示例#1
0
void RenderManager::BuildSkyBoxViewMatrix(GameObject g)
{
	g.SetRotate(0.0f, 0.0f, 0.0f);
	Matrix4x4 mat;
	mat = BuildModelMatrix(g) * BuildViewMatrix();
	ConvertToOpenGLMatrix(mat, modelViewMatrix);
}
示例#2
0
//-----------------------------------------------------------------------------
// Purpose: Sets the view point.
//-----------------------------------------------------------------------------
void CCamera::SetViewPoint(const Vector &ViewPoint)
{
	if ( m_ViewPoint != ViewPoint )
	{
		m_ViewPoint = ViewPoint;
		BuildViewMatrix();
	}
}
示例#3
0
LJMatrix4 BuildViewMatrix(const LJVector3& pos, const LJVector3& center, const LJVector3& up)
{
	LJVector3 d = ljm::normalize(pos - center);
	LJVector3 u = ljm::normalize(up);
	LJVector3 r = ljm::normalize(ljm::cross(u, d));
	u = ljm::cross(d, r);
	return BuildViewMatrix(r, u, d, pos);
}
示例#4
0
void RenderManager::PrepareLights()
{
	std::vector<LightSource>::iterator it;
	int i = 0;
	for (it = lightObjects.begin(); it != lightObjects.end(); it++) {
		lights[i] = it->GetLightAsStruct(BuildViewMatrix());
		i++;
	}
}
示例#5
0
//-----------------------------------------------------------------------------
// Purpose: Moves the camera along the camera's forward axis.
// Input  : fUnits - World units to move the camera.
//-----------------------------------------------------------------------------
void CCamera::MoveForward(float fUnits)
{
	if (fUnits != 0)
	{
		m_ViewPoint[0] -= m_ViewMatrix[CAMERA_FORWARD][0] * fUnits;
		m_ViewPoint[1] -= m_ViewMatrix[CAMERA_FORWARD][1] * fUnits;
		m_ViewPoint[2] -= m_ViewMatrix[CAMERA_FORWARD][2] * fUnits;
		BuildViewMatrix();
	}
}
示例#6
0
//-----------------------------------------------------------------------------
// Purpose: Moves the camera along the camera's up axis.
// Input  : fUnits - World units to move the camera.
//-----------------------------------------------------------------------------
void CCamera::MoveUp(float fUnits)
{
	if (fUnits != 0)
	{
		m_ViewPoint[0] += m_ViewMatrix[CAMERA_UP][0] * fUnits;
		m_ViewPoint[1] += m_ViewMatrix[CAMERA_UP][1] * fUnits;
		m_ViewPoint[2] += m_ViewMatrix[CAMERA_UP][2] * fUnits;
		BuildViewMatrix();
	}
}
示例#7
0
void Camera::Update(float dt, float offsetHeight)
{
	mDXInput->Update() ;

	// Find the net direction the camera is traveling in (since the
	// camera could be running and strafing).
	D3DXVECTOR3 dir(0.0f, 0.0f, 0.0f);

	if( mDXInput->KeyDown(DIK_W) )
		dir += m_vForward;
	if( mDXInput->KeyDown(DIK_S) )
		dir -= m_vForward;
	if( mDXInput->KeyDown(DIK_D) )
		dir += m_vRight;
	if( mDXInput->KeyDown(DIK_A) )
		dir -= m_vRight;

	// Move at mSpeed along net direction.
	D3DXVec3Normalize(&dir, &dir);
	D3DXVECTOR3 newPos = m_vEyePoint + dir * mSpeed * dt;
	
	m_vEyePoint = newPos ;
	if (m_vEyePoint.y < 1.0f)
	{
		m_vEyePoint.y = 1.0f ;
	}
	if (m_vEyePoint.y > 2.0f)
	{
		m_vEyePoint.y = 2.0f ;
	}

