goat3dgfx

diff src/camera.cc @ 11:d061fe1a31ec

compile vr source files or not
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 24 Nov 2013 14:00:14 +0200
parents
children 1868c5975f31
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/camera.cc	Sun Nov 24 14:00:14 2013 +0200
     1.3 @@ -0,0 +1,235 @@
     1.4 +#include "opengl.h"
     1.5 +#include "camera.h"
     1.6 +#include "vr.h"
     1.7 +
     1.8 +Camera::Camera()
     1.9 +{
    1.10 +	roll = 0.0;
    1.11 +	inval_cache();
    1.12 +}
    1.13 +
    1.14 +Camera::~Camera()
    1.15 +{
    1.16 +}
    1.17 +
    1.18 +void Camera::calc_inv_matrix(Matrix4x4 *mat) const
    1.19 +{
    1.20 +	*mat = matrix().inverse();
    1.21 +}
    1.22 +
    1.23 +const Matrix4x4 &Camera::matrix() const
    1.24 +{
    1.25 +	if(!mcache.valid) {
    1.26 +		calc_matrix(&mcache.mat);
    1.27 +		mcache.valid = true;
    1.28 +	}
    1.29 +	return mcache.mat;
    1.30 +}
    1.31 +
    1.32 +const Matrix4x4 &Camera::inv_matrix() const
    1.33 +{
    1.34 +	if(!mcache_inv.valid) {
    1.35 +		calc_inv_matrix(&mcache_inv.mat);
    1.36 +		mcache_inv.valid = true;
    1.37 +	}
    1.38 +	return mcache_inv.mat;
    1.39 +}
    1.40 +
    1.41 +void Camera::use() const
    1.42 +{
    1.43 +	mult_matrix(matrix());
    1.44 +}
    1.45 +
    1.46 +void Camera::use_inverse() const
    1.47 +{
    1.48 +	mult_matrix(inv_matrix());
    1.49 +}
    1.50 +
    1.51 +void Camera::input_move(float x, float y, float z)
    1.52 +{
    1.53 +}
    1.54 +
    1.55 +void Camera::input_rotate(float x, float y, float z)
    1.56 +{
    1.57 +}
    1.58 +
    1.59 +void Camera::input_zoom(float factor)
    1.60 +{
    1.61 +}
    1.62 +
    1.63 +
    1.64 +// ---- orbit camera ----
    1.65 +
    1.66 +OrbitCamera::OrbitCamera()
    1.67 +{
    1.68 +	theta = 0.0;
    1.69 +	phi = 0.0;
    1.70 +	rad = 10.0;
    1.71 +}
    1.72 +
    1.73 +OrbitCamera::~OrbitCamera()
    1.74 +{
    1.75 +}
    1.76 +
    1.77 +void OrbitCamera::calc_matrix(Matrix4x4 *mat) const
    1.78 +{
    1.79 +	mat->reset_identity();
    1.80 +	mat->translate(Vector3(0, 0, -rad));
    1.81 +	mat->rotate(Vector3(phi, 0, 0));
    1.82 +	mat->rotate(Vector3(0, theta, 0));
    1.83 +	mat->rotate(Vector3(0, 0, roll));
    1.84 +}
    1.85 +
    1.86 +void OrbitCamera::calc_inv_matrix(Matrix4x4 *mat) const
    1.87 +{
    1.88 +	mat->reset_identity();
    1.89 +	mat->rotate(Vector3(0, 0, roll));
    1.90 +	mat->rotate(Vector3(0, theta, 0));
    1.91 +	mat->rotate(Vector3(phi, 0, 0));
    1.92 +	mat->translate(Vector3(0, 0, -rad));
    1.93 +}
    1.94 +
    1.95 +void OrbitCamera::input_rotate(float x, float y, float z)
    1.96 +{
    1.97 +	theta += y;
    1.98 +	phi += x;
    1.99 +	roll += z;
   1.100 +
   1.101 +	if(phi < -M_PI / 2)
   1.102 +		phi = -M_PI / 2;
   1.103 +	if(phi > M_PI)
   1.104 +		phi = M_PI;
   1.105 +
   1.106 +	inval_cache();
   1.107 +}
   1.108 +
   1.109 +void OrbitCamera::input_zoom(float factor)
   1.110 +{
   1.111 +	rad += factor;
   1.112 +	if(rad < 0.0)
   1.113 +		rad = 0.0;
   1.114 +
   1.115 +	inval_cache();
   1.116 +}
   1.117 +
   1.118 +void FpsCamera::calc_matrix(Matrix4x4 *mat) const
   1.119 +{
   1.120 +	mat->reset_identity();
   1.121 +	mat->translate(Vector3(pos.x, pos.y, pos.z));
   1.122 +	mat->rotate(Vector3(0, theta, 0));
   1.123 +	mat->rotate(Vector3(phi, 0, 0));
   1.124 +	mat->rotate(Vector3(0, 0, roll));
   1.125 +}
   1.126 +
