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Camera.cpp
211 lines (169 loc) · 3.41 KB
/
Camera.cpp
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#include "stdafx.h"
#include "Camera.h"
Camera::Camera(void)
{
}
Camera::~Camera(void)
{
}
#pragma region Get
D3DXVECTOR3 Camera::GetPosition() const
{
return mPosition;
}
void Camera::SetPosition( float x, float y, float z )
{
mPosition = D3DXVECTOR3(x,y,z);
}
void Camera::SetPosition( const D3DXVECTOR3& v )
{
mPosition = v;
}
D3DXVECTOR3 Camera::GetRight() const
{
return mRight;
}
D3DXVECTOR3 Camera::GetUp() const
{
return mUp;
}
D3DXVECTOR3 Camera::GetLook() const
{
return mLook;
}
float Camera::GetNearZ() const
{
return mNearZ;
}
float Camera::GetFarZ() const
{
return mFarZ;
}
float Camera::GetAspect() const
{
return mAspect;
}
float Camera::GetFovY() const
{
return mFovY;
}
float Camera::GetFovX() const
{
float halfWidth = 0.5f*GetNearWindowWidth();
return 2.0f*atan(halfWidth/mNearZ);
}
float Camera::GetNearWindowWidth() const
{
return mAspect * mNearWindowHeight;
}
float Camera::GetNearWindowHeight() const
{
return mNearWindowHeight;
}
float Camera::GetFarWindowWidth() const
{
return mAspect * mFarWindowHeight;
}
float Camera::GetFarWindowHeight() const
{
return mFarWindowHeight;
}
#pragma endregion Getters
void Camera::SetLens( float fovY, float aspect, float zn, float zf )
{
mFovY = fovY;
mAspect = aspect;
mNearZ = zn;
mFarZ = zf;
mNearWindowHeight = 2.0f*mNearZ*tanf(0.5f*mFovY);
mFarWindowHeight = 2.0f*mFarZ*tanf(0.5f*mFovY);
D3DXMatrixPerspectiveFovLH(&mProj, mFovY, mAspect, mNearZ, mFarZ);
}
void Camera::LookAt(D3DXVECTOR3& pos, D3DXVECTOR3& target, D3DXVECTOR3& worldUp )
{
mPosition = pos;
D3DXVECTOR3 temp;
D3DXVec3Subtract(&temp, &target, &pos);
D3DXVec3Normalize(&mLook, &temp);
D3DXVec3Cross(&temp, &worldUp, &mLook);
D3DXVec3Normalize(&mRight, &temp);
D3DXVec3Cross(&mUp, &mLook, &mRight);
}
D3DXMATRIX Camera::View() const
{
return mView;
}
D3DXMATRIX Camera::Proj() const
{
return mProj;
}
D3DXMATRIX Camera::ViewProj() const
{
return mView*mProj;
}
void Camera::Strafe(float d)
{
mPosition += d*mRight;
}
void Camera::Walk( float d)
{
mPosition += d*mLook;
//else
// mPosition += D3DXVECTOR3(d*mLook.x,0,d*mLook.z);
}
void Camera::Roll( float angle )
{
D3DXMATRIX R;
D3DXMatrixRotationAxis(&R, &mLook, angle);
D3DXVec3TransformNormal(&mRight, &mRight, &R);
D3DXVec3TransformNormal(&mUp, &mUp, &R);
}
void Camera::Pitch( float angle )
{
D3DXMATRIX R;
D3DXMatrixRotationAxis(&R, &mRight, angle);
D3DXVec3TransformNormal(&mUp, &mUp, &R);
D3DXVec3TransformNormal(&mLook, &mLook, &R);
}
void Camera::RotateY( float angle )
{
D3DXMATRIX R;
D3DXMatrixRotationY(&R, angle);
D3DXVec3TransformNormal(&mRight, &mRight, &R);
D3DXVec3TransformNormal(&mUp, &mUp, &R);
D3DXVec3TransformNormal(&mLook, &mLook, &R);
}
void Camera::UpdateMatrix()
{
D3DXVECTOR3 R = mRight;
D3DXVECTOR3 U = mUp;
D3DXVECTOR3 L = mLook;
D3DXVECTOR3 P = mPosition;
D3DXVec3Normalize(&L, &L);
D3DXVECTOR3 temp;
D3DXVec3Cross(&temp, &L, &R);
D3DXVec3Normalize(&U, &temp);
D3DXVec3Cross(&R, &U, &L);
float x = -D3DXVec3Dot(&P, &R);
float y = -D3DXVec3Dot(&P, &U);
float z = -D3DXVec3Dot(&P, &L);
mRight = R;
mUp = U;
mLook = L;
mView(0, 0) = mRight.x;
mView(1, 0) = mRight.y;
mView(2, 0) = mRight.z;
mView(3, 0) = x;
mView(0, 1) = mUp.x;
mView(1, 1) = mUp.y;
mView(2, 1) = mUp.z;
mView(3, 1) = y;
mView(0, 2) = mLook.x;
mView(1, 2) = mLook.y;
mView(2, 2) = mLook.z;
mView(3, 2) = z;
mView(0, 3) = 0.0f;
mView(1, 3) = 0.0f;
mView(2, 3) = 0.0f;
mView(3, 3) = 1.0f;
}