Esempio n. 1
0
/**
* LookTowards
*
* Note 1: Function will exit if front_vec is (close to) parallel to the Y-axis; supply your own up_vec if this is the case.
* Note 2: Not fully tested, use at own risk...
*
* Example:
*	Make camera look at 'my_node'. Note that world space positions are used.
*	camera->lookAt( my_node->getWorldPosition() - camera->getWorldPosition() );
*/
void Transformable::lookTowards(
		vec3f	front_vec,
		vec3f	up_vec
	)
{
	vec3f right;
	vec3f up;
	vec3f prev_up;

	front_vec.normalize();
	up_vec.normalize();

	if (abs(up_vec.dot(front_vec)) > 0.99999f) {
		return;
	}

	if (parent && parent->is_transformable) {
		mat3f mat;
		R = ((Transformable *) parent)->getWorldMatrix().rotationMatrix();
		R.inv();

		prev_up = up_vec;

		right = front_vec.cross(prev_up);
		up = right.cross(front_vec);

		right.normalize();
		up.normalize();

		mat.setCol(0, right);
		mat.setCol(1, up);
		mat.setCol(2, -front_vec);

		R = R * mat;

	} else {
		prev_up = up_vec;

		right = front_vec.cross(prev_up);
		up = right.cross(front_vec);

		right.normalize();
		up.normalize();

		R.setCol(0, right);
		R.setCol(1, up);
		R.setCol(2, -front_vec);
	}
}
Esempio n. 2
0
void DepthBuffer::setCamera(const mat44f& viewProjection,float znear,float zfar,float fov,vec3f cameraPos,vec3f cameraDir,vec3f cameraUp){
	viewProjection_ = viewProjection;
	znear_ = znear;
	zfar_ = zfar;
	fov_ = fov;
	float aspect = float(size_.x)/float(size_.y);
	cameraPos_ = cameraPos;
	cameraDir_ = cameraDir;

	vec3f cameraRight = cameraDir.cross(cameraUp).normalize();
	cameraUp = cameraRight.cross(cameraDir);
	//
	auto upLength = tanf(fov/2.0f)*znear;
	auto rightLength = upLength * (aspect);
	cameraRight = cameraRight*rightLength;
	cameraUp = cameraUp*upLength;

	cameraRight_ = vec4f(cameraRight.x,cameraRight.y,cameraRight.z,1);
	cameraUp_  = vec4f(cameraUp.x,cameraUp.y,cameraUp.z,1);

	aabbFrontFaceMask = calculateBoxVisibleFaceMask(cameraDir);
}