   1.127 +void FpsCamera::calc_inv_matrix(Matrix4x4 *mat) const
   1.128 +{
   1.129 +	mat->reset_identity();
   1.130 +	mat->rotate(Vector3(0, 0, roll));
   1.131 +	mat->rotate(Vector3(phi, 0, 0));
   1.132 +	mat->rotate(Vector3(0, theta, 0));
   1.133 +	mat->translate(Vector3(-pos.x, -pos.y, -pos.z));
   1.134 +}
   1.135 +
   1.136 +void FpsCamera::input_move(float x, float y, float z)
   1.137 +{
   1.138 +	pos.x += x * cos(theta) - z * sin(theta);
   1.139 +	pos.z += x * sin(theta) + z * cos(theta);
   1.140 +	pos.y += y;
   1.141 +	inval_cache();
   1.142 +}
   1.143 +
   1.144 +const Vector3 &FpsCamera::get_position() const
   1.145 +{
   1.146 +	return pos;
   1.147 +}
   1.148 +
   1.149 +
   1.150 +FlyCamera::FlyCamera()
   1.151 +{
   1.152 +	pos.z = 10.0f;
   1.153 +}
   1.154 +
   1.155 +void FlyCamera::calc_matrix(Matrix4x4 *mat) const
   1.156 +{
   1.157 +	Matrix3x3 rmat = rot.get_rotation_matrix().transposed();
   1.158 +	Matrix4x4 tmat;
   1.159 +	tmat.set_translation(pos);
   1.160 +	*mat = tmat * Matrix4x4(rmat);
   1.161 +}
   1.162 +
   1.163 +/*void FlyCamera::calc_inv_matrix(Matrix4x4 *mat) const
   1.164 +{
   1.165 +}*/
   1.166 +
   1.167 +const Vector3 &FlyCamera::get_position() const
   1.168 +{
   1.169 +	return pos;
   1.170 +}
   1.171 +
   1.172 +const Quaternion &FlyCamera::get_rotation() const
   1.173 +{
   1.174 +	return rot;
   1.175 +}
   1.176 +
   1.177 +void FlyCamera::input_move(float x, float y, float z)
   1.178 +{
   1.179 +	static const Vector3 vfwd(0, 0, 1), vright(1, 0, 0);
   1.180 +
   1.181 +	Vector3 k = vfwd.transformed(rot);
   1.182 +	Vector3	i = vright.transformed(rot);
   1.183 +	Vector3 j = cross_product(k, i);
   1.184 +
   1.185 +	pos += i * x + j * y + k * z;
   1.186 +	inval_cache();
   1.187 +}
   1.188 +
   1.189 +void FlyCamera::input_rotate(float x, float y, float z)
   1.190 +{
   1.191 +	Vector3 axis(x, y, z);
   1.192 +	float axis_len = axis.length();
   1.193 +	rot.rotate(axis / axis_len, axis_len);
   1.194 +	rot.normalize();
   1.195 +
   1.196 +	inval_cache();
   1.197 +}
   1.198 +
   1.199 +
   1.200 +// --- VR additions ---
   1.201 +VRFpsCamera::VRFpsCamera()
   1.202 +{
   1.203 +	neck_eye_dist = 0.14;	// default neck->eye distance 14cm
   1.204 +}
   1.205 +
   1.206 +void VRFpsCamera::calc_matrix(Matrix4x4 *mat) const
   1.207 +{
   1.208 +	mat->reset_identity();
   1.209 +	mat->translate(Vector3(pos.x, pos.y, pos.z));
   1.210 +	mat->rotate(Vector3(0, theta, 0));
   1.211 +	mat->rotate(Vector3(phi, 0, 0));
   1.212 +	mat->rotate(Vector3(0, 0, roll));
   1.213 +	mat->translate(Vector3(0, neck_eye_dist, 0));
   1.214 +}
   1.215 +
   1.216 +void VRFpsCamera::calc_inv_matrix(Matrix4x4 *mat) const
   1.217 +{
   1.218 +	mat->reset_identity();
   1.219 +	mat->translate(Vector3(0, -neck_eye_dist, 0));
   1.220 +	mat->rotate(Vector3(0, 0, roll));
   1.221 +	mat->rotate(Vector3(phi, 0, 0));
   1.222 +	mat->rotate(Vector3(0, theta, 0));
   1.223 +	mat->translate(Vector3(-pos.x, -pos.y, -pos.z));
   1.224 +}
   1.225 +
   1.226 +void VRFpsCamera::track_vr()
   1.227 +{
   1.228 +	float euler[3];
   1.229 +	vr_get_rotation_euler(euler);
   1.230 +
   1.231 +	// input_rotate invalidates cache
   1.232 +	input_rotate(prev_angles[0] - euler[0], prev_angles[1] - euler[1], prev_angles[2] - euler[2]);
   1.233 +
   1.234 +	prev_angles[0] = euler[0];
   1.235 +	prev_angles[1] = euler[1];
   1.236 +	prev_angles[2] = euler[2];
   1.237 +}
   1.238 +