIEW);
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| 17 | glLoadIdentity();
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| 18 |
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| 19 | gluLookAt(0,0,0,-m_EyePosition.x,
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| 20 | -m_EyePosition.y,
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| 21 | -m_EyePosition.z,
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| 22 | m_UpVector.x,
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| 23 | m_UpVector.y,
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| 24 | m_UpVector.z);
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| 25 |
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| 26 | }
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| 27 |
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| 28 | void ThirdPersonCamera::SetViewandProjection(void)
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| 29 | {
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| 30 | glMatrixMode(GL_PROJECTION);
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| 31 | glLoadIdentity();
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| 32 | gluPerspective(m_FovY,m_AspectRatio,m_NearClipDistance,m_FarClipDistance);
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| 33 |
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| 34 | glMatrixMode(GL_MODELVIEW);
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| 35 | glLoadIdentity();
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| 36 |
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| 37 | gluLookAt(m_EyePosition.x,
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| 38 | m_EyePosition.y,
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| 39 | m_EyePosition.z,
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| 40 | m_LookAt.x,
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| 41 | m_LookAt.y,
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| 42 | m_LookAt.z,
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| 43 | m_UpVector.x,
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| 44 | m_UpVector.y,
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| 45 | m_UpVector.z);
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| 46 |
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| 47 |
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| 48 |
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| 49 | }
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| 50 |
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| 51 | void ThirdPersonCamera::Move(Axis axis, double distance)
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| 52 | {
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| 53 | switch (axis)
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| 54 | {
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| 55 | case AXIS_X:
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| 56 | rot+=distance*3.14/40.0;
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| 57 | break;
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| 58 | case AXIS_Y:
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| 59 | yaw+=distance*3.14/40.0;
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| 60 | break;
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| 61 | case AXIS_Z:
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| 62 | dist-=distance;
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| 63 | break;
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| 64 | }
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| 65 | Vector dir(cos(rot)*cos(yaw),sin(yaw),sin(rot)*cos(yaw));
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| 66 | dir=dir*dist;
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| 67 | m_EyePosition=m_LookAt+dir;
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| 68 | m_Orientation.y=rot/3.14*180.0;
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| 69 | m_Orientation.x=-yaw/3.14*180.0;
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| 70 | } |
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