Exemple #1
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void SpatialCamera::setFrame(const Vec3& position, const Vec3& right, const Vec3& up, const Vec3& back) {
	m_worldTransform.setTranslate(position);
	m_worldTransform.setRotate(Quat(right, up, back));
	updateViewMatrix();
	updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #2
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Camera::Camera(const Type& type)
: m_type(type)
, m_position(Vec3::zero)
, m_right(Vec3::xxx)
, m_up(Vec3::yyy)
, m_front(Vec3::zzz)
, m_upFovDegrees(0.0f)
, m_aspectRatio(0.0f)
, m_rightMin(0.0f)
, m_rightMax(0.0f)
, m_upMin(0.0f)
, m_upMax(0.0f)
, m_frontMin(0.0f)
, m_frontMax(0.0f)
, m_preViewMatrix(Mat4::identity)
, m_viewMatrix(Mat4::identity)
, m_orthographicProjectionMatrix(Mat4::identity)
, m_perspectiveProjectionMatrix(Mat4::identity)
, m_viewOrthographicProjectionMatrix(Mat4::identity)
, m_viewPerspectiveProjectionMatrix(Mat4::identity)
, m_postProjectionMatrix(Mat4::identity) {
    updateViewMatrix();
    updateProjectionMatrix();
    updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #3
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void Camera::setAxes(const Vec3& right, const Vec3& up, const Vec3& front) {
    m_right = right;
    m_up = up;
    m_front = front;
    updateViewMatrix();
    updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #4
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 vec3 Camera::getRealCameraPosition()
 {
     updateViewProjectionMatrix();
     vec3 relative(0, 0, camDist);
     relative = glm::rotateX(relative, pitch);
     relative = glm::rotateY(relative, yaw);
     return getPosition() + relative;
 }
Exemple #5
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void SpatialCamera::setFrustum(const float& l, const float& r, const float& b, const float& t, const float& n, const float& f) {
	m_projectionParameters.l = l;
	m_projectionParameters.r = r;
	m_projectionParameters.b = b;
	m_projectionParameters.t = t;
	m_projectionParameters.n = n;
	m_projectionParameters.f = f;
	updateProjectionMatrix();
	updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #6
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void Camera::setFrustum(const float& rightMin, const float& rightMax, const float& upMin, const float& upMax, const float& frontMin, const float& frontMax) {
	m_rightMin = rightMin;
	m_rightMax = rightMax;
	m_upMin = upMin;
	m_upMax = upMax;
	m_frontMin = frontMin;
	m_frontMax = frontMax;
	updateProjectionMatrix();
	updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #7
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void SpatialCamera::setFrustum(const float& upFovRadian, const float& aspectRatio, const float& n, const float& f) {
	m_upFovRadian = upFovRadian;
	m_aspectRatio = aspectRatio;
	m_projectionParameters.n = n;
	m_projectionParameters.f = f;
	m_projectionParameters.t = n * tanf(0.5f * upFovRadian);
	m_projectionParameters.r = aspectRatio * m_projectionParameters.t;
	m_projectionParameters.b = -m_projectionParameters.t;
	m_projectionParameters.l = -m_projectionParameters.r;
	updateProjectionMatrix();
	updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #8
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void Camera::setFrustum(const float& upFovDegrees, const float& aspectRatio, const float& frontMin, const float& frontMax) {
    m_upFovDegrees = upFovDegrees;
    m_aspectRatio = aspectRatio;
    m_frontMin = frontMin;
    m_frontMax = frontMax;
    m_upMax = frontMin * tan(0.5f * upFovDegrees * M_DEGREE_TO_RADIAN);
    m_rightMax = aspectRatio * m_upMax;
    m_upMin = -m_upMax;
    m_rightMin = -m_rightMax;
    updateProjectionMatrix();
    updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #9
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void SpatialCamera::setFrame(const Vec3& position, const Vec3& lookAtPoint) {
	Vec3 back = position - lookAtPoint;
	back.normalize();
	Vec3 up = Vec3(0.0f, 1.0f, 0.0f);
	Vec3 right = cross(up, back);
	right.normalize();
	up = cross(back, right);
	up.normalize();
	m_worldTransform.setTranslate(position);
	m_worldTransform.setRotate(Quat(right, up, back));
	updateViewMatrix();
	updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #10
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SpatialCamera::SpatialCamera(const ProjectionType& type, const Mat4& ndc, const Transform3& transform)
: Spatial3(transform)
, m_projectionNdc(ndc)
, m_projectionType(type)
//, m_projectionRange(ForwardFiniteZ)
//, m_projectionRange(ReverseInfiniteZ)
//, m_projectionRange(ReverseFiniteZ)
, m_projectionRange(ReverseInfiniteZ)
, m_projectionParameters(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f)
, m_upFovRadian(0.0f)
, m_aspectRatio(0.0f)
, m_viewMatrix(Mat4::identity)
, m_orthographicProjectionMatrix(Mat4::identity)
, m_perspectiveProjectionMatrix(Mat4::identity)
, m_viewOrthographicProjectionMatrix(Mat4::identity)
, m_viewPerspectiveProjectionMatrix(Mat4::identity) {
	updateViewMatrix();
	updateProjectionMatrix();
	updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #11
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void SpatialCamera::setPosition(const Vec3& position) {
	m_worldTransform.setTranslate(position);
	updateViewMatrix();
	updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #12
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void SpatialCamera::setScale(const Vec3& scale) {
	m_worldTransform.setScale(scale);
	updateViewMatrix();
	updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #13
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void SpatialCamera::setRotate(const Quat& rotate) {
	m_worldTransform.setRotate(rotate);
	updateViewMatrix();
	updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #14
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void Camera::setPostProjectionMatrix(const Mat4& postProjectionMatrix) {
    m_postProjectionMatrix = postProjectionMatrix;
    updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #15
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void Camera::setPosition(const Vec3& position) {
    m_position = position;
    updateViewMatrix();
    updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}
Exemple #16
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 mat4 Camera::getVPMatrix()
 {
     updateViewProjectionMatrix();
     return vpMatrix;
 }
Exemple #17
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void SpatialCamera::setType(const ProjectionType& type) {
	m_projectionType = type;
	updateProjectionMatrix();
	updateViewProjectionMatrix();
	updateFrustumPlanesAndPoints();
}