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766 lines (622 loc) · 12.4 KB
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/*
This file is part of W3ZMapEditor (c).
W3ZMapEditor is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
W3ZMapEditor is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with W3ZMapEditor; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "stdafx.h"
#include "glcamera.h"
#include <gl/gl.h>
#include <gl/glu.h>
#include <math.h>
// M_PI may not defined in some "math.h"!
#ifndef M_PI
#define M_PI 3.1415926535897932384626433832795
#endif
/*
class CGLCamera
***************
Implementation
*/
/*
CGLCamera
*********
Standard constructor.
In:
nothing
*/
CGLCamera::CGLCamera(void)
{
// coordinates
m_dCameraX = 1.0;
m_dCameraY = 1.0;
m_dCameraZ = 1.0;
// target
m_dTargetX = 0.0;
m_dTargetY = 0.0;
m_dTargetZ = 0.0;
// target vector
m_dTargetVecX = -1.0/sqrt(3.0);
m_dTargetVecY = -1.0/sqrt(3.0);
m_dTargetVecZ = -1.0/sqrt(3.0);
// up vector
m_dUpX = 0.0;
m_dUpY = 1.0;
m_dUpZ = 0.0;
// save current position
SavePosition();
}
/*
~CGLCamera
**********
Standard destructor.
*/
CGLCamera::~CGLCamera(void)
{
}
/*
Draw
****
Draws the camera origin and the camera target as two crosses with different
colors. Can be usefull to see from another point of view what a camera does.
In:
nothing
Out:
nothing
Return:
nothing
*/
void CGLCamera::Draw(void)
{
GLboolean glbLightIsEnabled;
// gets lighting status
glbLightIsEnabled = glIsEnabled(GL_LIGHTING);
// creates the 3D object
glDisable(GL_LIGHTING); // object not affected by lights
glBegin(GL_LINES);
// camera origin
// X vector
glColor4fv(CAM_ORIGIN_COLOR);
glVertex3d(m_dCameraX - CAM_MODEL_WIDTH/2.0, m_dCameraY, m_dCameraZ);
glVertex3d(m_dCameraX + CAM_MODEL_WIDTH/2.0, m_dCameraY, m_dCameraZ);
// Y vector
glVertex3d(m_dCameraX, m_dCameraY - CAM_MODEL_WIDTH/2.0, m_dCameraZ);
glVertex3d(m_dCameraX, m_dCameraY + CAM_MODEL_WIDTH/2.0, m_dCameraZ);
// Z vector
glVertex3d(m_dCameraX, m_dCameraY, m_dCameraZ - CAM_MODEL_WIDTH/2.0);
glVertex3d(m_dCameraX, m_dCameraY, m_dCameraZ + CAM_MODEL_WIDTH/2.0);
// camera target
glColor4fv(CAM_TARGET_COLOR);
// X vector
glVertex3d(m_dTargetX - CAM_MODEL_WIDTH/2.0, m_dTargetY, m_dTargetZ);
glVertex3d(m_dTargetX + CAM_MODEL_WIDTH/2.0, m_dTargetY, m_dTargetZ);
// Y vector
glVertex3d(m_dTargetX, m_dTargetY - CAM_MODEL_WIDTH/2.0, m_dTargetZ);
glVertex3d(m_dTargetX, m_dTargetY + CAM_MODEL_WIDTH/2.0, m_dTargetZ);
// Z vector
glVertex3d(m_dTargetX, m_dTargetY, m_dTargetZ - CAM_MODEL_WIDTH/2.0);
glVertex3d(m_dTargetX, m_dTargetY, m_dTargetZ + CAM_MODEL_WIDTH/2.0);
glEnd();
// checks if lighting needs to be re-enabled
if (glbLightIsEnabled)
{
// re-enable lights effects
glEnable(GL_LIGHTING);
}
}
/*
Normalize
*********
Normalizes the camera->target vector == makes the distance between the camera
and its target equal to 1.
