308 lines
6.9 KiB
C++
308 lines
6.9 KiB
C++
#include "CCamera.h"
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#include "CGraphics.h"
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#include <Common/CQuaternion.h>
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#include <Common/Math.h>
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#include <gtc/matrix_transform.hpp>
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#define HALF_PI 1.570796371f
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CCamera::CCamera()
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{
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mMode = eFreeCamera;
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mPosition = CVector3f(0);
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mAspectRatio = 1.7777777f;
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mYaw = -HALF_PI;
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mPitch = 0.0f;
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CalculateDirection();
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mMoveSpeed = 1.f; // Old: 0.01f
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mLookSpeed = 1.f; // Old: 0.003f
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mViewOutdated = true;
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mProjectionOutdated = true;
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}
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CCamera::CCamera(CVector3f Position, CVector3f)
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{
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// todo: make it actually look at the target!
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// Not using parameter 2 (CVector3f - Target)
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mMode = eFreeCamera;
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mMoveSpeed = 1.f; // Old: 0.01f
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mLookSpeed = 1.f; // Old: 0.003f
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mPosition = Position;
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mYaw = -HALF_PI;
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mPitch = 0.0f;
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CalculateDirection();
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}
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void CCamera::Pan(float XAmount, float YAmount)
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{
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switch (mMode)
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{
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case eFreeCamera:
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{
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CVector3f Right(
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cos(mYaw - HALF_PI),
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sin(mYaw - HALF_PI),
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0
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);
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CVector3f Up = Right.Cross(mDirection);
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mPosition += Right * (XAmount * mMoveSpeed);
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mPosition += Up * (YAmount * mMoveSpeed);
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mViewOutdated = true;
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break;
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}
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// Unfinished
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case eOrbitCamera:
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{
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CVector3f Right(
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cos(mYaw - HALF_PI),
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sin(mYaw - HALF_PI),
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0
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);
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CVector3f Up = Right.Cross(mDirection);
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CVector3f TargetDirection = mPosition - mOrbitTarget;
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//CMatrix4f YawRotation = CQuaternion::F
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}
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}
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}
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void CCamera::Rotate(float XAmount, float YAmount)
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{
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switch (mMode)
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{
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case eFreeCamera:
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mYaw -= (XAmount * mLookSpeed * 0.3f);
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mPitch -= (YAmount * mLookSpeed * 0.3f);
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mViewOutdated = true;
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break;
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}
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}
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void CCamera::Zoom(float Amount)
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{
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mPosition += (mDirection * Amount) * (mMoveSpeed * 25.f);
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mViewOutdated = true;
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}
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void CCamera::Snap(CVector3f Position)
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{
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mPosition = Position;
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mYaw = -1.570796371f;
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mPitch = 0.0f;
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mViewOutdated = true;
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}
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void CCamera::ProcessKeyInput(EKeyInputs KeyFlags, double DeltaTime)
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{
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float FDeltaTime = (float) DeltaTime;
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if (mMode == eFreeCamera)
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{
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if (KeyFlags & eWKey) Zoom(FDeltaTime);
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if (KeyFlags & eSKey) Zoom(-FDeltaTime);
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if (KeyFlags & eQKey) Pan(0, -FDeltaTime * 25.f);
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if (KeyFlags & eEKey) Pan(0, FDeltaTime * 25.f);
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if (KeyFlags & eAKey) Pan(-FDeltaTime * 25.f, 0);
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if (KeyFlags & eDKey) Pan(FDeltaTime * 25.f, 0);
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}
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}
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void CCamera::ProcessMouseInput(EKeyInputs KeyFlags, EMouseInputs MouseFlags, float XMovement, float YMovement)
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{
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// Free Camera
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if (mMode == eFreeCamera)
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{
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if (MouseFlags & eMiddleButton)
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{
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if (KeyFlags & eCtrlKey) Zoom(-YMovement * 0.2f);
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else Pan(-XMovement, YMovement);
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}
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else if (MouseFlags & eRightButton) Rotate(XMovement, YMovement);
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}
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// Orbit Camera
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else if (mMode == eOrbitCamera)
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{
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if ((MouseFlags & eMiddleButton) && (KeyFlags & eCtrlKey))
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Zoom(-YMovement * 0.2f);
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else if ((MouseFlags & eMiddleButton) || (MouseFlags & eRightButton))
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Pan(XMovement, YMovement);
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}
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}
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CRay CCamera::CastRay(CVector2f DeviceCoords)
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{
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CMatrix4f InverseVP = (ViewMatrix().Transpose() * ProjectionMatrix().Transpose()).Inverse();
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CVector3f RayOrigin = CVector3f(DeviceCoords.x, DeviceCoords.y, -1.f) * InverseVP;
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CVector3f RayTarget = CVector3f(DeviceCoords.x, DeviceCoords.y, 0.f) * InverseVP;
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CVector3f RayDir = (RayTarget - RayOrigin).Normalized();
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CRay Ray;
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Ray.SetOrigin(RayOrigin);
