X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcamera.cpp;h=a3ab730d98ddd06ed167a8a0bd739b0e56554890;hb=8bbb661c53f52d0e6f9c89aeffc626f66573f52d;hp=98b7598ca16ffa011d1849881ac0d67117bff45f;hpb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;p=libs%2Fgl.git diff --git a/source/camera.cpp b/source/camera.cpp index 98b7598c..a3ab730d 100644 --- a/source/camera.cpp +++ b/source/camera.cpp @@ -6,7 +6,7 @@ namespace Msp { namespace GL { Camera::Camera(): - fov(M_PI/4), + fov(Geometry::Angle::from_turns(0.125)), aspect(4.0/3.0), clip_near(0.1), clip_far(10), @@ -15,7 +15,7 @@ Camera::Camera(): up_dir(0, 1, 0) { } -void Camera::set_field_of_view(float f) +void Camera::set_field_of_view(const Geometry::Angle &f) { fov = f; } @@ -39,48 +39,43 @@ void Camera::set_position(const Vector3 &p) void Camera::set_up_direction(const Vector3 &u) { - float len = sqrt(u.x*u.x+u.y*u.y+u.z*u.z); - - up_dir.x = u.x/len; - up_dir.y = u.y/len; - up_dir.z = u.z/len; + up_dir = normalize(u); compute_matrix(); } void Camera::set_look_direction(const Vector3 &l) { - float len = sqrt(l.x*l.x+l.y*l.y+l.z*l.z); - - look_dir.x = l.x/len; - look_dir.y = l.y/len; - look_dir.z = l.z/len; + look_dir = normalize(l); compute_matrix(); } void Camera::look_at(const Vector3 &p) { - set_look_direction(Vector3(p.x-position.x, p.y-position.y, p.z-position.z)); + set_look_direction(p-position); } Vector3 Camera::project(const Vector4 &p) const { - float frustum_h = tan(fov/2); + float frustum_h = tan(fov/2.0f); float frustum_w = frustum_h*aspect; float z_range = clip_far-clip_near; - float eye_x = matrix[0]*p.x+matrix[4]*p.y+matrix[8]*p.z+matrix[12]*p.w; - float eye_y = matrix[1]*p.x+matrix[5]*p.y+matrix[9]*p.z+matrix[13]*p.w; - float eye_z = matrix[2]*p.x+matrix[6]*p.y+matrix[10]*p.z+matrix[14]*p.w; + Vector4 eye = matrix*p; - return Vector3(eye_x/frustum_w/-eye_z, eye_y/frustum_h/-eye_z, - (clip_far+clip_near)/z_range+2*clip_far*clip_near/(eye_z*z_range)); + return Vector3(eye.x/frustum_w/-eye.z, eye.y/frustum_h/-eye.z, + (clip_far+clip_near)/z_range+2*clip_far*clip_near/(eye.z*z_range)); +} + +Vector3 Camera::project(const Vector3 &p) const +{ + return project(Vector4(p.x, p.y, p.z, 1.0)); } Vector4 Camera::unproject(const Vector4 &p) const { - float frustum_h = tan(fov/2); + float frustum_h = tan(fov/2.0f); float frustum_w = frustum_h*aspect; float z_range = clip_far-clip_near; @@ -102,19 +97,16 @@ void Camera::apply() const void Camera::compute_matrix() { - float x = look_dir.y*up_dir.z-look_dir.z*up_dir.y; - float y = look_dir.z*up_dir.x-look_dir.x*up_dir.z; - float z = look_dir.x*up_dir.y-look_dir.y*up_dir.x; - float len = sqrt(x*x+y*y+z*z); + Vector3 right_dir = normalize(cross(look_dir, up_dir)); double mdata[16]; - mdata[0] = x/len; - mdata[4] = y/len; - mdata[8] = z/len; + mdata[0] = right_dir.x; + mdata[4] = right_dir.y; + mdata[8] = right_dir.z; - mdata[1] = mdata[4]*look_dir.z-mdata[8]*look_dir.y; - mdata[5] = mdata[8]*look_dir.x-mdata[0]*look_dir.z; - mdata[9] = mdata[0]*look_dir.y-mdata[4]*look_dir.x; + mdata[1] = right_dir.y*look_dir.z-right_dir.z*look_dir.y; + mdata[5] = right_dir.z*look_dir.x-right_dir.x*look_dir.z; + mdata[9] = right_dir.x*look_dir.y-right_dir.y*look_dir.x; mdata[2] = -look_dir.x; mdata[6] = -look_dir.y;