📄 interactor.cpp
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//////////////////////////////////////////////////////////////////////////////////////////
// INTERACTOR.h
// Functions for mouse interactor class
// Downloaded from: www.paulsprojects.net
// Created: 20th July 2002
// Updated: 30th August 2002 - Added bounds on r
//
// Copyright (c) 2006, Paul Baker
// Distributed under the New BSD Licence. (See accompanying file License.txt or copy at
// http://www.paulsprojects.net/NewBSDLicense.txt)
//////////////////////////////////////////////////////////////////////////////////////////
#include <windows.h>
#include <GL\gl.h>
#include "LOG.h"
#include "WINDOW.h"
#include "Maths/Maths.h"
#include "INTERACTOR.h"
extern WINDOW window;
extern LOG errorLog;
void INTERACTOR::Init( VECTOR3D startPosition, float newMinR, float newMaxR,
VECTOR3D newLookAt)
{
position=startPosition;
lookAt=newLookAt;
minR=newMinR;
maxR=newMaxR;
//calculate r and angles
VECTOR3D lineOfSight=position-lookAt;
r=lineOfSight.GetLength();
if(lineOfSight.z==0.0f)
{
if(lineOfSight.x>0.0f)
leftRightRotation=-90.0f;
if(lineOfSight.x<0.0f)
leftRightRotation=90.0f;
}
else
{
if(lineOfSight.z<0.0f)
leftRightRotation=180.0-(180.0/M_PI)*atan(lineOfSight.x/lineOfSight.z);
if(lineOfSight.z>0.0f)
leftRightRotation=-(180.0/M_PI)*atan(lineOfSight.x/lineOfSight.z);
}
if(lineOfSight.x==0.0f && lineOfSight.z==0.0f)
upDownRotation=90.0;
else
upDownRotation=(180.0/M_PI)*atan(lineOfSight.y/sqrt((lineOfSight.x*lineOfSight.x)+
(lineOfSight.z*lineOfSight.z)));
}
void INTERACTOR::Update()
{
//update angles
if(window.isLeftButtonPressed())
{
leftRightRotation+=(window.GetMouseXMovement())*rotationSensitivity;
upDownRotation+=(window.GetMouseYMovement())*rotationSensitivity;
}
//update radius
if(window.isRightButtonPressed())
{
//move out
if(window.GetMouseYMovement()>0)
{
//move out no further than maxR
if(r+(window.GetMouseYMovement())*(float)translationSensitivity>maxR)
r=maxR;
else
r+=(window.GetMouseYMovement())*(float)translationSensitivity;
}
//move in
if(window.GetMouseYMovement()<0)
{
//move in no further than minR
if(r+(window.GetMouseYMovement())*(float)translationSensitivity<minR)
r=minR;
else
r+=(window.GetMouseYMovement())*(float)translationSensitivity;
}
}
//update position if there has been a change
if(window.isLeftButtonPressed() || window.isRightButtonPressed())
{
static MATRIX4X4 tempMatrix;
glPushMatrix();
glLoadIdentity();
glTranslatef(lookAt.x, lookAt.y, lookAt.z);
glRotated(-leftRightRotation, 0.0f, 1.0f, 0.0f);
glRotated(-upDownRotation, 1.0f, 0.0f, 0.0f);
glTranslatef(0.0f, 0.0f, r);
glGetFloatv(GL_MODELVIEW_MATRIX, tempMatrix);
position=tempMatrix.GetColumn(3);
glPopMatrix();
}
}
void INTERACTOR::SetupViewMatrix()
{
glPushMatrix();
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -r);
glRotated(upDownRotation, 1.0f, 0.0f, 0.0f);
glRotated(leftRightRotation, 0.0f, 1.0f, 0.0f);
glTranslatef(-lookAt.x, -lookAt.y, -lookAt.z);
glGetFloatv(GL_MODELVIEW_MATRIX, viewMatrix);
glPopMatrix();
}
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