// Set camera position
void GCamera::Position(XMFLOAT3& new_position)
{
	XMFLOAT3 move_vector = GMathVF(GMathFV(new_position) - GMathFV(mPosition));
	XMFLOAT3 target = mTarget;
	this->Move(move_vector);
	this->Target(target);
}
void GCamera::InputMove( float x, float y)
{
	POINT p;
	if (GetCursorPos(&p))
	{
		x = p.x;
		y = p.y;
		
			XMFLOAT2 pointerDelta;

		pointerDelta = GMathVF2(GMathFV(XMFLOAT2(x, y)) - GMathFV(m_lookLastPoint));		// how far did pointer move
		if (pointerDelta.x < 100 && pointerDelta.y<100)
		{



			XMFLOAT2 rotationDelta;
			rotationDelta = GMathVF2(GMathFV(pointerDelta) * ROTATION_GAIN);	// scale for control sensitivity
			
															// update our orientation based on the command
			m_pitch = rotationDelta.y;						// mouse y increases down, but pitch increases up
			m_yaw = rotationDelta.x;						// yaw defined as CCW around y-axis
		}
		m_lookLastPoint = XMFLOAT2(x, y);		 			// save for next time through

															// Limit pitch to straight up or straight down
			//m_pitch = (float)XMMax(-XM_PI / 2.0f, m_pitch);
			//m_pitch = (float)XMMin(+XM_PI / 2.0f, m_pitch);
		
	}


}
void GCamera::Move(XMFLOAT3 direction)
{
	mPosition = GMathVF(XMVector3Transform(GMathFV(mPosition),
		XMMatrixTranslation(direction.x, direction.y, direction.z)));
	mTarget = GMathVF(XMVector3Transform(GMathFV(mTarget),
		XMMatrixTranslation(direction.x, direction.y, direction.z)));
	mUp = GMathVF(XMVector3Transform(GMathFV(mUp),
		XMMatrixTranslation(direction.x, direction.y, direction.z)));

	this->lookatViewMatrix();
}
Example #4
0
GCamera::GCamera(void)
{
    mPosition		= XMFLOAT3(0.0f, 0.0f, -1.0f);
    mTarget			= XMFLOAT3(0.0f, 0.0f, 0.0f);
    mUp				= GMathVF(GMathFV(mPosition) + GMathFV(XMFLOAT3(0, 1, 0)));
	this->initViewMatrix();

	mAngle			= 0.0f;
	mClientWidth	= 0.0f;
	mClientHeight	= 0.0f;
	mNearest		= 0.0f;
	mFarthest		= 0.0f;

	XMStoreFloat4x4(&mView, XMMatrixIdentity());
	XMStoreFloat4x4(&mProj, XMMatrixIdentity());
	XMStoreFloat4x4(&mOrtho, XMMatrixIdentity());
}
void GCamera::buildViewMatrix()
{
	XMVECTOR vecLookW = XMVector3Normalize(GMathFV(mLook));
	XMVECTOR vecRightW = XMVector3Normalize(XMVector3Cross(GMathFV(mUp), vecLookW));
	XMVECTOR vecUpW = XMVector3Normalize(XMVector3Cross(vecLookW, vecRightW));
	XMVECTOR vecPosW = GMathFV(mPosition);





	float x = -GMathVF(XMVector3Dot(vecPosW, vecRightW)).x;
	float y = -GMathVF(XMVector3Dot(vecPosW, vecUpW)).x;
	float z = -GMathVF(XMVector3Dot(vecPosW, vecLookW)).x;
	mRight = GMathVF(vecRightW);
	mUp = GMathVF(vecUpW);
	mLook = GMathVF(vecLookW);

	mView(0, 0) = mRight.x;
	mView(1, 0) = mRight.y;
	mView(2, 0) = mRight.z;
	mView(3, 0) = x;

	mView(0, 1) = mUp.x;
	mView(1, 1) = mUp.y;
	mView(2, 1) = mUp.z;
	mView(3, 1) = y;

	mView(0, 2) = mLook.x;
	mView(1, 2) = mLook.y;
	mView(2, 2) = mLook.z;
	mView(3, 2) = z;

	mView(0, 3) = 0.0f;
	mView(1, 3) = 0.0f;
	mView(2, 3) = 0.0f;
	mView(3, 3) = 1.0f;



