libsegl/glcamera.cpp

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3.6 KiB
C++
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#include "glcamera.h"
namespace segl {
GLCamera::GLCamera() {
std_norm.set(0.0f, 1.0f, 0.0f);
std_dir.set(0.0f, 0.0f, -1.0f);
mpersec = 10.0f;
apersec = 90.0f;
doupdate = true;
norm.set(0.0f, 1.0f, 0.0f);
dir.set(0.0f, 0.0f, -1.0f);
rotx = roty = 0.0f;
rotmatX.set(x_axis, 0.0f);
rotmatY.set(y_axis, 0.0f);
}
void GLCamera::updateVectors() {
dir = rotmatY * rotmatX * Punkt3D(0.0f, 0.0f, -1.0f);
norm = rotmatY * rotmatX * std_norm;
dir.normalize();
norm.normalize();
}
void GLCamera::setCamera() {
if(doupdate) {
updateVectors();
}
Punkt3D port = pos + dir;
gluLookAt( pos.x, pos.y, pos.z,
port.x, port.y, port.z,
norm.x, norm.y, norm.z);
// rotFrom2VecTo2Vec(std_dir, dir, std_norm, norm);
// glTranslateP3D(-pos);
}
void GLCamera::setPosDirNorm(Punkt3D p, Punkt3D d, Punkt3D n) {
pos = p;
dir = d.getNormalized();
norm = n.getNormalized();
}
// Move-Funktionen
void GLCamera::moveForward(float sec) {
if(doupdate) {
updateVectors();
}
pos += (mpersec*sec) * dir;
// std::cout << "move..";
// pos.print("pos");
}
void GLCamera::moveBackward(float sec) {
if(doupdate) {
updateVectors();
}
pos -= (mpersec*sec) * dir;
}
void GLCamera::moveLeft(float sec) {
if(doupdate) {
updateVectors();
}
Punkt3D right = (dir.kreuzprodukt(norm));
right.normalize();
pos -= right * sec * mpersec;
}
void GLCamera::moveRight(float sec) {
if(doupdate) {
updateVectors();
}
Punkt3D right = (dir.kreuzprodukt(norm));
right.normalize();
pos += right * sec * mpersec;
}
void GLCamera::rotateLeft(float sec) {
roty += apersec * sec;
rotmatY.set(roty);
doupdate = true;
// rotmat.set(Punkt3D(0.0f, 1.0f, 0.0f), sec*apersec);
// dir = rotmat * dir;
// dir.normalize();
}
void GLCamera::rotateRight(float sec) {
roty -= apersec * sec;
rotmatY.set(roty);
doupdate = true;
// statt norm
// rotmat.set(Punkt3D(0.0f, 1.0f, 0.0f), -apersec*sec);
// dir = rotmat * dir;
// dir.normalize();
}
void GLCamera::rotateUp(float sec) {
if(rotx+sec*apersec<=90.0f && rotx+sec*apersec>=-90.0f) {
rotx += sec*apersec;
rotmatX.set(rotx);
doupdate = true;
} else {
//std::cout << "zu gro<72>" << std::endl;
}
// rotmat.set(dir.kreuzprodukt(norm), -apersec*sec);
// norm = rotmat * norm;
// dir = rotmat * dir;
// norm.normalize();
// dir.normalize();
}
void GLCamera::rotateDown(float sec) {
if( (rotx-sec*apersec) >= -90.0f) {
rotx -= sec*apersec;
rotmatX.set(rotx);
doupdate = true;
}
// rotmat.set(dir.kreuzprodukt(norm), apersec*sec);
// norm = rotmat * norm;
// dir = rotmat * dir;
// norm.normalize();
// dir.normalize();
}
void GLCamera::handleKeys(float sec) {
Uint8 *keys = SDL_GetKeyState(NULL);
if(keys[SDLK_w])
moveForward(sec);
if(keys[SDLK_s])
moveBackward(sec);
if(keys[SDLK_UP])
rotateUp(sec);
if(keys[SDLK_DOWN])
rotateDown(sec);
if(keys[SDLK_LEFT])
rotateLeft(sec);
if(keys[SDLK_RIGHT])
rotateRight(sec);
if(keys[SDLK_a])
moveLeft(sec);
if(keys[SDLK_d])
moveRight(sec);
}
float GLCamera::getXrot() {
return rotx;
}
float GLCamera::getYrot() {
return roty;
}
void GLCamera::print() {
std::cout << " --- GL Camera --- " << std::endl;
pos.print("Position");
norm.print("Normale");
dir.print("Direction");
dir.kreuzprodukt(norm).print("Kreuz");
std::cout << "Rotation X: " << rotx << " Y: " << roty << std::endl;
rotmatY.print();
std::cout << " --- End Camera --- " << std::endl;
}
void GLCamera::renderCoord() {
glBegin(GL_LINES);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.0f, -1.0f, 0.0f);
glVertex3f(0.0f, -1.0f, -5.0f);
glEnd();
}
Punkt3D GLCamera::getPos() {
return pos;
}
GLCamera::~GLCamera() {
}
} // namespace segl