bluecore/engine/Camera.cpp

146 lignes
2.6 KiB
C++

#include "Camera.h"
#include "Math/Matrix.h"
#include "GL/glfw.h"
namespace BlueCore
{
Camera::Camera()
{
}
Camera::~Camera()
{
}
void Camera::setFoV(Scalar fov)
{
_FoV = fov;
}
void Camera::setAspectRatio(Scalar aspect)
{
_AspectRatio = aspect;
}
void Camera::setNearPlane(Scalar near)
{
_NearPlane = near;
}
void Camera::setFarPlane(Scalar far)
{
_FarPlane = far;
}
void Camera::setPosition(const Vector3& position)
{
_Position = position;
}
const Vector3& Camera::getPosition()
{
return _Position;
}
void Camera::setRotation(const Quaternion& rotation)
{
_Rotation = rotation;
}
const Quaternion& Camera::getRotation()
{
return _Rotation;
}
#if 0
void Camera::setupProjectionMatrix()
{
Scalar fW, fH;
fH = tan ( (_FoV / 2) / 180* Pi ) * _NearPlane;
fW = fH * _AspectRatio;
// setup projectiom matrix
glMatrixMode (GL_PROJECTION );
glLoadIdentity();
glFrustum ( -fW, fW, -fH, fH, _NearPlane, _FarPlane );
// save variables for frustum culling
/*
_near = nearZ;
_far = farZ;
_hNear = tan ( ( fov / 2 ) / 180 * Pi ) * nearZ;
_wNear = _hNear * aspect;
_hFar = tan ( ( fov / 2 ) / 180 * Pi ) * farZ;
_wFar = _hFar * aspect;
*/
}
void Camera::setupViewMatrix()
{
// set the view matrix
glMatrixMode (GL_MODELVIEW );
glLoadIdentity();
Matrix4x4 m(_Rotation, _Rotation.applyInversed(_Position * -1.0) );
glMultMatrixd ( ( GLdouble * ) &m.m );
/*
// calculate frustum planes
Vector3 up = q.apply ( Vector3 ( 0.0, 1.0, 0.0 ) );
Vector3 right = q.apply ( Vector3 ( 1.0, 0.0, 0.0 ) );
Vector3 d = q.apply ( Vector3 ( 0.0, 0.0, -1.0 ) );
Vector3 fc = p + d * _far;
Vector3 ftl = fc + ( up * _hFar ) - ( right * _wFar );
Vector3 ftr = fc + ( up * _hFar ) + ( right * _wFar );
Vector3 fbl = fc - ( up * _hFar ) - ( right * _wFar );
Vector3 fbr = fc - ( up * _hFar ) + ( right * _wFar );
Vector3 nc = p + d * _near;
Vector3 ntl = nc + ( up * _hNear ) - ( right * _wNear );
Vector3 ntr = nc + ( up * _hNear ) + ( right * _wNear );
Vector3 nbl = nc - ( up * _hNear ) - ( right * _wNear );
Vector3 nbr = nc - ( up * _hNear ) + ( right * _wNear );
_frustumPlanes[RightPlane] = Plane ( nbr, fbr, ntr );
_frustumPlanes[LeftPlane] = Plane ( ntl, fbl, nbl );
_frustumPlanes[BottomPlane] = Plane ( nbl, fbr, nbr );
_frustumPlanes[TopPlane] = Plane ( ntr, ftl, ntl );
_frustumPlanes[FarPlane] = Plane ( ftl, ftr, fbl );
_frustumPlanes[NearPlane] = Plane ( ntl, nbl, ntr );
*/
}
#endif
Scalar Camera::getNearPlane() const
{
return _NearPlane;
}
Scalar Camera::getFarPlane() const
{
return _FarPlane;
}
Scalar Camera::getFov() const
{
return _FoV;
}
} // namespace BlueCore