}
GCamera::GCamera(void)
{
	mPosition = XMFLOAT3(0.0f, 0.0f, -1.0f);
	mTarget = XMFLOAT3(0.0f, 0.0f, 0.0f);
	mUp = GMathVF(GMathFV(mPosition) + GMathFV(XMFLOAT3(0, 1, 0)));
	//this->lookatViewMatrix();

	mAngle = 0.5f;
	mClientWidth = 0.0f;
	mClientHeight = 0.0f;
	mNearest = 0.0f;
	mFarthest = 1000.0f;
	mSpeed = 0.5f;

	mRight = XMFLOAT3(1, 0, 0);
	mUp = XMFLOAT3(0, 1, 0);
	mLook = XMFLOAT3(0, 0, 1);

	XMStoreFloat4x4(&mView, XMMatrixIdentity());
	XMStoreFloat4x4(&mProj, XMMatrixIdentity());
	XMStoreFloat4x4(&mOrtho, XMMatrixIdentity());

	buildViewMatrix();
}
void GCamera::Update()
{
	XMVECTOR m_moveCommand= GMathFV(XMFLOAT3(0,0,0));
	XMVECTOR  forward= GMathFV(mLook);
	XMVECTOR  right= GMathFV(mRight);
	if (m_forward)
		m_moveCommand += forward;
	if (m_back)
		m_moveCommand -= forward;

	if (m_left)
		m_moveCommand -= right ;
	if (m_right)
		m_moveCommand += right ;

	XMMATRIX R = XMMatrixRotationAxis(GMathFV(mRight), m_pitch);
	XMVECTOR vecLookW = XMVector3TransformCoord(GMathFV(mLook), R);
	XMVECTOR vecUpW = XMVector3TransformCoord(GMathFV(mUp), R);
	R = XMMatrixRotationY(m_yaw);
	XMVECTOR vecRightW = XMVector3TransformCoord(GMathFV(mRight), R);
	vecUpW = XMVector3TransformCoord(vecUpW, R);
	vecLookW = XMVector3TransformCoord(vecLookW, R);
	mRight = GMathVF(vecRightW);
	mUp = GMathVF(vecUpW);
	mLook = GMathVF(vecLookW);

	
	// make sure that 45  degree cases are not faster


	buildViewMatrix();
	mPosition = GMathVF(m_moveCommand*mSpeed + GMathFV(mPosition));
	
	m_pitch = 0;
	m_yaw = 0;
	m_forward = false;
		m_back = false;
		m_right = false;
		m_left = false;
}
void GCamera::Target(XMFLOAT3 new_target)
{
	if (XMVector3Equal(GMathFV(new_target), GMathFV(mPosition)) ||
		XMVector3Equal(GMathFV(new_target), GMathFV(mTarget)))
		return;

	XMFLOAT3 old_look_at_target = GMathVF(GMathFV(mTarget) - GMathFV(mPosition));
	XMFLOAT3 new_look_at_target = GMathVF(GMathFV(new_target) - GMathFV(mPosition));
	float angle = XMConvertToDegrees(XMVectorGetX(
		XMVector3AngleBetweenNormals(XMVector3Normalize(GMathFV(old_look_at_target)),
			XMVector3Normalize(GMathFV(new_look_at_target)))));
	if (angle != 0.0f && angle != 360.0f && angle != 180.0f)
	{
		XMVECTOR axis = XMVector3Cross(GMathFV(old_look_at_target), GMathFV(new_look_at_target));
		Rotate(GMathVF(axis), angle);
	}
	mTarget = new_target;
	this->lookatViewMatrix();
}
void GCamera::Rotate(XMFLOAT3 axis, float degrees)
{
	if (XMVector3Equal(GMathFV(axis), XMVectorZero()) ||
		degrees == 0.0f)
		return;

	// rotate vectors
	XMFLOAT3 look_at_target = GMathVF(GMathFV(mTarget) - GMathFV(mPosition));
	XMFLOAT3 look_at_up = GMathVF(GMathFV(mUp) - GMathFV(mPosition));
	look_at_target = GMathVF(XMVector3Transform(GMathFV(look_at_target),
		XMMatrixRotationAxis(GMathFV(axis), XMConvertToRadians(degrees))));
	look_at_up = GMathVF(XMVector3Transform(GMathFV(look_at_up),
		XMMatrixRotationAxis(GMathFV(axis), XMConvertToRadians(degrees))));

	// restore vectors's end points mTarget and mUp from new rotated vectors
	mTarget = GMathVF(GMathFV(mPosition) + GMathFV(look_at_target));
	mUp = GMathVF(GMathFV(mPosition) + GMathFV(look_at_up));

	this->lookatViewMatrix();
}