📄 camera.cpp
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- this file is part of rcssserver3D Fri May 9 2003 Copyright (C) 2002,2003 Koblenz University Copyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group $Id: camera.cpp,v 1.6 2007/01/02 13:56:55 jamu Exp $ 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; version 2 of the License. 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., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "camera.h"using namespace salt;Camera::Camera(const salt::Vector3f& camPos, const salt::Vector3f& lookAtPos, const salt::Vector3f& upVector){ mPosition = camPos; mLookAtPos = lookAtPos; mUpVector = upVector; //resets the camera RefreshCam(); mFixDist = 8.0; mMouseSensitivity = 0.01;}Vector3fCamera::GetCameraPos(){ return mPosition;}Vector3fCamera::GetLookAtPos(){ return mLookAtPos;}Vector3fCamera::GetUpVector(){ return mUpVector;}voidCamera::SetCameraPos(const Vector3f& newCamPos){ mPosition = newCamPos; RefreshCam();}voidCamera::SetLookAtPos(const Vector3f& lookAtPos){ mLookAtPos = lookAtPos; SetUpVector(Vector3f(0,0,1)); RefreshCam();}voidCamera::SetUpVector(const Vector3f& upVector){ mUpVector = upVector; RefreshCam();}voidCamera::Look(){ gluLookAt( mPosition[0], mPosition[1], mPosition[2], mLookAtPos[0], mLookAtPos[1], mLookAtPos[2], mUpVector[0], mUpVector[1], mUpVector[2]);}//proposal by Ma JievoidCamera::RefreshCam() { //resets the camera attributes mTheta and mPhi Vector3f tmp = mLookAtPos-mPosition; mTheta = tmp.Length()!=0 ? acos(tmp.z()/tmp.Length()) : 0; // mPhi = tmp.x()!=0 ? atan(tmp.y()/tmp.x()) :0; mPhi = tmp.x()!=0 ? atan(tmp.y()/tmp.x()) :gHalfPI; // fix by Junqing Wang}//original version// void// Camera::RefreshCam()// {// //resets the camera attributes mTheta and mPhi// Vector3f tmp = Vector3f(mPosition[0],mPosition[1],mPosition[2]).Normalized();// mTheta = gPI - acos( tmp.Dot(Vector3f(0.0, 1.0, 0.0)));// mPhi = 2*gPI - acos(tmp.Dot(Vector3f(-1.0, 0.0, 0.0)));// }voidCamera::MoveCamForward(float steps){ //move camera 'steps' meters into direction we are facing Vector3f dir = steps*(mLookAtPos - mPosition).Normalized(); mPosition += dir; mLookAtPos += dir;}voidCamera::MoveCamStrafeForward(float steps){ //move camera 'steps' meters into direction we are facing Vector3f dir = (mLookAtPos - mPosition) + mUpVector; //remove z-coord dir[2]=0.0f; dir = steps*dir.Normalized(); mPosition += dir; mLookAtPos += dir;}voidCamera::TurnCamDown(){ mLookAtPos = mPosition; mLookAtPos[2] = 0; mUpVector = Vector3f(0,1,0);}voidCamera::MoveCamUp(float steps){ mPosition[2] += steps; mLookAtPos[2] += steps;}voidCamera::MoveCamStrafe(float steps){ //move cam perpendicular to our current direction Vector3f tmp = (mLookAtPos - mPosition); Vector3f dir = steps*(mUpVector.Cross(tmp)).Normalized(); 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 screenvoidCamera::SetViewByMouse(const Vector2f& mousePos, const Vector2f& refPos){ float deltaX = mousePos[0] - refPos[0]; float deltaY = mousePos[1] - refPos[1]; mTheta += mMouseSensitivity * deltaY; if(mTheta < mMouseSensitivity) mTheta = mMouseSensitivity; else if (mTheta > gPI - mMouseSensitivity) mTheta = gPI - mMouseSensitivity; mPhi -= mMouseSensitivity * deltaX; if(mPhi < 0) mPhi += 2*gPI; else if (mPhi > 2*gPI) mPhi -= 2*gPI; 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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