Ejemplo n.º 1
0
void FrustumCullingApp::update()
{
	mFrustumPlaneCached = false;
	mAngle -= ( mAngle - mAngleDest ) * 0.1f;
	mEye -= ( mEye - mEyeDest ) * 0.2f;
	
	mEyeNormal = Vec3f( sin( mAngle ), 0.0f, cos( mAngle ) ); 
	mCenter = mEye + mEyeNormal * 50.0f;
	
	mCam.setPerspective( 25.0f, getWindowAspectRatio(), 100.0f, 350.0f );
	mCam.lookAt( mEye, mCenter, mUp );
	calcNearAndFarClipCoordinates( mCam );
	
	
	
	if( mIsWatchingCam ){
		mREye.lerpEq( mDecay, Vec3f( mEye.x + cos( mCounter * 0.003f ) * 300.0f, 100.0f, mEye.y + sin( mCounter * 0.003f ) * 300.0f ) );
		mRCenter.lerpEq( mDecay, Vec3f( mEye + mEyeNormal * 250.0f ) );
		mFov -= ( mFov - 60.0f ) * mDecay;
		mNear -= ( mNear - 10.0f ) * mDecay;
		mFar -= ( mFar - 1500.0f ) * mDecay;
	} else {
		mREye.lerpEq( mDecay, mEye );
		mRCenter.lerpEq( mDecay, mCenter );
		mFov -= ( mFov - mCam.getFov() ) * mDecay;
		mNear -= ( mNear - mCam.getNearClip() ) * mDecay;
		mFar -= ( mFar - mCam.getFarClip() ) * mDecay;
	}
	

	mRenderCam.setPerspective( mFov, getWindowAspectRatio(), 10.0f, 1500.0f );
	mRenderCam.lookAt( mREye, mRCenter, mUp );
		
	gl::setMatrices( mRenderCam );

	
	
	mCounter += 1.0f;
}