📄 camera.cpp
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/*************************************************************************** * Copyright (C) 2004 - 2006 by ZJUBase *
* National Lab of Industrial Control Tech. * * Zhejiang University, China *
* * * Team members: *
* Currently the team leader is, * * Hao JIANG (jianghao@iipc.zju.edu.cn; riveria@gmail.com) *
* In the next season, the leader will be * * Yifeng ZHANG (yfzhang@iipc.zju.edu.cn) *
* ZJUBase 3D agent is created by * * Dijun LUO (djluo@iipc.zju.edu.cn) *
* All the members who has ever contributed: * * Jun JIANG *
* Xinfeng DU (xfdu@iipc.zju.edu.cn) *
* Yang ZHOU (yzhou@iipc.zju.edu.cn) *
* Zhipeng YANG *
* Xiang FAN *
* *
* Team Manager: *
* Ms. Rong XIONG (rxiong@iipc.zju.edu.cn) *
* *
* If you met any problems or you have something to discuss about * * ZJUBase. Please feel free to contact us through EMails given below. * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * ***************************************************************************/
#include "camera.h"
Camera::Camera(const Vector3& camPos,
const Vector3& lookAtPos,
const Vector3& upVector)
{
mPosition = camPos;
mLookAtPos = lookAtPos;
mUpVector = upVector;
//resets the camera
RefreshCam();
mFixDist = 8.0;
mMouseSensitivity = 0.01;
}
Vector3
Camera::GetCameraPos()
{
return mPosition;
}
Vector3
Camera::GetLookAtPos()
{
return mLookAtPos;
}
void
Camera::SetCameraPos(const Vector3& newCamPos)
{
mPosition = newCamPos;
RefreshCam();
}
void
Camera::SetLookAtPos(const Vector3& lookAtPos)
{
mLookAtPos = lookAtPos;
RefreshCam();
}
void
Camera::SetUpVector(const Vector3& upVector)
{
mUpVector = upVector;
RefreshCam();
}
void
Camera::Look()
{
gluLookAt( mPosition[0], mPosition[1], mPosition[2],
mLookAtPos[0], mLookAtPos[1], mLookAtPos[2],
mUpVector[0], mUpVector[1], mUpVector[2]);
}
void
Camera::RefreshCam()
{
//resets the camera attributes mTheta and mPhi
Vector3 tmp = mLookAtPos - mPosition;
mTheta = acos(tmp[2] / tmp.mod());
Vector2 tmp2(mLookAtPos[0] - mPosition[0], mLookAtPos[1] - mPosition[1]);
mPhi = tmp2.ang() / 180. * pi;
}
void
Camera::MoveCamForward(double steps)
{
//move camera 'steps' meters into direction we are facing
Vector3 dir = (mLookAtPos - mPosition).Normalized()*steps;
mPosition += dir;
mLookAtPos += dir;
}
void
Camera::MoveCamStrafeForward(double steps)
{
//move camera 'steps' meters into direction we are facing
Vector3 dir = (mLookAtPos - mPosition).Normalized()*steps;
//remove z-coord
dir[2]=0.0f;
mPosition += dir;
mLookAtPos += dir;
}
void Camera::MoveCamUp(double steps)
{
mPosition[2] += steps;
mLookAtPos[2] += steps;
}
void
Camera::MoveCamStrafe(double steps)
{
//move cam perpendicular to our current direction
Vector3 tmp = (mLookAtPos - mPosition);
Vector3 dir = (mUpVector.Cross(tmp)).Normalized()*steps;
mPosition += dir;
mLookAtPos += dir;
}
//reset the Camera by taking the difference between the current
//mousePos and the given reference pos, a simple refPos could be the
//middle of the screen
void
Camera::SetViewByMouse(const Vector2& mousePos,
const Vector2& refPos)
{
double deltaX = mousePos.x - refPos.x;
double deltaY = mousePos.y - refPos.y;
mTheta += mMouseSensitivity * deltaY;
if(mTheta < mMouseSensitivity) mTheta = mMouseSensitivity;
else if (mTheta > pi - mMouseSensitivity) mTheta = pi - mMouseSensitivity;
mPhi -= mMouseSensitivity * deltaX;
if(mPhi < 0) mPhi += 2*pi;
else if (mPhi > 2*pi) mPhi -= 2*pi;
mLookAtPos[0] = mPosition[0] + mFixDist * sin(mTheta) * cos(mPhi);
mLookAtPos[1] = mPosition[1] + mFixDist * sin(mTheta) * sin(mPhi);
mLookAtPos[2] = mPosition[2] + mFixDist * cos(mTheta);
}
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