	// We rotate at a fixed speed.
	float pitch  = mDXInput->MouseDY() / 360.0f;
	float yAngle = mDXInput->MouseDX() / 360.0f;

	// Rotate camera's look and up vectors around the camera's right vector.
	D3DXMATRIX R;
	D3DXMatrixRotationAxis(&R, &m_vRight, pitch);
	D3DXVec3TransformCoord(&m_vForward, &m_vForward, &R);
	D3DXVec3TransformCoord(&m_vUp, &m_vUp, &R);

	// Rotate camera axes about the world's y-axis.
	D3DXMatrixRotationY(&R, yAngle);
	D3DXVec3TransformCoord(&m_vRight, &m_vRight, &R);
	D3DXVec3TransformCoord(&m_vForward, &m_vForward, &R);

	// Rebuild the view matrix to reflect changes.
	BuildViewMatrix();
}
示例#8
0
//-----------------------------------------------------------------------------
// Purpose: Sets the pitch in degrees, from [MIN_PITCH..MAX_PITCH]
//-----------------------------------------------------------------------------
void CCamera::SetPitch(float fDegrees)
{
	if (m_fPitch != fDegrees)
	{
		m_fPitch = fDegrees;

		if (m_fPitch > MAX_PITCH)
		{
			m_fPitch = MAX_PITCH;
		}
		else if (m_fPitch < MIN_PITCH)
		{
			m_fPitch = MIN_PITCH;
		}
		BuildViewMatrix();
	}
}
示例#9
0
//-----------------------------------------------------------------------------
// Purpose: Sets the yaw in degrees, from [0..360)
//-----------------------------------------------------------------------------
void CCamera::SetYaw(float fDegrees)
{
	while (fDegrees >= 360)
	{
		fDegrees -= 360;
	}

	while (fDegrees < 0)
	{
		fDegrees += 360;
	}

	if (m_fYaw != fDegrees)
	{
		m_fYaw = fDegrees;
		BuildViewMatrix();
	}
}
示例#10
0
//-----------------------------------------------------------------------------
// Purpose: Sets the roll in degrees, from [0..360)
//-----------------------------------------------------------------------------
void CCamera::SetRoll(float fDegrees)
{
	while (fDegrees >= 360)
	{
		fDegrees -= 360;
	}

	while (fDegrees < 0)
	{
		fDegrees += 360;
	}

	if (m_fRoll != fDegrees)
	{
		m_fRoll = fDegrees;
		BuildViewMatrix();
	}
}
示例#11
0
void RenderManager::BuildModelViewMatrix(GameObject g)
{
	Matrix4x4 mvMatrix;
	Matrix4x4 model = BuildModelMatrix(g);
	Matrix4x4 view = BuildViewMatrix();


	mvMatrix = model * view;
	ConvertToOpenGLMatrix(mvMatrix, modelViewMatrix);


	float mv[3][3];
	mv[0][0] = mvMatrix(0,0);
	mv[1][1] = mvMatrix(1,1);
	mv[2][2] = mvMatrix(2,2);
	mv[1][0] = mvMatrix(0,1);
	mv[2][0] = mvMatrix(0,2);
	mv[2][1] = mvMatrix(1,2);
	mv[0][1] = mvMatrix(1,0);
	mv[0][2] = mvMatrix(2,0);
	mv[1][2] = mvMatrix(2,1);

	float det = mv[0][0] * (mv[1][1]*mv[2][2] - mv[1][2]*mv[2][1]) - mv[0][1] * (mv[1][0] * mv[2][2] - mv[1][2] * mv[2][0]) + mv[0][2] * (mv[1][0] * mv[2][1] - mv[1][1] * mv[2][0]);

