overte/interface/src/Camera.cpp
2013-05-07 08:43:14 -07:00

125 lines
3.2 KiB
C++

//---------------------------------------------------------------------
//
// Created by Jeffrey Ventrella for High Fidelity.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
//---------------------------------------------------------------------
#include <SharedUtil.h>
#include <VoxelConstants.h>
// #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;
}