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first cut at lookAt
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e30e1ffe28
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2 changed files with 41 additions and 1 deletions
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@ -58,7 +58,9 @@ Camera::Camera() :
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_modeShift(1.0f),
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_linearModeShift(0.0f),
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_modeShiftRate(1.0f),
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_scale(1.0f)
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_scale(1.0f),
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_lookingAt(0.0f, 0.0f, 0.0f),
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_isKeepLookingAt(false)
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{
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}
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@ -222,6 +224,18 @@ void Camera::setFrustumWasReshaped() {
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_frustumNeedsReshape = false;
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}
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void Camera::lookAt(const glm::vec3& lookAt) {
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glm::vec3 up = IDENTITY_UP;
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glm::mat4 lookAtMatrix = glm::lookAt(_position, lookAt, up);
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glm::quat rotation = glm::quat_cast(lookAtMatrix);
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rotation.w = -rotation.w; // Rosedale approved
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setTargetRotation(rotation);
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}
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void Camera::keepLookingAt(const glm::vec3& value) {
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lookAt(value);
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_isKeepLookingAt = true;
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}
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CameraScriptableObject::CameraScriptableObject(Camera* camera, ViewFrustum* viewFrustum) :
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_camera(camera), _viewFrustum(viewFrustum)
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@ -10,6 +10,7 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <RegisteredMetaTypes.h>
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#include <ViewFrustum.h>
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@ -68,6 +69,17 @@ public:
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bool getFrustumNeedsReshape() const; // call to find out if the view frustum needs to be reshaped
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void setFrustumWasReshaped(); // call this after reshaping the view frustum.
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// These only work on independent cameras
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/// one time change to what the camera is looking at
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void lookAt(const glm::vec3& value);
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/// fix what the camera is looking at, and keep the camera looking at this even if position changes
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void keepLookingAt(const glm::vec3& value);
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/// stops the keep looking at feature, doesn't change what's being looked at, but will stop camera from
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/// continuing to update it's orientation to keep looking at the item
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void stopKeepLookingAt() { _isKeepLookingAt = false; }
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private:
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@ -99,6 +111,9 @@ private:
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float _linearModeShift;
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float _modeShiftRate;
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float _scale;
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glm::vec3 _lookingAt;
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bool _isKeepLookingAt;
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void updateFollowMode(float deltaTime);
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};
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@ -119,6 +134,17 @@ public slots:
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void setOrientation(const glm::quat& value) { _camera->setTargetRotation(value); }
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glm::quat getOrientation() const { return _camera->getRotation(); }
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// These only work on independent cameras
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/// one time change to what the camera is looking at
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void lookAt(const glm::vec3& value) { _camera->lookAt(value);}
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/// fix what the camera is looking at, and keep the camera looking at this even if position changes
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void keepLookingAt(const glm::vec3& value) { _camera->keepLookingAt(value);}
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/// stops the keep looking at feature, doesn't change what's being looked at, but will stop camera from
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/// continuing to update it's orientation to keep looking at the item
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void stopKeepLookingAt() { _camera->stopKeepLookingAt();}
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PickRay computePickRay(float x, float y);
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private:
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