In:
nothing
Out:
nothing
Return:
nothing
*/
void CGLCamera::Normalize(void)
{
GLdouble gldDeltaX, gldDeltaY, gldDeltaZ;
GLdouble gldLength;
// gets vector
gldDeltaX = m_dTargetX - m_dCameraX;
gldDeltaY = m_dTargetY - m_dCameraY;
gldDeltaZ = m_dTargetZ - m_dCameraZ;
// gets vector length
gldLength = sqrt(gldDeltaX*gldDeltaX + gldDeltaY*gldDeltaY + gldDeltaZ*gldDeltaZ);
// check for a null vector
if (gldLength == 0)
{
gldLength = 1.0;
}
// normalize the target vector
m_dTargetVecX = gldDeltaX/gldLength;
m_dTargetVecY = gldDeltaY/gldLength;
m_dTargetVecZ = gldDeltaZ/gldLength;
}
/*
Watch
*****
Sets OpenGL view to this camera view.
In:
nothing
Out:
nothing
Return:
nothing
*/
void CGLCamera::Watch(void)
{
if (cos(m_gldTheta) < 0)
{
gluLookAt(m_dCameraX, m_dCameraY, m_dCameraZ,
m_dTargetX, m_dTargetY, m_dTargetZ,
m_dUpX, -1.0*m_dUpY, m_dUpZ);
}
else
{
gluLookAt(m_dCameraX, m_dCameraY, m_dCameraZ,
m_dTargetX, m_dTargetY, m_dTargetZ,
m_dUpX, m_dUpY, m_dUpZ);
}
}
/*
MoveForward
***********
Moves the camera forward following the X-Z plane.
If theta is equal to M_PI/2.0 or -M_PI/2.0, it uses the last phi known.
In:
GLdouble gldDist: forward distance
Out:
nothing
Return:
nothing
*/
void CGLCamera::MoveForward(GLdouble gldDist)
{
// moves the camera
m_dCameraX += gldDist*cos(m_gldPhi);
m_dCameraZ += gldDist*sin(m_gldPhi);
// moves the target
m_dTargetX += gldDist*cos(m_gldPhi);
m_dTargetZ += gldDist*sin(m_gldPhi);
}
/*
MoveBack
********
Moves the camera backward following the X-Z plane.
If theta is equal to M_PI/2.0 or -M_PI/2.0, it uses the last phi known.
In:
GLdouble gldDist: back distance
Out:
nothing
Return:
nothing
*/
void CGLCamera::MoveBack(GLdouble gldDist)
{
// moves the camera
m_dCameraX -= gldDist*cos(m_gldPhi);
m_dCameraZ -= gldDist*sin(m_gldPhi);
// moves the target
m_dTargetX -= gldDist*cos(m_gldPhi);
m_dTargetZ -= gldDist*sin(m_gldPhi);
}
/*
MoveUp
******
Moves up the camera.
In:
GLdouble gldDist: up distance
Out:
nothing
Return:
nothing
*/
void CGLCamera::MoveUp(GLdouble gldDist)
{
// moves the camera
m_dCameraY += gldDist;
// moves the target
m_dTargetY += gldDist;
}
/*
MoveDown
********
Moves down the camera.
In:
GLdouble gldDist: down distance
Out:
nothing
Return:
nothing
*/
void CGLCamera::MoveDown(GLdouble gldDist)
{
// moves the camera
m_dCameraY -= gldDist;
// moves the target
m_dTargetY -= gldDist;
}
/*
StrafeLeft
**********
Moves the camera on its left (X-Z plane) without changing its direction.
In:
GLdouble gldDist: distance
Out:
nothing
Return:
nothing
*/
void CGLCamera::StrafeLeft(GLdouble gldDist)
{
GLdouble gldPhi2;
// computes the left direction
gldPhi2 = m_gldPhi - M_PI/2.0;
// moves the camera
m_dCameraX += gldDist*cos(gldPhi2);
m_dCameraZ += gldDist*sin(gldPhi2);
// moves the target
m_dTargetX += gldDist*cos(gldPhi2);
m_dTargetZ += gldDist*sin(gldPhi2);
}
/*
StrafeRight
***********
Moves the camera on its right (X-Z plane) without changing its direction.
