//--------------------------------------------------------------------- // // Created by Jeffrey Ventrella for High Fidelity. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // //--------------------------------------------------------------------- #include #include // #include "Log.h" #include "Camera.h" Camera::Camera() { _frustumNeedsReshape = false; _mode = CAMERA_MODE_THIRD_PERSON; _tightness = 10.0; // default _fieldOfView = 60.0; // default _nearClip = 0.08; // default _farClip = 50.0 * TREE_SCALE; // default _modeShift = 0.0; _yaw = 0.0; _pitch = 0.0; _roll = 0.0; _upShift = 0.0; _rightShift = 0.0; _distance = 0.0; _idealYaw = 0.0; _targetPosition = glm::vec3(0.0, 0.0, 0.0); _position = glm::vec3(0.0, 0.0, 0.0); _idealPosition = glm::vec3(0.0, 0.0, 0.0); _orientation.setToIdentity(); } void Camera::update(float deltaTime) { if (_mode == CAMERA_MODE_NULL) { _modeShift = 0.0; } else { // use iterative forces to keep the camera at the desired position and angle updateFollowMode(deltaTime); if (_modeShift < 1.0f) { _modeShift += MODE_SHIFT_RATE * deltaTime; if (_modeShift > 1.0f) { _modeShift = 1.0f; } } } // do this AFTER making any changes to yaw pitch and roll.... generateOrientation(); } // generate the ortho-normals for the orientation based on the three Euler angles void Camera::generateOrientation() { _orientation.setToIdentity(); _orientation.pitch(_pitch); _orientation.yaw (_yaw ); _orientation.roll (_roll ); } // use iterative forces to keep the camera at the desired position and angle void Camera::updateFollowMode(float deltaTime) { // derive t from tightness float t = _tightness * deltaTime; if (t > 1.0) { t = 1.0; } // update _yaw (before position!) _yaw += (_idealYaw - _yaw) * t; _orientation.yaw(_yaw); float radian = (_yaw / 180.0) * PIE; // update _position double x = -_distance * sin(radian); double z = -_distance * cos(radian); double y = _upShift; _idealPosition = _targetPosition + glm::vec3(x, y, z); // pull position towards ideal position _position += (_idealPosition - _position) * t; } void Camera::setMode(CameraMode m) { _mode = m; _modeShift = 0.0f; } void Camera::setFieldOfView(float f) { _fieldOfView = f; _frustumNeedsReshape = true; } void Camera::setAspectRatio(float a) { _aspectRatio = a; _frustumNeedsReshape = true; } void Camera::setNearClip (float n) { _nearClip = n; _frustumNeedsReshape = true; } void Camera::setFarClip (float f) { _farClip = f; _frustumNeedsReshape = true; } // call to find out if the view frustum needs to be reshaped bool Camera::getFrustumNeedsReshape() { return _frustumNeedsReshape; } // call this after reshaping the view frustum void Camera::setFrustumWasReshaped() { _frustumNeedsReshape = false; }