*******************************************************************************/
-#include <iostream>
-#include <Moof/Camera.hh>
-#include <Moof/OpenGL.hh>
+#include "Camera.hh"
+#include "OpenGL.hh"
namespace Mf {
-void Camera::setPosition(const Vector3& point)
+void Camera::setPosition(const Vector3& position)
{
- position_ = point;
- //Vector3 coeff[2] = {position_, point};
- //pInterp_.init(coeff, 0.1);
+ mState.position = position;
}
+
void Camera::setRotation(const Quaternion& rotation)
{
- rotation_ = rotation;
+ mState.orientation = rotation;
+}
+
+void Camera::lookAt(const Vector3& point)
+{
+ // FIXME this doesn't work as expected
+ cml::quaternion_rotation_aim_at(mState.orientation, mState.position, point,
+ Vector3(0.0, 1.0, 0.0));
}
void Camera::setProjection(const Matrix4& projection)
{
- projection_ = projection;
+ mProjection = projection;
}
-void Camera::setProjection(Scalar fovy, Scalar aspect, Scalar near, Scalar far)
+void Camera::setProjection(Scalar fovy, Scalar aspect, Scalar abutting,
+ Scalar distant)
{
- cml::matrix_perspective_yfov_RH(projection_, fovy, aspect, near, far,
- cml::z_clip_neg_one);
-
- calculateSecondary();
+ cml::matrix_perspective_yfov_RH(mProjection, fovy, aspect, abutting,
+ distant, cml::z_clip_neg_one);
}
-void Camera::uploadProjectionToGL() const
+void Camera::uploadToGL(Scalar alpha) const
{
+ calculate(alpha);
+
glMatrixMode(GL_PROJECTION);
- glLoadMatrix(projection_.data());
+ glMultMatrix(mProjection.data());
glMatrixMode(GL_MODELVIEW);
+ glMultMatrix(mModelview.data());
}
-void Camera::update(Scalar t, Scalar dt)
+void Camera::calculate(Scalar alpha) const
{
- //pInterp_.update(dt);
- //position_ = pInterp_.getState(0.0);
+ State3 state = getState(alpha);
- //calculateSecondary();
+ cml::matrix_rotation_quaternion(mModelview, state.orientation);
+
+ Matrix4 translate;
+ cml::matrix_translation(translate, state.position);
+
+ mModelview *= translate;
+
+ mFrustum.init(mModelview, mProjection);
}
-void Camera::lookAt(const Vector3& point)
+void Camera::update(Scalar t, Scalar dt)
{
- quaternion_rotation_aim_at(rotation_, position_, point);
+ RigidBody3::update(t, dt);
}
-void Camera::adjustFromInput(const Event& event)
+void Camera::draw(Scalar alpha) const
{
+ mSphere.draw(alpha);
+}
+
+
+void Camera::handleEvent(const Event& event)
+{
+ const Scalar ds = 50.0;
+
switch (event.type)
{
case SDL_KEYDOWN:
- if (event.key.keysym.sym == SDLK_RIGHT ||
- event.key.keysym.sym == SDLK_d)
+ if (event.key.keysym.sym == SDLK_RIGHT)
{
- Vector3 vec = position_;
- vec[0] -= 50.0;
- setPosition(vec);
+ mState.position[0] -= ds;
}
- else if (event.key.keysym.sym == SDLK_LEFT ||
- event.key.keysym.sym == SDLK_a)
+ else if (event.key.keysym.sym == SDLK_LEFT)
{
- Vector3 vec = position_;
- vec[0] += 50.0;
- setPosition(vec);
+ mState.position[0] += ds;
}
- else if (event.key.keysym.sym == SDLK_UP ||
- event.key.keysym.sym == SDLK_w)
+ else if (event.key.keysym.sym == SDLK_UP)
{
- Vector3 vec = position_;
- vec[1] -= 50.0;
- setPosition(vec);
+ mState.position[1] -= ds;
}
- else if (event.key.keysym.sym == SDLK_DOWN ||
- event.key.keysym.sym == SDLK_s)
+ else if (event.key.keysym.sym == SDLK_DOWN)
{
- Vector3 vec = position_;
- vec[1] += 50.0;
- setPosition(vec);
+ mState.position[1] += ds;
}
else if (event.key.keysym.sym == SDLK_PAGEUP)
{
- Vector3 vec = position_;
- vec[2] += 50.0;
- setPosition(vec);
+ mState.position[2] += ds;
}
else if (event.key.keysym.sym == SDLK_PAGEDOWN)
{
- //position_[2] -= 50.0;
- Vector3 vec = position_;
- vec[2] -= 50.0;
- setPosition(vec);
+ mState.position[2] -= ds;
}
break;
case SDL_MOUSEMOTION:
{
- Scalar xrel = cml::rad(Scalar(event.motion.xrel) / 5.0);
- Scalar yrel = cml::rad(Scalar(event.motion.yrel) / 5.0);
+ Scalar xrel = cml::rad(Scalar(event.motion.xrel) / 6.0);
+ Scalar yrel = cml::rad(Scalar(event.motion.yrel) / 6.0);
- Quaternion rotation = rotation_;
+ Quaternion rotation = mState.orientation;
- quaternion_rotate_about_world_x(rotation, yrel);
- //rotation_.normalize();
- quaternion_rotate_about_world_y(rotation, xrel);
- rotation.normalize();
+ cml::quaternion_rotate_about_world_x(rotation, yrel);
+ //mRotation.normalize();
+ cml::quaternion_rotate_about_world_y(rotation, xrel);
- setRotation(rotation);
- break;
+ rotation.normalize();
+ mState.orientation = rotation;
}
+ break;
case SDL_MOUSEBUTTONDOWN:
if (event.button.button == SDL_BUTTON_WHEELUP)
{
- Vector3 vec = position_;
- vec[2] += 50.0;
- setPosition(vec);
+ mState.position[2] -= ds;
}
else if (event.button.button == SDL_BUTTON_WHEELDOWN)
{
- Vector3 vec = position_;
- vec[2] -= 50.0;
- setPosition(vec);
+ mState.position[2] -= ds;
}
break;
}
-
- calculateSecondary();
-}
-
-void Camera::calculateSecondary()
-{
- matrix_rotation_quaternion(modelview_, rotation_);
-
- Matrix4 translate;
- matrix_translation(translate, position_);
-
- //modelview_ = translate * modelview_;
- modelview_ *= translate;
-
- frustum_.init(modelview_, projection_);
}