mirror of
https://github.com/overte-org/overte.git
synced 2025-04-25 14:33:31 +02:00
Tweaks to Camera class
- added lens attributes - coding standard cleanup
This commit is contained in:
parent
3b994cbdcf
commit
c2c36e6cea
2 changed files with 68 additions and 53 deletions
|
@ -11,16 +11,18 @@
|
|||
//------------------------
|
||||
Camera::Camera()
|
||||
{
|
||||
mode = CAMERA_MODE_THIRD_PERSON;
|
||||
fieldOfView = 60.0; // default
|
||||
yaw = 0.0;
|
||||
pitch = 0.0;
|
||||
roll = 0.0;
|
||||
up = 0.0;
|
||||
distance = 0.0;
|
||||
targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
position = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
orientation.setToIdentity();
|
||||
_mode = CAMERA_MODE_THIRD_PERSON;
|
||||
_fieldOfView = 60.0; // default
|
||||
_nearClip = 0.1; // default
|
||||
_farClip = 50.0; // default
|
||||
_yaw = 0.0;
|
||||
_pitch = 0.0;
|
||||
_roll = 0.0;
|
||||
_up = 0.0;
|
||||
_distance = 0.0;
|
||||
_targetPosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
_position = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
_orientation.setToIdentity();
|
||||
}
|
||||
|
||||
|
||||
|
@ -28,21 +30,21 @@ Camera::Camera()
|
|||
//------------------------
|
||||
void Camera::update()
|
||||
{
|
||||
double radian = ( yaw / 180.0 ) * PIE;
|
||||
float radian = ( _yaw / 180.0 ) * PIE;
|
||||
|
||||
//these need to be checked to make sure they correspond to the cordinate system.
|
||||
double x = distance * -sin( radian );
|
||||
double z = distance * cos( radian );
|
||||
double y = up;
|
||||
float x = _distance * -sin( radian );
|
||||
float z = _distance * cos( radian );
|
||||
float y = _up;
|
||||
|
||||
position = targetPosition + glm::vec3( x, y, z );
|
||||
_position = _targetPosition + glm::vec3( x, y, z );
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//geterate the ortho-normals for the orientation based on the Euler angles
|
||||
//------------------------------------------------------------------------
|
||||
orientation.setToIdentity();
|
||||
orientation.yaw ( yaw );
|
||||
orientation.pitch ( pitch );
|
||||
orientation.roll ( roll );
|
||||
_orientation.setToIdentity();
|
||||
_orientation.yaw ( _yaw );
|
||||
_orientation.pitch ( _pitch );
|
||||
_orientation.roll ( _roll );
|
||||
}
|
||||
|
||||
|
|
|
@ -13,50 +13,63 @@
|
|||
|
||||
enum CameraMode
|
||||
{
|
||||
CAMERA_MODE_NULL = -1,
|
||||
CAMERA_MODE_FIRST_PERSON,
|
||||
CAMERA_MODE_THIRD_PERSON,
|
||||
CAMERA_MODE_MY_OWN_FACE,
|
||||
NUM_CAMERA_MODES
|
||||
CAMERA_MODE_NULL = -1,
|
||||
CAMERA_MODE_FIRST_PERSON,
|
||||
CAMERA_MODE_THIRD_PERSON,
|
||||
CAMERA_MODE_MY_OWN_FACE,
|
||||
NUM_CAMERA_MODES
|
||||
};
|
||||
|
||||
|
||||
class Camera
|
||||
{
|
||||
public:
|
||||
Camera();
|
||||
|
||||
void update();
|
||||
|
||||
void setMode ( CameraMode m ) { mode = m; }
|
||||
void setYaw ( float y ) { yaw = y; }
|
||||
void setPitch ( float p ) { pitch = p; }
|
||||
void setRoll ( float r ) { roll = r; }
|
||||
void setUp ( float u ) { up = u; }
|
||||
void setDistance ( float d ) { distance = d; }
|
||||
void setTargetPosition ( glm::vec3 t ) { targetPosition = t; };
|
||||
void setPosition ( glm::vec3 p ) { position = p; };
|
||||
void setOrientation ( Orientation o ) { orientation.set(o); }
|
||||
Camera();
|
||||
|
||||
float getYaw () { return yaw; }
|
||||
float getPitch () { return pitch; }
|
||||
float getRoll () { return roll; }
|
||||
glm::vec3 getPosition () { return position; }
|
||||
Orientation getOrientation () { return orientation; }
|
||||
CameraMode getMode () { return mode; }
|
||||
void update();
|
||||
|
||||
void setMode ( CameraMode m ) { _mode = m; }
|
||||
void setYaw ( float y ) { _yaw = y; }
|
||||
void setPitch ( float p ) { _pitch = p; }
|
||||
void setRoll ( float r ) { _roll = r; }
|
||||
void setUp ( float u ) { _up = u; }
|
||||
void setDistance ( float d ) { _distance = d; }
|
||||
void setTargetPosition ( glm::vec3 t ) { _targetPosition = t; };
|
||||
void setPosition ( glm::vec3 p ) { _position = p; };
|
||||
void setOrientation ( Orientation o ) { _orientation.set(o); }
|
||||
void setFieldOfView ( float f ) { _fieldOfView = f; }
|
||||
void setAspectRatio ( float a ) { _aspectRatio = a; }
|
||||
void setNearClip ( float n ) { _nearClip = n; }
|
||||
void setFarClip ( float f ) { _farClip = f; }
|
||||
|
||||
float getYaw () { return _yaw; }
|
||||
float getPitch () { return _pitch; }
|
||||
float getRoll () { return _roll; }
|
||||
glm::vec3 getPosition () { return _position; }
|
||||
Orientation getOrientation () { return _orientation; }
|
||||
CameraMode getMode () { return _mode; }
|
||||
float getFieldOfView () { return _fieldOfView; }
|
||||
float getAspectRatio () { return _aspectRatio; }
|
||||
float getNearClip () { return _nearClip; }
|
||||
float getFarClip () { return _farClip; }
|
||||
|
||||
private:
|
||||
|
||||
CameraMode mode;
|
||||
glm::vec3 position;
|
||||
glm::vec3 targetPosition;
|
||||
float fieldOfView;
|
||||
float yaw;
|
||||
float pitch;
|
||||
float roll;
|
||||
float up;
|
||||
float distance;
|
||||
Orientation orientation;
|
||||
CameraMode _mode;
|
||||
glm::vec3 _position;
|
||||
glm::vec3 _targetPosition;
|
||||
float _yaw;
|
||||
float _pitch;
|
||||
float _roll;
|
||||
float _up;
|
||||
float _distance;
|
||||
Orientation _orientation;
|
||||
|
||||
// Lens attributes
|
||||
float _fieldOfView; // in degrees
|
||||
float _aspectRatio; // width/height
|
||||
float _nearClip; // in world units? - XXXBHG - we need to think about this!
|
||||
float _farClip; // in world units?
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue