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camera.cpp
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#include "camera.hpp"
Camera::Camera() {
pos = glm::vec3(0.0f,128.0f,90.0f);
lookdir = glm::normalize(-pos);
up = glm::normalize(glm::vec3(0,10,-50));
}
void Camera::InitForHelpInfo() {
pos = glm::vec3(0.0f, 0.0f, 20.0f);
lookdir = glm::normalize(-pos);
up = glm::vec3(0, 1, 0);
}
glm::mat4 Camera::GetViewMatrix() {
return glm::lookAt(pos, pos + lookdir, up);
}
// Will convert world coordinates accordingly
#ifdef WIN32
DirectX::XMMATRIX Camera::GetViewMatrix_D3D11() {
DirectX::XMVECTOR eye_d3d, lookdir_d3d, target_d3d, up_d3d;
eye_d3d.m128_f32[0] = pos.x;
eye_d3d.m128_f32[1] = pos.y;
eye_d3d.m128_f32[2] = -pos.z;
lookdir_d3d.m128_f32[0] = lookdir.x;
lookdir_d3d.m128_f32[1] = lookdir.y;
lookdir_d3d.m128_f32[2] = -lookdir.z;
up_d3d.m128_f32[0] = up.x;
up_d3d.m128_f32[1] = up.y;
up_d3d.m128_f32[2] = -up.z;
return DirectX::XMMatrixLookAtLH(eye_d3d, DirectX::XMVectorAdd(eye_d3d, lookdir_d3d), up_d3d);
}
#endif
void Camera::Update(float sec) {
pos += vel * sec;
}
void Camera::MoveUp(float dist) { do_MoveInLocalCoords(glm::vec3(0, 1, 0), dist); }
void Camera::MoveDown(float dist) { do_MoveInLocalCoords(glm::vec3(0,-1, 0), dist); }
void Camera::MoveLeft(float dist) { do_MoveInLocalCoords(glm::vec3(1, 0, 0), dist); }
void Camera::MoveRight(float dist) { do_MoveInLocalCoords(glm::vec3(-1,0, 0), dist); }
void Camera::MoveFront(float dist) { do_MoveInLocalCoords(glm::vec3(0, 0,-1), dist); }
void Camera::MoveBack(float dist) { do_MoveInLocalCoords(glm::vec3(0, 0, 1), dist); }
void Camera::do_MoveInLocalCoords(glm::vec3 local_dir, float dist) {
glm::vec3 world_x = glm::cross(up, lookdir),
world_z = -lookdir,
world_y = up,
delta = world_x * local_dir.x +
world_y * local_dir.y +
world_z * local_dir.z;
pos += delta;
}
void Camera::LookUp(float rad) { do_RotateInLocalCoords(glm::vec3(1, 0, 0), rad); }
void Camera::LookDown(float rad) { do_RotateInLocalCoords(glm::vec3(1, 0, 0),-rad); }
void Camera::LookLeft(float rad) { do_RotateInLocalCoords(glm::vec3(0, 1, 0), rad); }
void Camera::LookRight(float rad) { do_RotateInLocalCoords(glm::vec3(0, 1, 0),-rad); }
void Camera::RollClockwise(float rad) { do_RotateInLocalCoords(glm::vec3(0, 0, 1), rad); }
void Camera::RollCounterClockwise(float rad) { do_RotateInLocalCoords(glm::vec3(0, 0, 1),-rad); }
void Camera::do_RotateInLocalCoords(glm::vec3 local_axis, float rad) {
glm::vec3 world_x = -glm::cross(up, lookdir),
world_z = -lookdir,
world_y = up;
glm::mat3 basis(world_x, world_y, world_z);
glm::mat3 rot = glm::mat3(glm::rotate(rad, local_axis));
basis = basis * rot;
lookdir = -basis[2];
up = basis[1];
}
void Camera::RotateAlongPoint(glm::vec3 p, glm::vec3 local_axis, float rad) {
float dist = sqrt(glm::dot(p - pos, p - pos));
do_RotateInLocalCoords(glm::vec3(local_axis), rad);
pos = p - (glm::normalize(lookdir) * dist);
}
#ifdef WIN32
DirectX::XMVECTOR Camera::GetPos_D3D11() {
DirectX::XMVECTOR ret = { };
ret.m128_f32[0] = pos.x;
ret.m128_f32[1] = pos.y;
ret.m128_f32[2] = pos.z * -1;
ret.m128_f32[3] = 1.0f;
return ret;
}
#endif