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adding camera vs head for frustum view, not working yet
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parent
34e5b670a2
commit
0f17c148f4
1 changed files with 94 additions and 31 deletions
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@ -158,6 +158,7 @@ VoxelDetail paintingVoxel; // The voxel we're painting if we're painting
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unsigned char dominantColor = 0; // The dominant color of the voxel we're painting
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bool perfStatsOn = false; // Do we want to display perfStats?
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bool frustumOn = false; // Whether or not to display the debug view frustum
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bool cameraFrustum = false; // which frustum to look at
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bool viewFrustumFromOffset=false; // Wether or not to offset the view of the frustum
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float viewFrustumOffsetYaw = -90.0;
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@ -533,11 +534,48 @@ void render_view_frustum() {
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// farHeight – the height of the far plane
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// farWidth – the width of the far plane
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glm::vec3 viewFrustumPosition = myAvatar.getHeadPosition();
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glm::vec3 viewFrustumDirection = myAvatar.getHeadLookatDirection();
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glm::vec3 cameraPosition = ::myCamera.getPosition() * -1.0;
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glm::vec3 headPosition = ::myAvatar.getHeadPosition();
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printf("\nPosition:\n");
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printf("cameraPosition=%f, cameraPosition=%f, cameraPosition=%f\n",cameraPosition.x,cameraPosition.y,cameraPosition.z);
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printf("headPosition.x=%f, headPosition.y=%f, headPosition.z=%f\n",headPosition.x,headPosition.y,headPosition.z);
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glm::vec3 cameraDirection = ::myCamera.getOrientation().getFront() * glm::vec3(-1,-1,-1);
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glm::vec3 headDirection = myAvatar.getHeadLookatDirection();
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printf("\nDirection:\n");
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printf("cameraDirection.x=%f, cameraDirection.y=%f, cameraDirection.z=%f\n",cameraDirection.x,cameraDirection.y,cameraDirection.z);
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printf("headDirection.x=%f, headDirection.y=%f, headDirection.z=%f\n",headDirection.x,headDirection.y,headDirection.z);
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glm::vec3 cameraUp = myCamera.getOrientation().getUp() * glm::vec3(1,1,-1);
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glm::vec3 headUp = myAvatar.getHeadLookatDirectionUp();
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printf("\nUp:\n");
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printf("cameraUp.x=%f, cameraUp.y=%f, cameraUp.z=%f\n",cameraUp.x,cameraUp.y,cameraUp.z);
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printf("headUp.x=%f, headUp.y=%f, headUp.z=%f\n",headUp.x,headUp.y,headUp.z);
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glm::vec3 cameraRight = myCamera.getOrientation().getRight() * glm::vec3(1,-1,1);
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glm::vec3 headRight = myAvatar.getHeadLookatDirectionRight();
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printf("\nRight:\n");
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printf("cameraRight.x=%f, cameraRight.y=%f, cameraRight.z=%f\n",cameraRight.x,cameraRight.y,cameraRight.z);
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printf("headRight.x=%f, headRight.y=%f, headRight.z=%f\n",headRight.x,headRight.y,headRight.z);
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glm::vec3 viewFrustumPosition;
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glm::vec3 viewFrustumDirection;
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glm::vec3 up;
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glm::vec3 right;
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// Camera or Head?
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if (::cameraFrustum) {
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viewFrustumPosition = cameraPosition;
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viewFrustumDirection = cameraDirection;
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up = cameraUp;
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right = cameraRight;
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} else {
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viewFrustumPosition = headPosition;
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viewFrustumDirection = headDirection;
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up = headUp;
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right = headRight;
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}
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glm::vec3 up = myAvatar.getHeadLookatDirectionUp();
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glm::vec3 right = myAvatar.getHeadLookatDirectionRight();
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// what? this are negative?? GRRRR!!!
