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trying to get around git confusion
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commit
0c85f832e6
2 changed files with 41 additions and 45 deletions
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@ -9,41 +9,32 @@
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#include "Camera.h"
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#include "Camera.h"
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//------------------------
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Camera::Camera()
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Camera::Camera()
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{
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{
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mode = CAMERA_MODE_THIRD_PERSON;
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_mode = CAMERA_MODE_THIRD_PERSON;
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tightness = DEFAULT_CAMERA_TIGHTNESS;
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_tightness = DEFAULT_CAMERA_TIGHTNESS;
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fieldOfView = 60.0; // default
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_fieldOfView = 60.0; // default
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yaw = 0.0;
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_yaw = 0.0;
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pitch = 0.0;
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_pitch = 0.0;
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roll = 0.0;
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_roll = 0.0;
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up = 0.0;
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_up = 0.0;
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distance = 0.0;
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_distance = 0.0;
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idealYaw = 0.0;
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_idealYaw = 0.0;
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targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
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_targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
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position = glm::vec3( 0.0, 0.0, 0.0 );
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_position = glm::vec3( 0.0, 0.0, 0.0 );
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idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
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_idealPosition = glm::vec3( 0.0, 0.0, 0.0 );
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orientation.setToIdentity();
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_orientation.setToIdentity();
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}
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}
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//------------------------------------
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void Camera::update( float deltaTime )
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void Camera::update( float deltaTime )
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{
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{
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float radian = ( _yaw / 180.0 ) * PIE;
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float radian = ( _yaw / 180.0 ) * PIE;
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//these need to be checked to make sure they correspond to the coordinate system.
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//these need to be checked to make sure they correspond to the coordinate system.
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double x = distance * -sin( radian );
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double x = _distance * -sin( radian );
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double z = distance * cos( radian );
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double z = _distance * cos( radian );
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double y = up;
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double y = _up;
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idealPosition = targetPosition + glm::vec3( x, y, z );
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_idealPosition = _targetPosition + glm::vec3( x, y, z );
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_idealPosition = _targetPosition + glm::vec3( x, y, z );
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float t = _tightness * deltaTime;
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float t = _tightness * deltaTime;
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@ -51,17 +42,17 @@ void Camera::update( float deltaTime )
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t = 1.0;
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t = 1.0;
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}
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}
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position += ( idealPosition - position ) * t;
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_position += ( _idealPosition - _position ) * t;
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yaw += ( idealYaw - yaw ) * t;
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_yaw += ( _idealYaw - _yaw ) * t;
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//roll = 20.0;
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//roll = 20.0;
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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// generate the ortho-normals for the orientation based on the Euler angles
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// generate the ortho-normals for the orientation based on the Euler angles
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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orientation.setToIdentity();
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_orientation.setToIdentity();
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orientation.yaw ( yaw );
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_orientation.yaw ( _yaw );
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orientation.pitch ( pitch );
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_orientation.pitch ( _pitch );
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orientation.roll ( roll );
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_orientation.roll ( _roll );
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}
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}
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@ -29,6 +29,7 @@ public:
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void update( float deltaTime );
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void update( float deltaTime );
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/*
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void setMode ( CameraMode m ) { mode = m; }
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void setMode ( CameraMode m ) { mode = m; }
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void setYaw ( float y ) { idealYaw = y; }
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void setYaw ( float y ) { idealYaw = y; }
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void setPitch ( float p ) { pitch = p; }
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void setPitch ( float p ) { pitch = p; }
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@ -39,6 +40,7 @@ public:
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void setPosition ( glm::vec3 p ) { position = p; }
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void setPosition ( glm::vec3 p ) { position = p; }
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void setTightness ( float t ) { tightness = t; }
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void setTightness ( float t ) { tightness = t; }
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void setOrientation ( Orientation o ) { orientation.set(o); }
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void setOrientation ( Orientation o ) { orientation.set(o); }
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*/
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void setMode ( CameraMode m ) { _mode = m; }
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void setMode ( CameraMode m ) { _mode = m; }
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void setYaw ( float y ) { _yaw = y; }
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void setYaw ( float y ) { _yaw = y; }
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@ -68,19 +70,22 @@ public:
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private:
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private:
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CameraMode mode;
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CameraMode _mode;
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glm::vec3 position;
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glm::vec3 _position;
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glm::vec3 idealPosition;
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glm::vec3 _idealPosition;
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glm::vec3 targetPosition;
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glm::vec3 _targetPosition;
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float fieldOfView;
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float _fieldOfView;
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float yaw;
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float _aspectRatio;
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float pitch;
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float _nearClip;
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float roll;
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float _farClip;
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float up;
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float _yaw;
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float idealYaw;
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float _pitch;
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float distance;
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float _roll;
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float tightness;
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float _up;
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Orientation orientation;
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float _idealYaw;
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float _distance;
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float _tightness;
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Orientation _orientation;
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};
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};
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#endif
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#endif
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