Camera/WalkerCamera整理

This commit is contained in:
hyzboy 2019-06-11 15:51:13 +08:00
parent 67cf0c612e
commit 0516bef44c
2 changed files with 61 additions and 23 deletions

View File

@ -25,10 +25,11 @@ namespace hgl
float fov; ///<水平FOV float fov; ///<水平FOV
float znear,zfar; ///<Z轴上离眼睛的距离 float znear,zfar; ///<Z轴上离眼睛的距离
Vector3f eye; ///<眼睛坐标 Vector4f eye; ///<眼睛坐标
Vector3f center; ///<视点坐标 Vector4f center; ///<视点坐标
Vector3f up_vector; ///<向上量 Vector4f up_vector; ///<向上量(默认0,0,1)
Vector3f forward_vector; ///<向前量 Vector4f forward_vector; ///<向前量(默认1,0,0)
Vector4f right_vector; ///<向右量(默认0,1,0)
public: public:
@ -46,39 +47,76 @@ namespace hgl
*/ */
class WalkerCamera:public Camera class WalkerCamera:public Camera
{ {
protected:
/**
*
* @param move_dist
*/
void Move(const Vector4f &move_dist)
{
eye += move_dist;
center += move_dist;
}
/**
*
* @param ang
* @param axis
*/
void Rotate(double ang,const Vector4f &axis)
{
center=eye+(center-eye)*rotate(hgl_ang2rad(ang),axis);
}
/**
*
* @param ang
* @param axis
*/
void WrapRotate(double ang,const Vector4f &axis)
{
eye=center+(eye-center)*rotate(hgl_ang2rad(ang),axis);
}
public: //方法 public: //方法
virtual void Backward(float=0.01); ///<向后 virtual void Backward(float step=0.01){Move(forward_vector*step);} ///<向后
virtual void Forward(float step=0.01){Backward(-step);} ///<向前 virtual void Forward(float step=0.01){Backward(-step);} ///<向前
virtual void Up(float step=0.01); ///<向上 virtual void Up(float step=0.01){Move(up_vector*step);} ///<向上
virtual void Down(float step=0.01){Up(-step);} ///<向下 virtual void Down(float step=0.01){Up(-step);} ///<向下
virtual void Right(float step=0.01); ///<向右 virtual void Right(float step=0.01){Move(right_vector);} ///<向右
virtual void Left(float step=0.01){Right(-step);} ///<向左 virtual void Left(float step=0.01){Right(-step);} ///<向左
public: //以自身为中心旋转 public: //以自身为中心旋转
virtual void BackwardRotate(float=5); ///<以自身为中心向后旋转 virtual void RightDumping(float ang=5){Rotate(ang,forward_vector);} ///<右倾倒
virtual void ForwardRotate(float ang=5){BackwardRotate(-ang);} ///<以自身为中心向前旋转 virtual void LeftDumping(float ang=5){RightDumping(-ang);} ///<左倾倒
virtual void UpRotate(float=5); ///<以自身为中心向上旋转 virtual void LeaningBack(float ang=5){Rotate(ang,right_vector);} ///<后仰
virtual void DownRotate(float ang=5){UpRotate(-ang);} ///<以自身为中心向下旋转 virtual void ForwardTilt(float ang=5){LeaningBack(-ang);} ///<前倾
virtual void RightRotate(float=5); ///<以自身为中心向右旋转 virtual void RightRotate(float ang=5){Rotate(ang,up_vector);} ///<右
virtual void LeftRotate(float ang=5){RightRotate(-ang);} ///<以自身为中心向左旋转 virtual void LeftRotate(float ang=5){RightRotate(-ang);} ///<左转
public: //以目标点为中心旋转 public: //以目标点为中心旋转
virtual void CenterUpRotate(float=5); ///<以目标点为中心向上旋转 virtual void WrapUpRotate(float ang=5){WrapRotate(ang,right_vector);} ///<以目标点为中心向上旋转
virtual void CenterDownRotate(float ang=5){CenterUpRotate(-ang);} ///<以目标点为中心向下旋转 virtual void WrapDownRotate(float ang=5){WrapUpRotate(-ang);} ///<以目标点为中心向下旋转
virtual void CenterRightRotate(float ang=5); ///<以目标点为中心向右旋转 virtual void WrapRightRotate(float ang=5){WrapRotate(ang,up_vector);} ///<以目标点为中心向右旋转
virtual void CenterLeftRotate(float ang=5){CenterRightRotate(-ang);} ///<以目标点为中心向左旋转 virtual void WrapLeftRotate(float ang=5){WrapRightRotate(-ang);} ///<以目标点为中心向左旋转
public: //距离 public: //距离
virtual void Distance(float=0.9); ///<调整距离 virtual void Distance(float pos) ///<调整距离
{
if(pos==1.0)return;
eye=center+(eye-center)*pos;
}
};//class WalkerCamera };//class WalkerCamera
}//namespace graph }//namespace graph
}//namespace hgl }//namespace hgl

View File

@ -3,24 +3,24 @@ namespace hgl
{ {
namespace graph namespace graph
{ {
inline Matrix4f LookAt(const Vector3f &eye,const Vector3f &target,const Vector3f &up) inline Matrix4f LookAt(const Vector4f &eye,const Vector4f &target,const Vector4f &up)
{ {
Vector3f forward=target-eye; Vector4f forward=target-eye;
normalize(forward); normalize(forward);
Vector3f side=cross(forward,up); Vector4f side=cross(forward,up);
normalize(side); normalize(side);
Vector3f nup=cross(side,forward); Vector4f nup=cross(side,forward);
Matrix4f result(side.x, side.y, side.z, 0.0f, Matrix4f result(side.x, side.y, side.z, 0.0f,
nup.x, nup.y, nup.z, 0.0f, nup.x, nup.y, nup.z, 0.0f,
-forward.x, -forward.y, -forward.z, 0.0f, -forward.x, -forward.y, -forward.z, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f); 0.0f, 0.0f, 0.0f, 1.0f);
return result*translate(-eye); return result*translate(-eye.xyz());
} }
void Camera::Refresh() void Camera::Refresh()