]> Dogcows Code - chaz/yoink/blobdiff - src/Moof/Camera.cc
preliminary physics, sound, hud
[chaz/yoink] / src / Moof / Camera.cc
index cdebc7a7b735b7e681e3b28f041f576aa9166d7f..b38dd143cf04a51bc4dc30068a322ea77e073a42 100644 (file)
@@ -37,6 +37,7 @@ namespace Mf {
 void Camera::setPosition(const Vector3& point)
 {
        position_ = point;
+       calculateSecondary();
        //Vector3 coeff[2] = {position_, point};
        //pInterp_.init(coeff, 0.1);
 }
@@ -79,7 +80,8 @@ void Camera::update(Scalar t, Scalar dt)
 
 void Camera::lookAt(const Vector3& point)
 {
-       quaternion_rotation_aim_at(rotation_, position_, point);
+       cml::quaternion_rotation_aim_at(rotation_, position_, point, Vector3(0.0, -1.0, 0.0));
+       calculateSecondary();
 }
 
 void Camera::adjustFromInput(const Event& event)
@@ -87,29 +89,25 @@ 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)
+                       if (event.key.keysym.sym == SDLK_RIGHT)
                        {
                                Vector3 vec = position_;
                                vec[0] -= 50.0;
                                setPosition(vec);
                        }
-                       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);
                        }
-                       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);
                        }
-                       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;
@@ -123,7 +121,6 @@ void Camera::adjustFromInput(const Event& event)
                        }
                        else if (event.key.keysym.sym == SDLK_PAGEDOWN)
                        {
-                               //position_[2] -= 50.0;
                                Vector3 vec = position_;
                                vec[2] -= 50.0;
                                setPosition(vec);
@@ -137,9 +134,9 @@ void Camera::adjustFromInput(const Event& event)
 
                        Quaternion rotation = rotation_;
 
-                       quaternion_rotate_about_world_x(rotation, yrel);
+                       cml::quaternion_rotate_about_world_x(rotation, yrel);
                        //rotation_.normalize();
-                       quaternion_rotate_about_world_y(rotation, xrel);
+                       cml::quaternion_rotate_about_world_y(rotation, xrel);
                        rotation.normalize();
 
                        setRotation(rotation);
@@ -167,13 +164,14 @@ void Camera::adjustFromInput(const Event& event)
 
 void Camera::calculateSecondary()
 {
-       matrix_rotation_quaternion(modelview_, rotation_);
+       cml::matrix_rotation_quaternion(modelview_, rotation_);
 
        Matrix4 translate;
-       matrix_translation(translate, position_);
+       cml::matrix_translation(translate, position_);
 
-       //modelview_ = translate * modelview_;
+       //modelview_.transpose();
        modelview_ *= translate;
+       //modelview_ = translate * modelview_;
 
        frustum_.init(modelview_, projection_);
 }
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