dungeon_crawler

view prototype/src/camera.cc @ 1:96de911d05d4

started a rough prototype
author John Tsiombikas <nuclear@mutantstargoat.com>
date Thu, 28 Jun 2012 06:05:50 +0300
parents
children 8fb37db44fd8
line source
1 #include "opengl.h"
2 #include "camera.h"
4 Camera::Camera()
5 {
6 inval_cache();
7 }
9 Camera::~Camera()
10 {
11 }
13 void Camera::calc_inv_matrix(Matrix4x4 *mat) const
14 {
15 *mat = matrix().inverse();
16 }
18 void Camera::set_glmat(const Matrix4x4 &mat) const
19 {
20 #ifdef SINGLE_PRECISION_MATH
21 if(glLoadTransposeMatrixfARB) {
22 glLoadTransposeMatrixfARB((float*)&mat);
23 } else {
24 Matrix4x4 tmat = mat.transposed();
25 glLoadMatrixf((float*)&tmat);
26 }
27 #else
28 if(glLoadTransposeMatrixdARB) {
29 glLoadTransposeMatrixdARB((double*)&mat);
30 } else {
31 Matrix4x4 tmat = mat.transposed();
32 glLoadMatrixd((double*)&tmat);
33 }
34 #endif
35 }
37 const Matrix4x4 &Camera::matrix() const
38 {
39 if(!mcache.valid) {
40 calc_matrix(&mcache.mat);
41 mcache.valid = true;
42 }
43 return mcache.mat;
44 }
46 const Matrix4x4 &Camera::inv_matrix() const
47 {
48 if(!mcache_inv.valid) {
49 calc_inv_matrix(&mcache_inv.mat);
50 mcache_inv.valid = true;
51 }
52 return mcache_inv.mat;
53 }
55 void Camera::use() const
56 {
57 set_glmat(matrix());
58 }
60 void Camera::use_inverse() const
61 {
62 set_glmat(inv_matrix());
63 }
65 void Camera::input_move(float x, float y, float z)
66 {
67 }
69 void Camera::input_rotate(float x, float y, float z)
70 {
71 }
73 void Camera::input_zoom(float factor)
74 {
75 }
78 // ---- orbit camera ----
80 OrbitCamera::OrbitCamera()
81 {
82 theta = 0.0;
83 phi = 0.0;
84 rad = 10.0;
85 }
87 OrbitCamera::~OrbitCamera()
88 {
89 }
91 void OrbitCamera::calc_matrix(Matrix4x4 *mat) const
92 {
93 mat->reset_identity();
94 mat->translate(Vector3(0, 0, -rad));
95 mat->rotate(Vector3(phi, 0, 0));
96 mat->rotate(Vector3(0, theta, 0));
97 }
99 void OrbitCamera::calc_inv_matrix(Matrix4x4 *mat) const
100 {
101 mat->reset_identity();
102 mat->rotate(Vector3(0, theta, 0));
103 mat->rotate(Vector3(phi, 0, 0));
104 mat->translate(Vector3(0, 0, -rad));
105 }
107 void OrbitCamera::input_rotate(float x, float y, float z)
108 {
109 theta += x;
110 phi += y;
112 if(phi < -M_PI / 2.0)
113 phi = -M_PI / 2.0;
114 if(phi > M_PI / 2.0)
115 phi = M_PI / 2.0;
117 inval_cache();
118 }
120 void OrbitCamera::input_zoom(float factor)
121 {
122 rad += factor;
123 if(rad < 0.0)
124 rad = 0.0;
126 inval_cache();
127 }
130 FlyCamera::FlyCamera()
131 {
132 pos.z = 10.0f;
133 }
135 void FlyCamera::calc_matrix(Matrix4x4 *mat) const
136 {
137 Matrix3x3 rmat = rot.get_rotation_matrix().transposed();
138 Matrix4x4 tmat;
139 tmat.set_translation(pos);
140 *mat = tmat * Matrix4x4(rmat);
141 }
143 /*void FlyCamera::calc_inv_matrix(Matrix4x4 *mat) const
144 {
145 }*/
147 const Vector3 &FlyCamera::get_position() const
148 {
149 return pos;
150 }
152 const Quaternion &FlyCamera::get_rotation() const
153 {
154 return rot;
155 }
157 void FlyCamera::input_move(float x, float y, float z)
158 {
159 static const Vector3 vfwd(0, 0, 1), vright(1, 0, 0);
161 Vector3 k = vfwd.transformed(rot);
162 Vector3 i = vright.transformed(rot);
163 Vector3 j = cross_product(k, i);
165 pos += i * x + j * y + k * z;
166 inval_cache();
167 }
169 void FlyCamera::input_rotate(float x, float y, float z)
170 {
171 Vector3 axis(x, y, z);
172 float axis_len = axis.length();
173 rot.rotate(axis / axis_len, axis_len);
174 rot.normalize();
176 inval_cache();
177 }