	mv[0][0] = (mv[1][1]*mv[2][2] - mv[1][2]*mv[2][1])/det;
	mv[0][1] = -(mv[1][0]*mv[2][2] - mv[1][2]*mv[2][0])/det;
	mv[0][2] = (mv[1][0]*mv[2][1] - mv[1][1]*mv[2][0])/det;
	mv[1][0] = -(mv[0][1]*mv[2][2] - mv[0][2]*mv[2][1])/det;
	mv[1][1] = (mv[0][0]*mv[2][2] - mv[0][2]*mv[2][0])/det;
	mv[1][2] = -(mv[0][0]*mv[2][1] - mv[0][1]*mv[2][0])/det;
	mv[2][0] = (mv[0][1]*mv[1][2] - mv[0][2]*mv[1][1])/det;
	mv[2][1] = -(mv[0][0]*mv[1][2] - mv[0][2]*mv[1][0])/det;
	mv[2][2] = (mv[0][0]*mv[1][1] - mv[0][1]*mv[1][0])/det;

	Matrix4x4 normMatrix(Matrix4x4::IDENTITY);

	for (int i = 0; i < 3; i++) {
		for (int j = 0; j < 3; j++) {
			normMatrix.elem[i][j] = mv[j][i];
		}
	}

	ConvertToOpenGLMatrix(normMatrix, normalMatrix);
}
示例#12
0
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CCamera::CCamera(void)
{
	m_ViewPoint.Init();

	m_fPitch = 0.0;
	m_fRoll = 0.0;
	m_fYaw = 0.0;

	m_fHorizontalFOV = 90;
	m_fNearClip = 1.0;
	m_fFarClip = 5000;

    m_fZoom = 1.0f;
	m_bIsOrthographic = false;

	m_fScaleHorz = m_fScaleVert = 1;
	m_nViewWidth = m_nViewHeight = 100;

	BuildViewMatrix();
	BuildProjMatrix();
}
示例#13
0
void Camera::SetViewParams(D3DXVECTOR3& pos, D3DXVECTOR3& target, D3DXVECTOR3& up)
{
	// the three code block below make sure that L, R and U are orthogonal to each other
	D3DXVECTOR3 L = target - pos;
	D3DXVec3Normalize(&L, &L);

	D3DXVECTOR3 R;
	D3DXVec3Cross(&R, &up, &L);
	D3DXVec3Normalize(&R, &R);

	D3DXVECTOR3 U;
	D3DXVec3Cross(&U, &L, &R);
	D3DXVec3Normalize(&U, &U);

	m_vEyePoint   = pos;
	m_vRight = R;
	m_vUp    = U;
	m_vForward  = L;

	BuildViewMatrix();
}
示例#14
0
void Camera::Render()
{
	VectorType up, position, lookAt;
	float yaw, pitch, roll;
	float rotationMatrix[9];


	// Setup the vector that points upwards.
	up.position.x = 0.0f;
	up.position.y = 1.0f;
	up.position.z = 0.0f;

	// Setup the position of the camera in the world.
	position.position = m_position;

	// Setup where the camera is looking by default.
	lookAt.position.x = 0.0f;
	lookAt.position.y = 0.0f;
	lookAt.position.z = 1.0f;

	// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
	pitch = m_rotation.x * RADIAN;
	yaw   = m_rotation.y * RADIAN;
	roll  = m_rotation.z * RADIAN;

	// Create the rotation matrix from the yaw, pitch, and roll values.
	MatrixRotationYawPitchRoll(rotationMatrix, yaw, pitch, roll);

	// Transform the lookAt and up vector by the rotation matrix so the view is correctly rotated at the origin.
	TransformCoord(lookAt, rotationMatrix);
	TransformCoord(up, rotationMatrix);
	
	// Translate the rotated camera position to the location of the viewer.
	lookAt.position.x = position.position.x + lookAt.position.x;
	lookAt.position.y = position.position.y + lookAt.position.y;
	lookAt.position.z = position.position.z + lookAt.position.z;

