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1 #include "opengl.h"
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2 #include "camera.h"
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3
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4 Camera::Camera()
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5 {
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6 inval_cache();
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7 }
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8
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9 Camera::~Camera()
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10 {
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11 }
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12
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13 void Camera::calc_inv_matrix(Matrix4x4 *mat) const
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14 {
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15 *mat = matrix().inverse();
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16 }
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17
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18 const Matrix4x4 &Camera::matrix() const
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19 {
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20 if(!mcache.valid) {
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21 calc_matrix(&mcache.mat);
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22 mcache.valid = true;
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23 }
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24 return mcache.mat;
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25 }
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26
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27 const Matrix4x4 &Camera::inv_matrix() const
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28 {
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29 if(!mcache_inv.valid) {
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30 calc_inv_matrix(&mcache_inv.mat);
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31 mcache_inv.valid = true;
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32 }
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33 return mcache_inv.mat;
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34 }
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35
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36 void Camera::use() const
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37 {
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38 mult_matrix(matrix());
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39 }
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40
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41 void Camera::use_inverse() const
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42 {
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43 mult_matrix(inv_matrix());
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44 }
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45
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46 void Camera::input_move(float x, float y, float z)
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47 {
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48 }
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49
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50 void Camera::input_rotate(float x, float y, float z)
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51 {
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52 }
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53
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54 void Camera::input_zoom(float factor)
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55 {
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56 }
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57
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58
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59 // ---- orbit camera ----
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60
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61 OrbitCamera::OrbitCamera()
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62 {
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63 theta = 0.0;
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64 phi = 0.0;
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65 rad = 10.0;
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66 }
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67
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68 OrbitCamera::~OrbitCamera()
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69 {
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70 }
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71
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72 void OrbitCamera::calc_matrix(Matrix4x4 *mat) const
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73 {
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74 mat->reset_identity();
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75 mat->translate(Vector3(0, 0, -rad));
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76 mat->rotate(Vector3(phi, 0, 0));
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77 mat->rotate(Vector3(0, theta, 0));
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78 }
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79
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80 void OrbitCamera::calc_inv_matrix(Matrix4x4 *mat) const
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81 {
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82 mat->reset_identity();
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83 mat->rotate(Vector3(0, theta, 0));
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84 mat->rotate(Vector3(phi, 0, 0));
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85 mat->translate(Vector3(0, 0, -rad));
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86 }
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87
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88 void OrbitCamera::input_rotate(float x, float y, float z)
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89 {
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90 theta += y;
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91 phi += x;
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92
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93 if(phi < -M_PI / 2)
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94 phi = -M_PI / 2;
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95 if(phi > M_PI)
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96 phi = M_PI;
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97
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98 inval_cache();
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99 }
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100
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101 void OrbitCamera::input_zoom(float factor)
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102 {
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103 rad += factor;
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104 if(rad < 0.0)
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105 rad = 0.0;
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106
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107 inval_cache();
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108 }
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109
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110
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111 void FpsCamera::calc_matrix(Matrix4x4 *mat) const
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112 {
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113 mat->reset_identity();
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114 mat->translate(Vector3(pos.x, pos.y, pos.z));
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115 mat->rotate(Vector3(0, theta, 0));
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116 mat->rotate(Vector3(phi, 0, 0));
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117 }
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118
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119 void FpsCamera::calc_inv_matrix(Matrix4x4 *mat) const
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120 {
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121 mat->reset_identity();
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122 mat->rotate(Vector3(phi, 0, 0));
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123 mat->rotate(Vector3(0, theta, 0));
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124 mat->translate(Vector3(-pos.x, -pos.y, -pos.z));
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125 }
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126
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127 void FpsCamera::input_move(float x, float y, float z)
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128 {
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129 pos.x += x * cos(theta) - z * sin(theta);
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130 pos.z += x * sin(theta) + z * cos(theta);
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131 pos.y += y;
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132 inval_cache();
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133 }
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134
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135
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136
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137 FlyCamera::FlyCamera()
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138 {
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139 pos.z = 10.0f;
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140 }
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141
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142 void FlyCamera::calc_matrix(Matrix4x4 *mat) const
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143 {
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144 Matrix3x3 rmat = rot.get_rotation_matrix().transposed();
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145 Matrix4x4 tmat;
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146 tmat.set_translation(pos);
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147 *mat = tmat * Matrix4x4(rmat);
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148 }
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149
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150 /*void FlyCamera::calc_inv_matrix(Matrix4x4 *mat) const
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151 {
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152 }*/
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153
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154 const Vector3 &FlyCamera::get_position() const
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155 {
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156 return pos;
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157 }
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158
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159 const Quaternion &FlyCamera::get_rotation() const
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160 {
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161 return rot;
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162 }
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163
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164 void FlyCamera::input_move(float x, float y, float z)
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165 {
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166 static const Vector3 vfwd(0, 0, 1), vright(1, 0, 0);
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167
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168 Vector3 k = vfwd.transformed(rot);
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169 Vector3 i = vright.transformed(rot);
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170 Vector3 j = cross_product(k, i);
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171
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172 pos += i * x + j * y + k * z;
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173 inval_cache();
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174 }
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175
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176 void FlyCamera::input_rotate(float x, float y, float z)
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177 {
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178 Vector3 axis(x, y, z);
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179 float axis_len = axis.length();
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180 rot.rotate(axis / axis_len, axis_len);
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181 rot.normalize();
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182
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183 inval_cache();
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184 }
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