Esempio n. 1
0
Mat4 Camera::GetTransform()
{
	Mat4 transform;
	transform.MakeHRot(Vec3(1.0f, 0.0f, 0.0f), Pitch);
	transform *= HRot4(Vec3(0.0f, 1.0f, 0.0f), Yaw);
	transform *= HTrans4(Position);
	return transform;
}
Esempio n. 2
0
void CameraController::Update(float msSinceLastUpdate)
{
	float timeFactor = msSinceLastUpdate / 16.0f;

	if (camera != 0)
	{
		if (len(velocity) > 1.0f)
			norm(velocity);

		camera->Position += velocity;
		if (HasMomentum)
		{
			velocity *= (1.0f - LinearFriction);
		}
		else
		{
			velocity.MakeZero();
		}
		rightVec = camera->GetRightVector();
		if (RestrictToXZPlane)
		{
			forwardVec = proj(Vec4(0.0f, 0.0f, -1.0f, 1.0f) * HRot4(Vec3(0.0f, 1.0f, 0.0f), camera->Yaw));
		}
		else
		{
			forwardVec = camera->GetForwardVector();
		}

		camera->Pitch += pitchVel;
		camera->Yaw += yawVel;

		if (camera->Pitch >= maxPitch)
			camera->Pitch = maxPitch;
		else if (camera->Pitch <= -maxPitch)
			camera->Pitch = -maxPitch;

		if (HasAngularMomentum)
		{
			pitchVel *= (1.0f - AngularFriction);
			yawVel *= (1.0f - AngularFriction);
		}
		else
		{
			pitchVel = 0.0f;
			yawVel = 0.0f;
		}
	}	
}
Esempio n. 3
0
void display(void)
{
#if 1
	glViewport(0, 0, gw, gh / 5 * 4);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(80, 1, 1, 400);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	x = current_origin_x + _distance * cos(angle * vl_pi / 180);
	z = current_origin_z + _distance * sin(angle * vl_pi / 180);

	float y = bilinear(x, z);
	Vec3 tmove, ttri[3];

	tmove = proj(HTrans4(Vec3(x, y, z)) * HRot4(Vec3(0, -1, 0), angle / 180 * vl_pi) * Vec4(move, 1));
	for(int i = 0; i < 3; i++){
		ttri[i] = proj(HTrans4(Vec3(x, 0, z)) * HRot4(Vec3(0, -1, 0), angle / 180 * vl_pi) * Vec4(tri[i], 1));
		ttri[i][1] = bilinear(ttri[i][0], ttri[i][2]);
	}

	// car configuration
	Vec3 xx, yy, zz, tmp;

	tmp = ttri[1] - (ttri[0] + ttri[2]) / 2;
	tmp[1] = 0;
	yy = norm(cross((ttri[0] - ttri[2]), (ttri[1] - ttri[2])));
	xx = norm(tmp - dot(yy, tmp) * yy);
	zz = cross(xx, yy);

	float mat[16] = {xx[0], xx[1], xx[2], 0.0, 
					 yy[0], yy[1], yy[2], 0.0, 
					 zz[0], zz[1], zz[2], 0.0,
					 x, y + 4.5, z, 1.0};

	// testing
	/*
	cout << "ttri[0] = " << ttri[0] << endl << "ttri[1] = " << ttri[1] << endl << "ttri[2] = " << ttri[2] << endl;
	cout << "ttri[0] - ttri[2] = " << ttri[0] - ttri[2] << endl << "ttri[1] - ttri[2] = " << ttri[1] - ttri[2] << endl;
	cout << "cross((ttri[0] - ttri[2]), (ttri[1] - ttri[2])) = " << cross((ttri[0] - ttri[2]), (ttri[1] - ttri[2])) << endl;
	cout << "yy = norm(cross((ttri[0] - ttri[2]), (ttri[1] - ttri[2])))\n = " << norm(cross((ttri[0] - ttri[2]), (ttri[1] - ttri[2]))) << endl << endl;

	printf("(%f, %f, %f)\nxx = (%f, %f, %f)\nyy = (%f, %f, %f)\nzz = (%f, %f, %f)\n", x, y, z, xx[0], xx[1], xx[2], yy[0], yy[1], yy[2], zz[0], zz[1], zz[2]);
	printf("ttri = (%f, %f, %f)\n", ttri[0][0], ttri[0][1], ttri[0][2]);
	printf("tmp = (%f, %f, %f)\n", tmp[0], tmp[1], tmp[2]);
	system("CLS");
	*/
	
	gluLookAt(0, 100, 150, 0, 0, 0, 0, 1, 0);

	glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glDisable(GL_LIGHTING);

	glColor3f (1,1,1);
	terrain();

	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glPushMatrix();
	glMultMatrixf(mat);
	glRotatef(-90, 0, -1, 0);
	glmDraw(car, GLM_MATERIAL | GLM_SMOOTH);
	glPopMatrix();
	glDisable(GL_LIGHTING);
#endif
#if 1
	// map
	glViewport(gw / 5 * 4 + 1, gh / 5 * 4 + 1, gw / 5, gh / 5);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(80, 1, 1, 400);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	gluLookAt(0, 150, 1, 0, 0, 0, 0, 1, 0);

	glColor3f (1,1,1);
	terrain();
	
	glPushAttrib(GL_ENABLE_BIT);
	glColor3f(1, 0, 0);
	glPointSize(7);
	glDisable(GL_TEXTURE_2D);
	glEnable(GL_POINT_SMOOTH);
	glBegin(GL_POINTS);
	glVertex3dv(tmove.Ref());
	glEnd();
	glPopAttrib();
#endif

	glutSwapBuffers();
}
Esempio n. 4
0
Vec3 Camera::GetRightVector()
{
	Vec3 rightVec;
	rightVec = proj(Vec4(1.0f, 0.0f, 0.0, 1.0f) * HRot4(Vec3(0.0f, 1.0f, 0.0f), Yaw));
	return rightVec;
}
Esempio n. 5
0
Vec3 Camera::GetForwardVector()
{
	Vec3 forwardVec;
	forwardVec = proj(Vec4(0.0f, 0.0f, -1.0f, 1.0f) * HRot4(Vec3(1.0f, 0.0f, 0.0f), Pitch) * HRot4(Vec3(0.0f, 1.0f, 0.0f), Yaw));
	return forwardVec;
}