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Ray.SetDirection(RayDir);
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return Ray;
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}
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void CCamera::LoadMatrices()
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{
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CGraphics::sMVPBlock.ViewMatrix = ViewMatrix();
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CGraphics::sMVPBlock.ProjectionMatrix = ProjectionMatrix();
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CGraphics::UpdateMVPBlock();
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}
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void CCamera::LoadRotationOnlyMatrices()
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{
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CGraphics::sMVPBlock.ViewMatrix = RotationOnlyViewMatrix();
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CGraphics::sMVPBlock.ProjectionMatrix = ProjectionMatrix();
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CGraphics::UpdateMVPBlock();
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}
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// ************ GETTERS ************
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CVector3f CCamera::Position() const
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{
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return mPosition;
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}
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CVector3f CCamera::Direction() const
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{
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return mDirection;
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}
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float CCamera::Yaw() const
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{
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return mYaw;
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}
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float CCamera::Pitch() const
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{
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return mPitch;
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}
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float CCamera::FieldOfView() const
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{
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return 55.f;
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}
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const CMatrix4f& CCamera::ViewMatrix()
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{
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if (mViewOutdated)
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CalculateView();
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return mCachedViewMatrix;
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}
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const CMatrix4f& CCamera::RotationOnlyViewMatrix()
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{
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if (mViewOutdated)
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CalculateView();
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return CMatrix4f(mCachedViewMatrix[0][0], mCachedViewMatrix[0][1], mCachedViewMatrix[0][2], 0.f,
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mCachedViewMatrix[1][0], mCachedViewMatrix[1][1], mCachedViewMatrix[1][2], 0.f,
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mCachedViewMatrix[2][0], mCachedViewMatrix[2][1], mCachedViewMatrix[2][2], 0.f,
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mCachedViewMatrix[3][0], mCachedViewMatrix[3][1], mCachedViewMatrix[3][2], 1.f);
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}
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const CMatrix4f& CCamera::ProjectionMatrix()
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{
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if (mProjectionOutdated)
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CalculateProjection();
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return mCachedProjectionMatrix;
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}
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// ************ SETTERS ************
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void CCamera::SetPosition(CVector3f Position)
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{
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mPosition = Position;
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mViewOutdated = true;
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}
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void CCamera::SetDirection(CVector3f Direction)
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{
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mDirection = Direction;
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mViewOutdated = true;
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}
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void CCamera::SetYaw(float Yaw)
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{
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mYaw = Yaw;
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}
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void CCamera::SetPitch(float Pitch)
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{
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mPitch = Pitch;
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}
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void CCamera::SetMoveSpeed(float MoveSpeed)
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{
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mMoveSpeed = MoveSpeed;
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}
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void CCamera::SetLookSpeed(float LookSpeed)
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{
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mLookSpeed = LookSpeed;
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}
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void CCamera::SetFree()
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{
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mMode = eFreeCamera;
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}
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void CCamera::SetOrbit(const CVector3f& OrbitTarget)
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{
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mMode = eOrbitCamera;
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mOrbitTarget = OrbitTarget;
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}
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void CCamera::SetAspectRatio(float AspectRatio)
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{
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mAspectRatio = AspectRatio;
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mProjectionOutdated = true;
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}
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// ************ PRIVATE ************
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void CCamera::CalculateDirection()
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{
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if (mPitch > HALF_PI) mPitch = HALF_PI;
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if (mPitch < -HALF_PI) mPitch = -HALF_PI;
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mDirection = CVector3f(
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cos(mPitch) * cos(mYaw),
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cos(mPitch) * sin(mYaw),
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sin(mPitch)
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);
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}
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void CCamera::CalculateView()
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{
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// todo: don't use glm
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CalculateDirection();
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CVector3f Right(
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cos(mYaw - HALF_PI),
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sin(mYaw - HALF_PI),
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0
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);
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CVector3f Up = Right.Cross(mDirection);
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glm::vec3 glmpos(mPosition.x, mPosition.y, mPosition.z);
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glm::vec3 glmdir(mDirection.x, mDirection.y, mDirection.z);
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glm::vec3 glmup(Up.x, Up.y, Up.z);
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mCachedViewMatrix = CMatrix4f::FromGlmMat4(glm::lookAt(glmpos, glmpos + glmdir, glmup)).Transpose();
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mViewOutdated = false;
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}
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void CCamera::CalculateProjection()
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{
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mCachedProjectionMatrix = Math::PerspectiveMatrix(55.f, mAspectRatio, 0.1f, 4096.f);
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mProjectionOutdated = false;
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}
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