X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fcamera.cpp;h=e15d1cfe5f8a8107f79ad3cac96717315f2712a7;hb=e19309340e90ee881e9cb2f8b7c33a5b89681aa6;hp=6cbcf6f492680f537559206d311049f26af5f1db;hpb=50a0c7fd661fe6bfa3f929ad66e47cfab4a0fb87;p=libs%2Fgl.git diff --git a/source/camera.cpp b/source/camera.cpp index 6cbcf6f4..e15d1cfe 100644 --- a/source/camera.cpp +++ b/source/camera.cpp @@ -56,15 +56,15 @@ void Camera::set_frustum_axis(float x, float y) update_projection_matrix(); } -void Camera::set_position(const Vector3 &p) +void Camera::set_frustum_rotation(const Geometry::Angle &r) { - position = p; - update_object_matrix(); + rotate = r; + update_projection_matrix(); } -void Camera::set_up_direction(const Vector3 &u) +void Camera::set_position(const Vector3 &p) { - up_dir = normalize(u); + position = p; update_object_matrix(); } @@ -79,6 +79,20 @@ void Camera::look_at(const Vector3 &p) set_look_direction(p-position); } +void Camera::set_up_direction(const Vector3 &u) +{ + up_dir = normalize(u); + update_object_matrix(); +} + +void Camera::set_object_matrix(const Matrix &m) +{ + position = m.column(3).slice<3>(0); + look_dir = normalize(-m.column(2).slice<3>(0)); + up_dir = normalize(m.column(1).slice<3>(0)); + update_object_matrix(); +} + Vector3 Camera::project(const Vector4 &p) const { Vector4 r = proj_matrix*(view_matrix*p); @@ -93,10 +107,15 @@ Vector3 Camera::project(const Vector3 &p) const Vector4 Camera::unproject(const Vector4 &p) const { Vector4 r = invert(proj_matrix)*Vector4(p.x, p.y, p.z, 1.0f); - r = object_matrix*Vector4(r.x, r.y, r.z, p.w); + r = matrix*Vector4(r.x/r.w, r.y/r.w, r.z/r.w, p.w); return r; } +Vector3 Camera::unproject(const Vector3 &p) const +{ + return unproject(Vector4(p.x, p.y, p.z, 1.0f)).slice<3>(0); +} + void Camera::apply() const { MatrixStack::projection() = proj_matrix; @@ -105,7 +124,7 @@ void Camera::apply() const void Camera::update_projection_matrix() { - float frustum_h = tan(fov/2.0f)*clip_near; + float frustum_h = (fov!=Geometry::Angle::zero() ? tan(fov/2.0f)*clip_near : height/2); float frustum_w = frustum_h*aspect; float left = frustum_w*(frustum_x-1.0f); float right = frustum_w*(frustum_x+1.0f); @@ -115,6 +134,7 @@ void Camera::update_projection_matrix() proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far); else proj_matrix = Matrix::ortho(left, right, bottom, top, clip_near, clip_far); + proj_matrix = Matrix::rotation(rotate, Vector3(0, 0, 1))*proj_matrix; } void Camera::update_object_matrix() @@ -125,8 +145,8 @@ void Camera::update_object_matrix() columns[1] = compose(cross(right_dir, look_dir), 0.0f); columns[2] = compose(-look_dir, 0.0f); columns[3] = compose(position, 1.0f); - object_matrix = Matrix::from_columns(columns); - view_matrix = invert(object_matrix); + matrix = Matrix::from_columns(columns); + view_matrix = invert(matrix); } } // namespace GL