In:
GLdouble gldDist: distance
Out:
nothing
Return:
nothing
*/
void CGLCamera::StrafeRight(GLdouble gldDist)
{
GLdouble gldPhi2;
// computes the right direction
gldPhi2 = m_gldPhi + M_PI/2.0;
// moves the camera
m_dCameraX += gldDist*cos(gldPhi2);
m_dCameraZ += gldDist*sin(gldPhi2);
// moves the target
m_dTargetX += gldDist*cos(gldPhi2);
m_dTargetZ += gldDist*sin(gldPhi2);
}
/*
ZoomIn
******
Moves the camera forward following its direction.
In:
GLdouble gldDist: zoom distance
Out:
nothing
Return:
nothing
*/
void CGLCamera::ZoomIn(GLdouble gldDist)
{
// moves the camera
m_dCameraX += gldDist*cos(m_gldTheta)*cos(m_gldPhi);
m_dCameraY += gldDist*sin(m_gldTheta);
m_dCameraZ += gldDist*cos(m_gldTheta)*sin(m_gldPhi);
// moves the target
m_dTargetX += gldDist*cos(m_gldTheta)*cos(m_gldPhi);
m_dTargetY += gldDist*sin(m_gldTheta);
m_dTargetZ += gldDist*cos(m_gldTheta)*sin(m_gldPhi);
}
/*
ZoomOut
*******
Moves the camera backward following its direction.
In:
GLdouble gldDist: zoom distance
Out:
nothing
Return:
nothing
*/
void CGLCamera::ZoomOut(GLdouble gldDist)
{
// moves the camera
m_dCameraX -= gldDist*cos(m_gldTheta)*cos(m_gldPhi);
m_dCameraY -= gldDist*sin(m_gldTheta);
m_dCameraZ -= gldDist*cos(m_gldTheta)*sin(m_gldPhi);
// moves the target
m_dTargetX -= gldDist*cos(m_gldTheta)*cos(m_gldPhi);
m_dTargetY -= gldDist*sin(m_gldTheta);
m_dTargetZ -= gldDist*cos(m_gldTheta)*sin(m_gldPhi);
}
/*
TurnLeft
********
Turns camera view to the left.
In:
GLdouble gldAngle: rotation angle (rad)
Out:
nothing
Return:
nothing
*/
void CGLCamera::TurnLeft(GLdouble gldAngle)
{
SetCameraAngles(m_gldTheta, m_gldPhi - gldAngle);
}
/*
TurnRight
*********
Turns camera view to the right.
In:
GLdouble gldAngle: rotation angle (rad)
Out:
nothing
Return:
nothing
*/
void CGLCamera::TurnRight(GLdouble gldAngle)
{
SetCameraAngles(m_gldTheta, m_gldPhi + gldAngle);
}
/*
TurnUp
******
Makes the camera look up.
In:
GLdouble gldAngle: rotation angle (rad)
Out:
nothing
Return:
nothing
*/
void CGLCamera::TurnUp(GLdouble gldAngle)
{
SetCameraAngles(m_gldTheta + gldAngle, m_gldPhi);
}
/*
TurnDown
********
Makes the camera look down.
In:
GLdouble gldAngle: rotation angle (rad)
Out:
nothing
Return:
nothing
*/
void CGLCamera::TurnDown(GLdouble gldAngle)
{
SetCameraAngles(m_gldTheta - gldAngle, m_gldPhi);
}
/*
SetPosition
***********
Sets camera position.
In:
GLdouble const agldCoords[]: new coordinates
Out:
nothing
Return:
nothing
*/
void CGLCamera::SetPosition(GLdouble const agldCoords[])
{
m_dCameraX = agldCoords[0];
m_dCameraY = agldCoords[1];
m_dCameraZ = agldCoords[2];
// updates angles
UpdateAngles();
}
/*
GetPosition
***********
Returns Camera position.
In:
nothing
Out:
GLdouble agldCoords[]: current camera position
Return:
nothing
*/
void CGLCamera::GetPosition(GLdouble agldCoords[])
{
agldCoords[0] = m_dCameraX;
agldCoords[1] = m_dCameraY;
agldCoords[2] = m_dCameraZ;
}
/*
SetTarget
*********
Changes camera target.
