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Camera.cpp
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/*
Penjin is Copyright (c)2005, 2006, 2007, 2008, 2009, 2010 Kevin Winfield-Pantoja
This file is part of Penjin.
Penjin is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Penjin is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Penjin. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Camera.h"
Camera::Camera(Vector3df *target, Quaternion* targetRot,const float& roll,const float& pitch,const float& yaw,const float& z)
{
this->target = target;
targetRotation = targetRot;
this->z = z;
camRoll = camPitch = camYaw = 0;
rotation = Quaternion(roll, pitch, yaw);
rotUpdate = true;
cameraReset = false;
}
Camera::Camera()
{
this->target =0;
this->z = 1.0f;
camRoll = camPitch = camYaw = 0;
rotation = Quaternion(camRoll, camPitch, camYaw);
targetRotation = &rotation;
rotUpdate = true;
cameraReset = false;
}
Camera::~Camera()
{}
void Camera::render()
{
pos.x = 0.0;
pos.y = 0.0;
pos.z = z;
Vector3df centre;
centre.x = 0.0f;
centre.y = 0.0f;
centre.z = 0.0f;
Vector3d up;
up.x = 0.0f;
up.y = 1.0f;
up.z = 0.0f;
if(cameraReset)
{
Quaternion tempRotation;
GLfloat tempRotMat[16];
tempRotation = tempRotation.Slerp(rotation, *targetRotation, slerpAmount);
slerpAmount += 0.01f;
tempRotation.convertToMatrix(tempRotMat);
pos *= tempRotMat;
up *= tempRotMat;
if(slerpAmount >= 1.0f)
{
cameraReset = false;
rotation = tempRotation;
rotUpdate = true;
}
}
else
{
slerpAmount = 0.0f;
pos *= rotMat;
up *= rotMat;
}
gluLookAt(pos.x, pos.y, pos.z, centre.x, centre.y, centre.z, up.x, up.y, up.z);
glTranslated(-target->x, -target->y, -target->z);
}
void Camera::update()
{
rotation = rotation * Quaternion(camPitch, camYaw, camRoll);
rotUpdate = true;
if(rotUpdate)
{
rotation.convertToMatrix(rotMat);
rotUpdate = false;
}
}
void Camera::zoom(const float& z)
{
this->z += z;
if(this->z <= camZoomMin) this->z = camZoomMin;
if(this->z >= camZoomMax) this->z = camZoomMax;
}