]> Dogcows Code - chaz/yoink/blobdiff - src/Moof/Camera.cc
scene drawing correctly implemented; new classes
[chaz/yoink] / src / Moof / Camera.cc
diff --git a/src/Moof/Camera.cc b/src/Moof/Camera.cc
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+
+/*******************************************************************************
+
+ Copyright (c) 2009, Charles McGarvey
+ All rights reserved.
+ Redistribution   and   use  in  source  and  binary  forms,  with  or  without
+ modification, are permitted provided that the following conditions are met:
+   * Redistributions  of  source  code  must retain the above copyright notice,
+     this list of conditions and the following disclaimer.
+   * Redistributions  in binary form must reproduce the above copyright notice,
+     this  list of conditions and the following disclaimer in the documentation
+     and/or other materials provided with the distribution.
+ THIS  SOFTWARE  IS  PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND  ANY  EXPRESS  OR  IMPLIED  WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ DISCLAIMED.  IN  NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
+ FOR  ANY  DIRECT,  INDIRECT,  INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+ DAMAGES  (INCLUDING,  BUT  NOT  LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ SERVICES;  LOSS  OF  USE,  DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+ CAUSED  AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
+ OR  TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+*******************************************************************************/
+
+#include <iostream>
+#include <Moof/Camera.hh>
+
+
+namespace Mf {
+
+
+void Camera::setPosition(const Vector3& point)
+{
+       //position_ = point;
+       Vector3 coeff[2] = {position_, point};
+       pInterp_.init(coeff, 0.1);
+}
+void Camera::setRotation(const Quaternion& rotation)
+{
+       rotation_ = rotation;
+       //srcRotation_ = rotation_;
+       //dstRotation_ = rotation;
+       //tInterp_ = 0.0;
+}
+
+void Camera::update(Scalar t, Scalar dt)
+{
+       pInterp_.update(dt);
+       position_ = pInterp_.getState(0.0);
+
+       //tInterp_ += dt * 10.0;
+       //rotation_ = cml::slerp(srcRotation_, dstRotation_, cml::clamp(tInterp_, 0.0, 1.0));
+       //rotation_.normalize();
+
+       calculateSecondary();
+}
+
+
+void Camera::lookAt(const Vector3& point)
+{
+       quaternion_rotation_aim_at(rotation_, position_, point);
+}
+
+void Camera::adjustFromInput(const Event& event)
+{
+       switch (event.type)
+       {
+               case SDL_KEYDOWN:
+                       if (event.key.keysym.sym == SDLK_RIGHT ||
+                                       event.key.keysym.sym == SDLK_d)
+                       {
+                               Vector3 vec = position_;
+                               vec[0] -= 50.0;
+                               setPosition(vec);
+                       }
+                       else if (event.key.keysym.sym == SDLK_LEFT ||
+                                       event.key.keysym.sym == SDLK_a)
+                       {
+                               Vector3 vec = position_;
+                               vec[0] += 50.0;
+                               setPosition(vec);
+                       }
+                       else if (event.key.keysym.sym == SDLK_UP ||
+                                       event.key.keysym.sym == SDLK_w)
+                       {
+                               Vector3 vec = position_;
+                               vec[1] -= 50.0;
+                               setPosition(vec);
+                       }
+                       else if (event.key.keysym.sym == SDLK_DOWN ||
+                                       event.key.keysym.sym == SDLK_s)
+                       {
+                               Vector3 vec = position_;
+                               vec[1] += 50.0;
+                               setPosition(vec);
+                       }
+                       else if (event.key.keysym.sym == SDLK_PAGEUP)
+                       {
+                               Vector3 vec = position_;
+                               vec[2] += 50.0;
+                               setPosition(vec);
+                       }
+                       else if (event.key.keysym.sym == SDLK_PAGEDOWN)
+                       {
+                               //position_[2] -= 50.0;
+                               Vector3 vec = position_;
+                               vec[2] -= 50.0;
+                               setPosition(vec);
+                       }
+                       break;
+
+               case SDL_MOUSEMOTION:
+                       {
+                       Scalar xrel = cml::rad(Scalar(event.motion.xrel) / 5.0);
+                       Scalar yrel = cml::rad(Scalar(event.motion.yrel) / 5.0);
+
+                       Quaternion rotation = rotation_;
+
+                       quaternion_rotate_about_world_x(rotation, yrel);
+                       //rotation_.normalize();
+                       quaternion_rotate_about_world_y(rotation, xrel);
+                       rotation.normalize();
+
+                       setRotation(rotation);
+                       break;
+                       }
+
+               case SDL_MOUSEBUTTONDOWN:
+                       if (event.button.button == SDL_BUTTON_WHEELUP)
+                       {
+                               Vector3 vec = position_;
+                               vec[2] += 50.0;
+                               setPosition(vec);
+                       }
+                       else if (event.button.button == SDL_BUTTON_WHEELDOWN)
+                       {
+                               Vector3 vec = position_;
+                               vec[2] -= 50.0;
+                               setPosition(vec);
+                       }
+                       break;
+       }
+
+       calculateSecondary();
+}
+
+void Camera::calculateSecondary()
+{
+       matrix_rotation_quaternion(transformation_, rotation_);
+
+       Matrix4 translate;
+       matrix_translation(translate, position_);
+
+       //transformation_ = translate * transformation_;
+       transformation_ *= translate;
+}
+
+
+} // namespace Mf
+
+/** vim: set ts=4 sw=4 tw=80: *************************************************/
+
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