Big camera improvements.
This commit is contained in:
@@ -5,6 +5,8 @@
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#include "Demo.h"
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#include "AudioPlayer.h"
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CameraController::CameraController(){
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yaw=0;
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pitch=0;
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@@ -13,8 +15,9 @@ CameraController::CameraController(){
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backwards=false;
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left=false;
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right=false;
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zoom=7.f;
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rightButtonHolding=false;
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focusPosition=Vector3(0,0,0);
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}
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GCamera* CameraController::getCamera()
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@@ -39,6 +42,7 @@ void CameraController::setFrame(const CoordinateFrame& cf) {
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Vector3 look = cf.getLookVector();
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g3dCamera.setCoordinateFrame(cf);
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lookAt(cf.translation + look);
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focusPosition=cf.translation+cf.lookVector()*zoom;
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}
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CoordinateFrame CameraController::getCoordinateFrame() {
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@@ -48,25 +52,45 @@ CoordinateFrame CameraController::getCoordinateFrame() {
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return cf;
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}
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void CameraController::pan(int spdX, int spdY)
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void CameraController::pan(CoordinateFrame* frame,float spdX, float spdY)
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{
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yaw+=spdX;
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pitch+=spdY;
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if (pitch>1.4f) pitch=1.4f;
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if (pitch<-1.4f) pitch=-1.4f;
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frame->translation = Vector3(sin(-yaw)*zoom*cos(pitch),sin(pitch)*zoom,cos(-yaw)*zoom*cos(pitch))+focusPosition;
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frame->lookAt(focusPosition);
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}
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bool CameraController::onMouseWheel(int x, int y, short delta)
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{
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CoordinateFrame frame = g3dCamera.getCoordinateFrame();
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if (delta>0) { // Mouse wheel up
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g3dCamera.setCoordinateFrame(g3dCamera.getCoordinateFrame() + frame.lookVector()*2);
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if (zoom>CAM_ZOOM_MIN)
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frame = frame+frame.lookVector()*(zoom/5);
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//setFrame(frame);
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}
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else {
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g3dCamera.setCoordinateFrame(g3dCamera.getCoordinateFrame() - frame.lookVector()*2);
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//zoom+=0.5;
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if (zoom<CAM_ZOOM_MAX)
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frame = frame-frame.lookVector()*(zoom/5);
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//setFrame(frame);
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}
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zoom=(frame.translation-focusPosition).magnitude();
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if (zoom<CAM_ZOOM_MIN) zoom=CAM_ZOOM_MIN;
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if (zoom>CAM_ZOOM_MAX) zoom=CAM_ZOOM_MAX;
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setFrame(frame);
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return true;
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}
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void CameraController::panLeft()
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{
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CoordinateFrame frame = g3dCamera.getCoordinateFrame();
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/*
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float y = frame.translation.y;
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CoordinateFrame frame2 = CoordinateFrame(frame.rotation, frame.translation + frame.lookVector()*25);
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Vector3 focus = Vector3(0,0,0); //frame.translation+frame.lookVector()*25;
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@@ -76,10 +100,15 @@ void CameraController::panLeft()
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CoordinateFrame newFrame = CoordinateFrame(frame2.rotation, Vector3(frame2.translation.x, y, frame2.translation.z));
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newFrame.lookAt(focus,frame2.upVector());
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setFrame(CoordinateFrame(focus));
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*/
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pan(&frame,toRadians(-45),0);
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setFrame(frame);
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}
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void CameraController::panRight()
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{
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CoordinateFrame frame = g3dCamera.getCoordinateFrame();
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/*
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float y = frame.translation.y;
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CoordinateFrame frame2 = CoordinateFrame(frame.rotation, frame.translation + frame.lookVector()*25);
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Vector3 focus = frame.translation+frame.lookVector()*25;
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@@ -89,36 +118,40 @@ void CameraController::panRight()
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CoordinateFrame newFrame = CoordinateFrame(frame2.rotation, Vector3(frame2.translation.x, y, frame2.translation.z));
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newFrame.lookAt(focus);
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setFrame(newFrame);
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*/
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pan(&frame,toRadians(45),0);
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setFrame(frame);
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}
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void CameraController::tiltUp()
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{
