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Camera.cpp
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#include "Camera.h"
Camera::Camera()
{
_cameraType = AIRCRAFT;
_pos = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
_right = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
_up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
_look = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
}
Camera::Camera(CameraType cameraType)
{
_cameraType = cameraType;
_pos = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
_right = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
_up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
_look = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
}
Camera::~Camera()
{
}
void Camera::getPosition(D3DXVECTOR3* pos)
{
*pos = _pos;
}
void Camera::setPosition(D3DXVECTOR3* pos)
{
_pos = *pos;
}
void Camera::getRight(D3DXVECTOR3* right)
{
*right = _right;
}
void Camera::getUp(D3DXVECTOR3* up)
{
*up = _up;
}
void Camera::getLook(D3DXVECTOR3* look)
{
*look = _look;
}
void Camera::walk(float units)
{
// move only on xz plane for land object
if (_cameraType == LANDOBJECT)
_pos += D3DXVECTOR3(_look.x, _look.y, _look.z) * units;
if (_cameraType == AIRCRAFT)
_pos += _look * units;
}
void Camera::strafe(float units)
{
// move only on xz plane for land object
if (_cameraType == LANDOBJECT)
_pos += D3DXVECTOR3(_right.x, 0.0f, _right.z) * units;
if (_cameraType == AIRCRAFT)
_pos += _right * units;
}
void Camera::fly(float units)
{
// move only on y-axis for land object
if (_cameraType == LANDOBJECT)
_pos.y += units;
if (_cameraType == AIRCRAFT)
_pos += _up * units;
}
void Camera::pitch(float angle)
{
D3DXMATRIX T;
D3DXMatrixRotationAxis(&T, &_right, angle);
// rotate _up and _look around _right vector
D3DXVec3TransformCoord(&_up, &_up, &T);
D3DXVec3TransformCoord(&_look, &_look, &T);
}
void Camera::yaw(float angle)
{
D3DXMATRIX T;
// rotate around world y (0, 1, 0) always for land object
//if (_cameraType == LANDOBJECT)
D3DXMatrixRotationY(&T, angle);
// rotate around own up vector for aircraft
//if (_cameraType == AIRCRAFT)
//D3DXMatrixRotationAxis(&T, &_up, angle);
// rotate _right and _look around _up or y-axis
D3DXVec3TransformCoord(&_right, &_right, &T);
D3DXVec3TransformCoord(&_look, &_look, &T);
}
void Camera::roll(float angle)
{
// only roll for aircraft type
if (_cameraType == AIRCRAFT)
{
D3DXMATRIX T;
D3DXMatrixRotationAxis(&T, &_look, angle);
// rotate _up and _right around _look vector
D3DXVec3TransformCoord(&_right, &_right, &T);
D3DXVec3TransformCoord(&_up, &_up, &T);
}
}
void Camera::getViewMatrix(D3DXMATRIX* V)
{
// Keep camera's axes orthogonal to eachother
D3DXVec3Normalize(&_look, &_look);
D3DXVec3Cross(&_up, &_look, &_right);
D3DXVec3Normalize(&_up, &_up);
D3DXVec3Cross(&_right, &_up, &_look);
D3DXVec3Normalize(&_right, &_right);
// Build the view matrix:
float x = -D3DXVec3Dot(&_right, &_pos);
float y = -D3DXVec3Dot(&_up, &_pos);
float z = -D3DXVec3Dot(&_look, &_pos);
(*V)(0, 0) = _right.x; (*V)(0, 1) = _up.x; (*V)(0, 2) = _look.x; (*V)(0, 3) = 0.0f;
(*V)(1, 0) = _right.y; (*V)(1, 1) = _up.y; (*V)(1, 2) = _look.y; (*V)(1, 3) = 0.0f;
(*V)(2, 0) = _right.z; (*V)(2, 1) = _up.z; (*V)(2, 2) = _look.z; (*V)(2, 3) = 0.0f;
(*V)(3, 0) = x; (*V)(3, 1) = y; (*V)(3, 2) = z; (*V)(3, 3) = 1.0f;
}
void Camera::setCameraType(CameraType cameraType)
{
_cameraType = cameraType;
}