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