	// Finally create the view matrix from the three updated vectors.
	BuildViewMatrix(position, lookAt, up);
}
示例#15
0
void Camera::Translate(const Vector4& translation)
{
	m_position += translation;
	m_lookAt += translation;
	BuildViewMatrix( m_position, m_lookAt, m_up );
}
示例#16
0
int FirstPersonCamera::Update(float dt) {
     
  //testing code
  {
    float speed = 2.0f * dt;
      if (GetAsyncKeyState('W'))
        moveBackForward += speed;
      if (GetAsyncKeyState('S'))
        moveBackForward -= speed;

      if (GetAsyncKeyState('A'))
        moveLeftRight -= speed;
      if (GetAsyncKeyState('D'))
        moveLeftRight += speed;

      if (GetAsyncKeyState(VK_UP))
        camPitch += speed;
      if (GetAsyncKeyState(VK_DOWN))
        camPitch -= speed;

      if (GetAsyncKeyState(VK_LEFT))
        camYaw += speed;
      if (GetAsyncKeyState(VK_RIGHT))
        camYaw -= speed;

    if (GetAsyncKeyState(VK_SPACE))
        moveBottomTop += speed;

      /*GetCursorPos(&mouse_current);
      if ((mouse_current.x != mouse_last.x) || (mouse_current.y != mouse_last.y)) {
        camera_.camYaw  += -(mouse_current.x- mouse_last.x)   * speed * 0.01f;
        camera_.camPitch += (mouse_current.y- mouse_last.y)  * speed * 0.01f;
        mouse_last = mouse_current;
      }*/

  
      //if (GetAsyncKeyState('T'))
      //  DefaultCamTarget = dx::XMVectorAdd(DefaultCamTarget,dx::XMVectorSet(0,speed,0,0));
     // if (GetAsyncKeyState('G'))
      //  DefaultCamTarget = dx::XMVectorAdd(DefaultCamTarget,dx::XMVectorSet(0,-speed,0,0));
  }

  camRotationMatrix = dx::XMMatrixRotationRollPitchYaw(camPitch, camYaw, 0);
	camTarget = dx::XMVector3TransformCoord(DefaultForward, camRotationMatrix );
	camTarget = dx::XMVector3Normalize(camTarget);

	/*dx::XMMATRIX RotateYTempMatrix;
	RotateYTempMatrix = dx::XMMatrixRotationY(camPitch);
  dx::XMMATRIX RotateXTempMatrix;
	RotateYTempMatrix = dx::XMMatrixRotationY(camPitch);*/

	camRight = dx::XMVector3TransformCoord(DefaultRight, camRotationMatrix);
	camUp = dx::XMVector3TransformCoord(DefaultUp, camRotationMatrix);
	camForward = dx::XMVector3TransformCoord(DefaultForward, camRotationMatrix);

  //camPosition = dx::XMVectorAdd(camPosition,dx::XMVectorMultiply(dx::XMVectorSet(moveBottomTop,moveBottomTop,moveBottomTop,moveBottomTop),camUp));
  camPosition = dx::XMVectorAdd(camPosition,dx::XMVectorSet(0,moveBottomTop,0,0));
	camPosition = dx::XMVectorAdd(camPosition,dx::XMVectorMultiply(dx::XMVectorSet(moveLeftRight,moveLeftRight,moveLeftRight,moveLeftRight),camRight));
	camPosition = dx::XMVectorAdd(camPosition,dx::XMVectorMultiply(dx::XMVectorSet(moveBackForward,moveBackForward,moveBackForward,moveBackForward),camForward));

  moveLeftRight = 0.0f;
  moveBackForward = 0.0f;
  moveBottomTop  = 0.0f;
	camTarget = dx::XMVectorAdd(camPosition,camTarget);	

	  
  BuildViewMatrix(camPosition,camTarget,camUp);
  return S_OK;
}
示例#17
0
void Camera::TranslateTo(const Vector4& location)
{
	m_position = location;
	BuildViewMatrix( m_position, m_lookAt, m_up );
}