In:
GLdouble const agldCoords[]: target coordinates
Out:
nothing
Return:
nothing
*/
void CGLCamera::SetTarget(GLdouble const agldCoords[])
{
m_dTargetX = agldCoords[0];
m_dTargetY = agldCoords[1];
m_dTargetZ = agldCoords[2];
// updates angles
UpdateAngles();
}
/*
GetTarget
*********
Returns camera target coordinates.
In:
nothing
Out:
GLdouble agldCoords[]: current camera target coordinates
Return:
nothing
*/
void CGLCamera::GetTarget(GLdouble agldCoords[])
{
agldCoords[0] = m_dTargetX;
agldCoords[1] = m_dTargetY;
agldCoords[2] = m_dTargetZ;
}
/*
SetUpVector
***********
Changes camera up vector.
In:
GLdouble const agldCoords[]: new up vector
Out:
nothing
Return:
nothing
*/
void CGLCamera::SetUpVector(GLdouble const agldVect[])
{
m_dUpX = agldVect[0];
m_dUpY = agldVect[1];
m_dUpZ = agldVect[2];
}
/*
GetUpVector
***********
Returns camera up vector.
In:
nothing
Out:
GLdouble agldCoords[]: current camera target coordinates
Return:
nothing
*/
void CGLCamera::GetUpVector(GLdouble agldVect[])
{
agldVect[0] = m_dUpX;
agldVect[1] = m_dUpY;
agldVect[2] = m_dUpZ;
}
/*
SetCameraAngles
***************
Changes camera angle.
In:
GLdouble gldTheta: theta angle (see class description for angles details)
GLdouble gldPhi: phi angle (see class description for angles details)
Out:
nothing
Return:
nothing
*/
void CGLCamera::SetCameraAngles(GLdouble gldTheta, GLdouble gldPhi)
{
m_gldTheta = gldTheta;
m_gldPhi = gldPhi;
m_dTargetX = cos(gldTheta)*cos(gldPhi) + m_dCameraX;
m_dTargetY = sin(gldTheta) + m_dCameraY;
m_dTargetZ = cos(gldTheta)*sin(gldPhi) + m_dCameraZ;
}
/*
GetCameraAngles
***************
Returns camera angles.
In:
nothing
Out:
GLdouble &gldTheta: current theta angle (Rad)
GLdouble &gldPhi: current phi angle (Rad)
Return:
nothing
*/
void CGLCamera::GetCameraAngles(GLdouble &gldTheta, GLdouble &gldPhi)
{
gldTheta = m_gldTheta;
gldPhi = m_gldPhi;
}
/*
UpdateAngles
************
Updates camera angles.
Call this function when the direction vector has changed (camera moved or target moved).
In:
nothing
Out:
nothing
Return:
nothing
*/
void CGLCamera::UpdateAngles(void)
{
// updates angles
Normalize();
if ((0 == m_dTargetVecX) && (0 == m_dTargetVecZ))
{
if (m_dTargetVecY < 0)
{
m_gldPhi = -1.0*M_PI/2.0;
}
else
{
m_gldPhi = M_PI/2.0;
}
}
else
{
m_gldPhi = atan2(m_dTargetVecZ, m_dTargetVecX);
}
m_gldTheta = asin(m_dTargetVecY);
}
/*
SavePosition
************
Saves camera current position and target.
In:
nothing
Out:
nothing
Return:
nothing
*/
void CGLCamera::SavePosition(void)
{
// saved coordinates
m_dSavedPosX = m_dCameraX;
m_dSavedPosY = m_dCameraY;
m_dSavedPosZ = m_dCameraZ;
// saved target coordinates
m_dSavedTargetX = m_dTargetX;
m_dSavedTargetY = m_dTargetY;
m_dSavedTargetZ = m_dTargetZ;
}
/*
LoadPosition
************
Loads camera saved position and target.
In:
nothing
Out:
nothing
Return:
nothing
*/
void CGLCamera::LoadPosition(void)
{
// saved coordinates
m_dCameraX = m_dSavedPosX;
m_dCameraY = m_dSavedPosY;
m_dCameraZ = m_dSavedPosZ;
// saved target coordinates
m_dTargetX = m_dSavedTargetX;
m_dTargetY = m_dSavedTargetY;
m_dTargetZ = m_dSavedTargetZ;
// updates angles
UpdateAngles();
}