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float nearDist = -0.1;
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@ -569,9 +607,21 @@ void render_view_frustum() {
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// Get ready to draw some lines
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glDisable(GL_LIGHTING);
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glLineWidth(1.0);
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glBegin(GL_LINES);
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glLineWidth(3.0);
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glColor3f(1,1,1);
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glm::vec3 headLookingAt = headPosition+(headDirection*-2.0);
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glVertex3f(headPosition.x,headPosition.y,headPosition.z);
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glVertex3f(headLookingAt.x,headLookingAt.y,headLookingAt.z);
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glColor3f(1,1,1);
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glm::vec3 cameraLookingAt = cameraPosition+(cameraDirection*-2.0);
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glVertex3f(cameraPosition.x,cameraPosition.y,cameraPosition.z);
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glVertex3f(cameraLookingAt.x,cameraLookingAt.y,cameraLookingAt.z);
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// The remaining lines are skinny
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glLineWidth(1.0);
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// near plane - bottom edge
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glColor3f(1,0,0);
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glVertex3f(nearBottomLeft.x,nearBottomLeft.y,nearBottomLeft.z);
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@ -674,37 +724,49 @@ void display(void)
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myCamera.setDistance( 0.08 );
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myCamera.update();
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} else {
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if (::viewFrustumFromOffset && ::frustumOn) {
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//----------------------------------------------------
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// set the camera to third-person view but offset so we can see the frustum
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//----------------------------------------------------
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myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
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myCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
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myCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
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myCamera.setUp ( 0.2 + 0.2 );
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myCamera.setDistance( 0.5 + 0.2 );
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myCamera.update();
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} else {
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//----------------------------------------------------
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// set the camera to third-person view behind my av
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//----------------------------------------------------
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myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() );
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myCamera.setPitch ( 0.0 );
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myCamera.setRoll ( 0.0 );
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myCamera.setUp ( 0.2 );
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myCamera.setDistance( 1.6 );
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myCamera.setDistance( 0.5 );
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myCamera.update();
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}
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//----------------------------------------------------
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// set the camera to third-person view behind my av
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//----------------------------------------------------
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myCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() );
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myCamera.setPitch ( 0.0 );
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myCamera.setRoll ( 0.0 );
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myCamera.setUp ( 0.2 );
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myCamera.setDistance( 1.6 );
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myCamera.setDistance( 0.5 );
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myCamera.update();
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}
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// Note: whichCamera is used to pick between the normal camera myCamera for our
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// main camera, vs, an alternate camera. The alternate camera we support right now
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// is the viewFrustumOffsetCamera. But theoretically, we could use this same mechanism
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// to add other cameras.
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//
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// Why have two cameras? Well, one reason is that because in the case of the render_view_frustum()
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// code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of
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// myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera
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Camera whichCamera = myCamera;
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Camera viewFrustumOffsetCamera = myCamera;
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if (::viewFrustumFromOffset && ::frustumOn) {
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//----------------------------------------------------
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// set the camera to third-person view but offset so we can see the frustum
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//----------------------------------------------------
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viewFrustumOffsetCamera.setYaw ( 180.0 - myAvatar.getBodyYaw() + ::viewFrustumOffsetYaw );
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viewFrustumOffsetCamera.setPitch ( 0.0 + ::viewFrustumOffsetPitch );
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viewFrustumOffsetCamera.setRoll ( 0.0 + ::viewFrustumOffsetRoll );
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viewFrustumOffsetCamera.setUp ( 0.2 + 0.2 );
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viewFrustumOffsetCamera.setDistance( 0.5 + 0.2 );
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viewFrustumOffsetCamera.update();
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whichCamera = viewFrustumOffsetCamera;
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}
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//---------------------------------------------
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// transform view according to myCamera
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//---------------------------------------------
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glRotatef ( myCamera.getPitch(), 1, 0, 0 );
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glRotatef ( myCamera.getYaw(), 0, 1, 0 );
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glRotatef ( myCamera.getRoll(), 0, 0, 1 );
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glTranslatef( myCamera.getPosition().x, myCamera.getPosition().y, myCamera.getPosition().z );
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glRotatef ( whichCamera.getPitch(), 1, 0, 0 );
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glRotatef ( whichCamera.getYaw(), 0, 1, 0 );
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glRotatef ( whichCamera.getRoll(), 0, 0, 1 );
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glTranslatef( whichCamera.getPosition().x, whichCamera.getPosition().y, whichCamera.getPosition().z );
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if (::starsOn) {
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// should be the first rendering pass - w/o depth buffer / lighting
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@ -1057,6 +1119,7 @@ void key(unsigned char k, int x, int y)
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if (k == '*') ::starsOn = !::starsOn; // toggle stars
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if (k == 'V') ::showingVoxels = !::showingVoxels; // toggle voxels
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if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
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if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
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if (k == 'G') ::viewFrustumFromOffset = !::viewFrustumFromOffset; // toggle view frustum from offset debugging
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if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
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