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Camera.cpp
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Camera.cpp
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#include <windows.h>
#include <fstream>
#include "Camera.h"
#include "C3DS.h"
extern C3DS scene;
// Êîíñòðóêòîð ïî óìîë÷àíèþ
CCamera::CCamera(void)
{
positionDefault=vec3((GLfloat)15,15,15);
ViewPoint=vec3((GLfloat)0,0,0);
Reset();
}
CCamera::~CCamera(void)
{
//SaveToFile();
}
// Êîíñòðóêòîð ñî ñïèñêîì ïàðàìåòðîâ
CCamera::CCamera(GLfloat x, GLfloat y, GLfloat z, GLfloat lx, GLfloat ly, GLfloat lz)
{
positionDefault=vec3(x,y,z);
ViewPoint=vec3(lx,ly,lz);
Reset();
}
// Ïîëó÷åíèå ïîçèöèè
vec3 CCamera::GetPos()
{
return position;
}
// Ñáðîñ êàìåðû
void CCamera::Reset(void)
{
position=positionDefault;
//ViewPoint.x=0;
//ViewPoint.y=0;
//ViewPoint.z=0;
//SaveToFile();
Recalc();
}
// Ïåðåñ÷åò ìàòðèöû êàìåðû
void CCamera::Recalc(void)
{
// ïåðåñ÷åò âåêòîðîâ
forward = ViewPoint - position;
forward = normalize(forward);
right = cross(forward, vec3(0,1,0));
right = normalize(right);
up = cross(right, forward);
up = normalize(up);
// âåêòîð âïðàâî
matrix[0]=right.x;
matrix[4]=right.y;
matrix[8]=right.z;
matrix[12]=0;
// âåêòîð ââåðõ
matrix[1]=up.x;
matrix[5]=up.y;
matrix[9]=up.z;
matrix[13]=0;
// âåêòîð -âïåðåä
matrix[2]=-forward.x;
matrix[6]=-forward.y;
matrix[10]=-forward.z;
matrix[14]=0;
// ïîñëåäíÿÿ ñòðîêà
matrix[3]=0;
matrix[7]=0;
matrix[11]=0;
matrix[15]=1;
// óñòàíîâèòü ìàòðèöó ïðîåêöèè ñ ïðàâèëüíûì àñïåêòîì
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(25.0,((float)windowWidth)/windowHeight,1.0,sqrt(position.x * position.x + position.y * position.y + position.z * position.z)*4);
scene.SortObjects();
}
// Ïåðåñ÷åò ìàòðèöû êàìåðû è åå ïðèìåíåíèå
void CCamera::ApplyCamera(void)
{
GLdouble m[16];
// îðèåíòàöèÿ êàìåðû
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMultMatrixd(matrix);
// ïîçèöèÿ êàìåðû
m[0]=1; m[1]=0; m[2]=0; m[3]=0;
m[4]=0; m[5]=1; m[6]=0; m[7]=0;
m[8]=0; m[9]=0; m[10]=1;m[11]=0;
m[12]=-position.x;
m[13]=-position.y;
m[14]=-position.z;
m[15]=1;
glMultMatrixd(m);
}
// Ïåðåìåùåíèå êàìåðû âïåðåä
void CCamera::Forward(void)
{
double r=length(ViewPoint - position);
if (r>4)
{
position=position+forward*r/20;
}
Recalc();
}
// Ïåðåìåùåíèå êàìåðû íàçàä
void CCamera::Back(void)
{
double r=length(ViewPoint - position);
//if (r<60)
{
position=position-forward*r/20;
}
Recalc();
}
// Ïåðåìåùåíèå êàìåðû âëåâî
void CCamera::Left(void)
{
double r=length(ViewPoint - position);
position=position+(-right+forward*(sqrt(r*r+1)-r))*r/20;
Recalc();
}
// Ïåðåìåùåíèå êàìåðû âïðàâî
void CCamera::Right(void)
{
double r=length(ViewPoint - position);
position=position+(right+forward*(sqrt(r*r+1)-r))*r/20;
Recalc();
}
// Ïåðåìåùåíèå êàìåðû ââåðõ
void CCamera::Up(void)
{
double r=length(ViewPoint - position);
if (asin((position.y - ViewPoint.y)/r)<1.4)
{
position=position+(up+forward*(sqrt(r*r+1)-r))*r/20;
}
Recalc();
}
// Ïåðåìåùåíèå êàìåðû âíèç
void CCamera::Down(void)
{
double r=length(ViewPoint - position);
if (asin((position.y - ViewPoint.y)/r)>-1.4)
{
position=position+(-up+forward*(sqrt(r*r+1)-r))*r/20;
}
Recalc();
}