/****************************************************************************** This source file is part of Viewizard Game Engine For the latest info, see http://www.viewizard.com/ File name: Camera.cpp Copyright (c) 2006-2007 Michael Kurinnoy, Viewizard All Rights Reserved. File Version: 3.0 ****************************************************************************** AstroMenace game source code available under "dual licensing" model. The licensing options available are: * Commercial Licensing. This is the appropriate option if you are creating proprietary applications and you are not prepared to distribute and share the source code of your application. Contact us for pricing at viewizard@viewizard.com * Open Source Licensing. This is the appropriate option if you want to share the source code of your application with everyone you distribute it to, and you also want to give them the right to share who uses it. You should have received a copy of the GNU General Public License version 3 with this source codes. If not, see . ******************************************************************************/ #include "Camera.h" #include "../RendererInterface/RendererInterface.h" //----------------------------------------------------------------------------- // локальные/защищенные переменные //----------------------------------------------------------------------------- // флаг обновления фруструма bool CameraUpdated = true; // точка положения камеры VECTOR3D CameraLocation(0.0f, 0.0f, 0.0f); // углы поворота камеры VECTOR3D CameraRotation(0.0f, 0.0f, 0.0f); // девиация камеры VECTOR3D CameraDeviation(0.0f, 0.0f, 0.0f); //----------------------------------------------------------------------------- // получение-запись положения и поворота камеры //----------------------------------------------------------------------------- void vw_SetCameraLocation(VECTOR3D NewLocation) { CameraLocation = NewLocation; CameraUpdated = true; } void vw_IncCameraLocation(VECTOR3D IncLocation) { CameraLocation += IncLocation; CameraUpdated = true; } void vw_GetCameraLocation(VECTOR3D *CurrentLocation) { *CurrentLocation = CameraLocation; } void vw_SetCameraRotation(VECTOR3D NewRotation) { CameraRotation = NewRotation; CameraUpdated = true; } void vw_GetCameraRotation(VECTOR3D *CurrentRotation) { *CurrentRotation = CameraRotation; } //----------------------------------------------------------------------------- // движение камеры //----------------------------------------------------------------------------- void vw_SetCameraMove(VECTOR3D NewRotation, float ChangeDistance, VECTOR3D Point) { // убираем поправку на точку CameraLocation -= Point; // обратный поворот RotatePointInv(&CameraLocation, CameraRotation); // делаем приращение CameraLocation.z += ChangeDistance; // присваеваем новые значения CameraRotation += NewRotation; // поворачиваем в нужную сторону RotatePoint(&CameraLocation, CameraRotation^(-1.0f)); // добавляем поправку на точку CameraLocation += Point; // нужно обновить данные CameraUpdated = true; } //----------------------------------------------------------------------------- // движение камеры вокруг точки //----------------------------------------------------------------------------- void vw_SetCameraMoveAroundPoint(VECTOR3D Point, float ChangeDistance, VECTOR3D ChangeRotation) { // двигаем и перемещаем как нужно vw_SetCameraMove(ChangeRotation, ChangeDistance, Point); // установка углов, чтобы поворот был на нужную точку VECTOR3D exV; VECTOR3D V = Point-CameraLocation; V.Normalize(); if (V.x*V.x+V.y*V.y+V.z*V.z !=0) exV = V; // установка поворота на точку... float newrotY = 0.0f; if (exV.z != 0.0f) { if (((0.0f>exV.x)&(0.0f>-exV.z))|((0.0f-exV.z) newrotY+=180; CameraRotation.x = -newrotX; CameraRotation.y = -newrotY; CameraUpdated = true; } //----------------------------------------------------------------------------- // установка болтания камеры //----------------------------------------------------------------------------- void vw_SetCameraDeviation(VECTOR3D NewCameraDeviation) { CameraDeviation = NewCameraDeviation; } //----------------------------------------------------------------------------- // установка камеры //----------------------------------------------------------------------------- void vw_CameraLookAt(void) { // установка камеры vw_Rotate(-CameraRotation.x, -CameraRotation.y, -CameraRotation.z); vw_Translate((CameraLocation^(-1.0f))-CameraDeviation); // получаем фруструм if (CameraUpdated) { vw_CalculateFrustum(); CameraUpdated = false; } }