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camera.cpp
146 lines (119 loc) · 3.81 KB
/
camera.cpp
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#include "camera.h"
// constructor and default values
InteractiveCamera::InteractiveCamera()
{
centerPosition = Vector3Df(0, 0, 0);
yaw = 0;
pitch = 0.3;
radius = 4;
apertureRadius = 0.01; // 0.04
focalDistance = 4.0f;
resolution = Vector2Df(512, 512); // width, height
fov = Vector2Df(40, 40);
}
InteractiveCamera::~InteractiveCamera() {}
void InteractiveCamera::changeYaw(float m){
yaw += m;
fixYaw();
}
void InteractiveCamera::changePitch(float m){
pitch += m;
fixPitch();
}
void InteractiveCamera::changeRadius(float m){
radius += radius * m; // Change proportional to current radius. Assuming radius isn't allowed to go to zero.
fixRadius();
}
void InteractiveCamera::changeAltitude(float m){
centerPosition.y += m;
//fixCenterPosition();
}
void InteractiveCamera::goForward(float m){
centerPosition += viewDirection * m;
}
void InteractiveCamera::strafe(float m){
Vector3Df strafeAxis = cross(viewDirection, Vector3Df(0, 1, 0));
strafeAxis.normalize();
centerPosition += strafeAxis * m;
}
void InteractiveCamera::rotateRight(float m){
float yaw2 = yaw;
yaw2 += m;
float pitch2 = pitch;
float xDirection = sin(yaw2) * cos(pitch2);
float yDirection = sin(pitch2);
float zDirection = cos(yaw2) * cos(pitch2);
Vector3Df directionToCamera = Vector3Df(xDirection, yDirection, zDirection);
viewDirection = directionToCamera * (-1.0);
}
void InteractiveCamera::changeApertureDiameter(float m){
apertureRadius += (apertureRadius + 0.01) * m; // Change proportional to current apertureRadius.
fixApertureRadius();
}
void InteractiveCamera::changeFocalDistance(float m){
focalDistance += m;
fixFocalDistance();
}
void InteractiveCamera::setResolution(float x, float y){
resolution = Vector2Df(x, y);
setFOVX(fov.x);
}
float radiansToDegrees(float radians) {
float degrees = radians * 180.0 / M_PI;
return degrees;
}
float degreesToRadians(float degrees) {
float radians = degrees / 180.0 * M_PI;
return radians;
}
void InteractiveCamera::setFOVX(float fovx){
fov.x = fovx;
fov.y = radiansToDegrees(atan(tan(degreesToRadians(fovx) * 0.5) * (resolution.y / resolution.x)) * 2.0);
// resolution float division
}
void InteractiveCamera::buildRenderCamera(Camera* renderCamera){
float xDirection = sin(yaw) * cos(pitch);
float yDirection = sin(pitch);
float zDirection = cos(yaw) * cos(pitch);
Vector3Df directionToCamera = Vector3Df(xDirection, yDirection, zDirection);
viewDirection = directionToCamera * (-1.0);
Vector3Df eyePosition = centerPosition + directionToCamera * radius;
//Vector3Df eyePosition = centerPosition; // rotate camera from stationary viewpoint
renderCamera->position = eyePosition;
renderCamera->view = viewDirection;
renderCamera->up = Vector3Df(0, 1, 0);
renderCamera->resolution = Vector2Df(resolution.x, resolution.y);
renderCamera->fov = Vector2Df(fov.x, fov.y);
renderCamera->apertureRadius = apertureRadius;
renderCamera->focalDistance = focalDistance;
}
float mod(float x, float y) { // Does this account for -y ???
return x - y * floorf(x / y);
}
void InteractiveCamera::fixYaw() {
yaw = mod(yaw, 2 * M_PI); // Normalize the yaw.
}
float clamp2(float n, float low, float high) {
n = fminf(n, high);
n = fmaxf(n, low);
return n;
}
void InteractiveCamera::fixPitch() {
float padding = 0.05;
pitch = clamp2(pitch, -PI_OVER_TWO + padding, PI_OVER_TWO - padding); // Limit the pitch.
}
void InteractiveCamera::fixRadius() {
float minRadius = 0.2;
float maxRadius = 100.0;
radius = clamp2(radius, minRadius, maxRadius);
}
void InteractiveCamera::fixApertureRadius() {
float minApertureRadius = 0.0;
float maxApertureRadius = 25.0;
apertureRadius = clamp2(apertureRadius, minApertureRadius, maxApertureRadius);
}
void InteractiveCamera::fixFocalDistance() {
float minFocalDist = 0.2;
float maxFocalDist = 100.0;
focalDistance = clamp2(focalDistance, minFocalDist, maxFocalDist);
}