Camera/WalkerCamera整理
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@ -25,10 +25,11 @@ namespace hgl
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float fov; ///<水平FOV
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float fov; ///<水平FOV
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float znear,zfar; ///<Z轴上离眼睛的距离
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float znear,zfar; ///<Z轴上离眼睛的距离
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Vector3f eye; ///<眼睛坐标
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Vector4f eye; ///<眼睛坐标
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Vector3f center; ///<视点坐标
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Vector4f center; ///<视点坐标
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Vector3f up_vector; ///<向上量
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Vector4f up_vector; ///<向上量(默认0,0,1)
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Vector3f forward_vector; ///<向前量
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Vector4f forward_vector; ///<向前量(默认1,0,0)
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Vector4f right_vector; ///<向右量(默认0,1,0)
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public:
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public:
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@ -46,39 +47,76 @@ namespace hgl
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*/
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*/
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class WalkerCamera:public Camera
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class WalkerCamera:public Camera
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{
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{
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protected:
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/**
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* 向指定向量移动
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* @param move_dist 移动距离
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*/
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void Move(const Vector4f &move_dist)
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{
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eye += move_dist;
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center += move_dist;
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}
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/**
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* 以自身为中心旋转
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* @param ang 角度
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* @param axis 旋转轴
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*/
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void Rotate(double ang,const Vector4f &axis)
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{
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center=eye+(center-eye)*rotate(hgl_ang2rad(ang),axis);
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}
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/**
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* 以目标为中心旋转
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* @param ang 角度
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* @param axis 旋转轴
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*/
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void WrapRotate(double ang,const Vector4f &axis)
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{
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eye=center+(eye-center)*rotate(hgl_ang2rad(ang),axis);
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}
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public: //方法
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public: //方法
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virtual void Backward(float=0.01); ///<向后
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virtual void Backward(float step=0.01){Move(forward_vector*step);} ///<向后
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virtual void Forward(float step=0.01){Backward(-step);} ///<向前
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virtual void Forward(float step=0.01){Backward(-step);} ///<向前
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virtual void Up(float step=0.01); ///<向上
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virtual void Up(float step=0.01){Move(up_vector*step);} ///<向上
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virtual void Down(float step=0.01){Up(-step);} ///<向下
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virtual void Down(float step=0.01){Up(-step);} ///<向下
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virtual void Right(float step=0.01); ///<向右
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virtual void Right(float step=0.01){Move(right_vector);} ///<向右
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virtual void Left(float step=0.01){Right(-step);} ///<向左
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virtual void Left(float step=0.01){Right(-step);} ///<向左
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public: //以自身为中心旋转
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public: //以自身为中心旋转
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virtual void BackwardRotate(float=5); ///<以自身为中心向后旋转
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virtual void RightDumping(float ang=5){Rotate(ang,forward_vector);} ///<右倾倒
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virtual void ForwardRotate(float ang=5){BackwardRotate(-ang);} ///<以自身为中心向前旋转
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virtual void LeftDumping(float ang=5){RightDumping(-ang);} ///<左倾倒
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virtual void UpRotate(float=5); ///<以自身为中心向上旋转
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virtual void LeaningBack(float ang=5){Rotate(ang,right_vector);} ///<后仰
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virtual void DownRotate(float ang=5){UpRotate(-ang);} ///<以自身为中心向下旋转
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virtual void ForwardTilt(float ang=5){LeaningBack(-ang);} ///<前倾
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virtual void RightRotate(float=5); ///<以自身为中心向右旋转
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virtual void RightRotate(float ang=5){Rotate(ang,up_vector);} ///<右转
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virtual void LeftRotate(float ang=5){RightRotate(-ang);} ///<以自身为中心向左旋转
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virtual void LeftRotate(float ang=5){RightRotate(-ang);} ///<左转
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public: //以目标点为中心旋转
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public: //以目标点为中心旋转
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virtual void CenterUpRotate(float=5); ///<以目标点为中心向上旋转
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virtual void WrapUpRotate(float ang=5){WrapRotate(ang,right_vector);} ///<以目标点为中心向上旋转
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virtual void CenterDownRotate(float ang=5){CenterUpRotate(-ang);} ///<以目标点为中心向下旋转
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virtual void WrapDownRotate(float ang=5){WrapUpRotate(-ang);} ///<以目标点为中心向下旋转
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virtual void CenterRightRotate(float ang=5); ///<以目标点为中心向右旋转
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virtual void WrapRightRotate(float ang=5){WrapRotate(ang,up_vector);} ///<以目标点为中心向右旋转
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virtual void CenterLeftRotate(float ang=5){CenterRightRotate(-ang);} ///<以目标点为中心向左旋转
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virtual void WrapLeftRotate(float ang=5){WrapRightRotate(-ang);} ///<以目标点为中心向左旋转
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public: //距离
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public: //距离
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virtual void Distance(float=0.9); ///<调整距离
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virtual void Distance(float pos) ///<调整距离
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{
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if(pos==1.0)return;
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eye=center+(eye-center)*pos;
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}
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};//class WalkerCamera
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};//class WalkerCamera
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}//namespace graph
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}//namespace graph
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}//namespace hgl
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}//namespace hgl
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@ -3,24 +3,24 @@ namespace hgl
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{
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{
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namespace graph
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namespace graph
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{
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{
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inline Matrix4f LookAt(const Vector3f &eye,const Vector3f &target,const Vector3f &up)
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inline Matrix4f LookAt(const Vector4f &eye,const Vector4f &target,const Vector4f &up)
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{
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{
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Vector3f forward=target-eye;
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Vector4f forward=target-eye;
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normalize(forward);
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normalize(forward);
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Vector3f side=cross(forward,up);
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Vector4f side=cross(forward,up);
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normalize(side);
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normalize(side);
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Vector3f nup=cross(side,forward);
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Vector4f nup=cross(side,forward);
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Matrix4f result(side.x, side.y, side.z, 0.0f,
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Matrix4f result(side.x, side.y, side.z, 0.0f,
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nup.x, nup.y, nup.z, 0.0f,
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nup.x, nup.y, nup.z, 0.0f,
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-forward.x, -forward.y, -forward.z, 0.0f,
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-forward.x, -forward.y, -forward.z, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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0.0f, 0.0f, 0.0f, 1.0f);
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return result*translate(-eye);
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return result*translate(-eye.xyz());
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}
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}
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void Camera::Refresh()
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void Camera::Refresh()
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