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CoordinateFrame frame = CoordinateFrame(g3dCamera.getCoordinateFrame().rotation, g3dCamera.getCoordinateFrame().translation);
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Vector3 camerapoint = frame.translation;
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Vector3 focalPoint = camerapoint + frame.lookVector() * 25;
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float distance = pow(pow((double)focalPoint.x - (double)camerapoint.x, 2) + pow((double)camerapoint.y - (double)camerapoint.y, 2) + pow((double)focalPoint.z - (double)camerapoint.z, 2), 0.5);
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float x = distance * cos(22.5 * G3D::pi() / 180) + focalPoint.x;
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float z = distance * sin(22.5 * G3D::pi() / 180) + focalPoint.z;
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camerapoint = Vector3(camerapoint.x, camerapoint.y+2, camerapoint.z);
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CoordinateFrame newFrame = CoordinateFrame(camerapoint);
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newFrame.lookAt(focalPoint);
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Vector3 cameraPos = camerapoint;
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frame = newFrame;
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setFrame(newFrame);
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CoordinateFrame frame = CoordinateFrame(g3dCamera.getCoordinateFrame().rotation, g3dCamera.getCoordinateFrame().translation);
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pan(&frame,0,toRadians(25));
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setFrame(frame);
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}
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void CameraController::tiltDown()
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{
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CoordinateFrame frame = CoordinateFrame(g3dCamera.getCoordinateFrame().rotation, g3dCamera.getCoordinateFrame().translation);
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pan(&frame,0,toRadians(-25));
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setFrame(frame);
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}
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void CameraController::centerCamera(Instance* selection)
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{
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CoordinateFrame frame = CoordinateFrame(g3dCamera.getCoordinateFrame().translation);
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if(selection == NULL)
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{
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lookAt(Vector3(0,0,0));
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focusPosition=Vector3(0,0,0);
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}
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else
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lookAt(((PhysicalInstance*)selection)->getPosition()/2);
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{
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Vector3 partPos = ((PhysicalInstance*)selection)->getPosition()/2;
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lookAt(partPos);
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focusPosition=partPos;
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zoom=((partPos-frame.translation).magnitude());
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}
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}
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void CameraController::update(Demo* demo)
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@@ -127,18 +160,22 @@ void CameraController::update(Demo* demo)
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Vector3 cameraPos = g3dCamera.getCoordinateFrame().translation;
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CoordinateFrame frame = g3dCamera.getCoordinateFrame();
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bool moving=false;
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if(GetHoldKeyState('U')) {
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forwards = true;
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moving=true;
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}
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if(GetHoldKeyState('J')) {
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backwards = true;
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moving=true;
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}
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if(GetHoldKeyState('H')) {
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left = true;
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moving=true;
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}
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if(GetHoldKeyState('K')) {
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right = true;
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moving=true;
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}
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if(forwards) {
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@@ -158,16 +195,26 @@ void CameraController::update(Demo* demo)
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frame.translation += frame.rightVector()*moveRate;
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}
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if (moving)
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{
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zoom=7;
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focusPosition=frame.translation+frame.lookVector()*zoom;
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}
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if(rightButtonHolding) {
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POINT mouse;
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GetCursorPos(&mouse);
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yaw+=(mouse.x-oldDesktopMouse.x)/100.f;
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pitch+=(mouse.y-oldDesktopMouse.y)/100.f;
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pan(&frame,(mouse.x-oldDesktopMouse.x)/100.f,(mouse.y-oldDesktopMouse.y)/100.f);
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//yaw+=(mouse.x-oldDesktopMouse.x)/100.f;
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//pitch+=(mouse.y-oldDesktopMouse.y)/100.f;
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SetCursorPos(oldDesktopMouse.x,oldDesktopMouse.y);
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frame.rotation = Matrix3::fromEulerAnglesZYX(0, -yaw, -pitch);
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//std::cout << pitch << std::endl;
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//if (pitch>1.4) pitch=1.4;
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//if (pitch<-1.4) pitch=-1.4;
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//frame.translation = Vector3(sin(-yaw)*zoom*cos(pitch),sin(pitch)*zoom,cos(-yaw)*zoom*cos(pitch))+focusPosition;
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//frame.lookAt(focusPosition);
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}
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if(GetHoldKeyState(VK_RSHIFT) || GetHoldKeyState(VK_LSHIFT)) {
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