adding camera vs head for frustum view, not working yet

This commit is contained in:
ZappoMan 2013-04-10 21:21:13 -07:00
parent 34e5b670a2
commit 0f17c148f4

View file

@ -158,6 +158,7 @@ VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
bool perfStatsOn = false; // Do we want to display perfStats?
bool frustumOn = false; // Whether or not to display the debug view frustum
bool cameraFrustum = false; // which frustum to look at
bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
float viewFrustumOffsetYaw = -90.0;
@ -533,11 +534,48 @@ void render_view_frustum() {
// farHeight the height of the far plane
// farWidth the width of the far plane
glm::vec3 viewFrustumPosition = myAvatar.getHeadPosition();
glm::vec3 viewFrustumDirection = myAvatar.getHeadLookatDirection();
glm::vec3 cameraPosition = ::myCamera.getPosition() * -1.0;
glm::vec3 headPosition = ::myAvatar.getHeadPosition();
printf("\nPosition:\n");
printf("cameraPosition=%f, cameraPosition=%f, cameraPosition=%f\n",cameraPosition.x,cameraPosition.y,cameraPosition.z);
printf("headPosition.x=%f, headPosition.y=%f, headPosition.z=%f\n",headPosition.x,headPosition.y,headPosition.z);
glm::vec3 cameraDirection = ::myCamera.getOrientation().getFront() * glm::vec3(-1,-1,-1);
glm::vec3 headDirection = myAvatar.getHeadLookatDirection();
printf("\nDirection:\n");
printf("cameraDirection.x=%f, cameraDirection.y=%f, cameraDirection.z=%f\n",cameraDirection.x,cameraDirection.y,cameraDirection.z);
printf("headDirection.x=%f, headDirection.y=%f, headDirection.z=%f\n",headDirection.x,headDirection.y,headDirection.z);
glm::vec3 cameraUp = myCamera.getOrientation().getUp() * glm::vec3(1,1,-1);
glm::vec3 headUp = myAvatar.getHeadLookatDirectionUp();
printf("\nUp:\n");
printf("cameraUp.x=%f, cameraUp.y=%f, cameraUp.z=%f\n",cameraUp.x,cameraUp.y,cameraUp.z);
printf("headUp.x=%f, headUp.y=%f, headUp.z=%f\n",headUp.x,headUp.y,headUp.z);
glm::vec3 cameraRight = myCamera.getOrientation().getRight() * glm::vec3(1,-1,1);
glm::vec3 headRight = myAvatar.getHeadLookatDirectionRight();
printf("\nRight:\n");
printf("cameraRight.x=%f, cameraRight.y=%f, cameraRight.z=%f\n",cameraRight.x,cameraRight.y,cameraRight.z);
printf("headRight.x=%f, headRight.y=%f, headRight.z=%f\n",headRight.x,headRight.y,headRight.z);
glm::vec3 viewFrustumPosition;
glm::vec3 viewFrustumDirection;
glm::vec3 up;
glm::vec3 right;
// Camera or Head?
if (::cameraFrustum) {
viewFrustumPosition = cameraPosition;
viewFrustumDirection = cameraDirection;
up = cameraUp;
right = cameraRight;
} else {
viewFrustumPosition = headPosition;
viewFrustumDirection = headDirection;
up = headUp;
right = headRight;
}
glm::vec3 up = myAvatar.getHeadLookatDirectionUp();
glm::vec3 right = myAvatar.getHeadLookatDirectionRight();
// what? this are negative?? GRRRR!!!
float nearDist = -0.1;
@ -569,9 +607,21 @@ void render_view_frustum() {
// Get ready to draw some lines
glDisable(GL_LIGHTING);
glColor4f(1.0, 1.0, 1.0, 1.0);
glLineWidth(1.0);
glBegin(GL_LINES);
glLineWidth(3.0);
glColor3f(1,1,1);
glm::vec3 headLookingAt = headPosition+(headDirection*-2.0);
glVertex3f(headPosition.x,headPosition.y,headPosition.z);
glVertex3f(headLookingAt.x,headLookingAt.y,headLookingAt.z);
glColor3f(1,1,1);
glm::vec3 cameraLookingAt = cameraPosition+(cameraDirection*-2.0);
glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
glVertex3f(cameraLookingAt.x,cameraLookingAt.y,cameraLookingAt.z);
// The remaining lines are skinny
glLineWidth(1.0);
// near plane - bottom edge
glColor3f(1,0,0);
glVertex3f(nearBottomLeft.x,nearBottomLeft.y,nearBottomLeft.z);
@ -673,17 +723,6 @@ void display(void)
myCamera.setDistance( 0.5 );
myCamera.setDistance( 0.08 );
myCamera.update();
} else {
if (::viewFrustumFromOffset && ::frustumOn) {
//----------------------------------------------------
// set the camera to third-person view but offset so we can see the frustum
//----------------------------------------------------
myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
myCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
myCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
myCamera.setUp ( 0.2 + 0.2 );
myCamera.setDistance( 0.5 + 0.2 );
myCamera.update();
} else {
//----------------------------------------------------
// set the camera to third-person view behind my av
@ -696,15 +735,38 @@ void display(void)
myCamera.setDistance( 0.5 );
myCamera.update();
}
// Note: whichCamera is used to pick between the normal camera myCamera for our
// main camera, vs, an alternate camera. The alternate camera we support right now
// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
// to add other cameras.
//
// Why have two cameras? Well, one reason is that because in the case of the render_view_frustum()
// code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of
// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
Camera whichCamera = myCamera;
Camera viewFrustumOffsetCamera = myCamera;
if (::viewFrustumFromOffset && ::frustumOn) {
//----------------------------------------------------
// set the camera to third-person view but offset so we can see the frustum
//----------------------------------------------------
viewFrustumOffsetCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
viewFrustumOffsetCamera.setUp ( 0.2 + 0.2 );
viewFrustumOffsetCamera.setDistance( 0.5 + 0.2 );
viewFrustumOffsetCamera.update();
whichCamera = viewFrustumOffsetCamera;
}
//---------------------------------------------
// transform view according to myCamera
//---------------------------------------------
glRotatef ( myCamera.getPitch(), 1, 0, 0 );
glRotatef ( myCamera.getYaw(), 0, 1, 0 );
glRotatef ( myCamera.getRoll(), 0, 0, 1 );
glTranslatef( myCamera.getPosition().x, myCamera.getPosition().y, myCamera.getPosition().z );
glRotatef ( whichCamera.getPitch(), 1, 0, 0 );
glRotatef ( whichCamera.getYaw(), 0, 1, 0 );
glRotatef ( whichCamera.getRoll(), 0, 0, 1 );
glTranslatef( whichCamera.getPosition().x, whichCamera.getPosition().y, whichCamera.getPosition().z );
if (::starsOn) {
// should be the first rendering pass - w/o depth buffer / lighting
@ -1057,6 +1119,7 @@ void key(unsigned char k, int x, int y)
if (k == '*') ::starsOn = !::starsOn; // toggle stars
if (k == 'V') ::showingVoxels = !::showingVoxels; // toggle voxels
if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
if (k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum from offset debugging
if (k == '[') ::viewFrustumOffsetYaw -= 0.5;