git-svn-id: svn://db.shs.com.ru/libs@626 a8b55f48-bf90-11e4-a774-851b48703e85
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qglengine/glcamera.cpp
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313
qglengine/glcamera.cpp
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/*
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QGLView
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Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "gltypes.h"
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#include "qglview.h"
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Camera::Camera() {
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type_ = glCamera;
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fov_ = 60.;
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angle_limit_lower_xy = 0.f;
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angle_limit_upper_xy = 360.f;
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angles_.setY(270.f);
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depth_start = 0.1f;
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depth_end = 1000.f;
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mirror_x = mirror_y = false;
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}
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void Camera::anglesFromPoints() {
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QVector3D dv = aim_ - pos_, tv;
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tv = QVector3D(dv.x(), dv.y(), 0.);
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angles_.setZ(atan2f(tv.x(), tv.y()) * rad2deg);
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angles_.setY(piClamp<GLfloat>(atan2f(tv.length(), dv.z()) * rad2deg, angle_limit_lower_xy, angle_limit_upper_xy) + 180.f);
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}
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void Camera::apply(const GLfloat & aspect) {
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glMatrixMode(GL_PROJECTION);
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if (aspect <= 1.f)
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glScalef(aspect, aspect, 1.f);
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QMatrix4x4 pm = glMatrixPerspective(fov_, aspect, depth_start, depth_end);
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//pm.perspective(fov_, aspect, depth_start, depth_end);
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//qDebug() << pm;// << glMatrixPerspective(fov_, aspect, depth_start, depth_end);
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//qDebug() << pm;
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//setGLMatrix(pm);
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glMatrixMode(GL_MODELVIEW);
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pm.setToIdentity();
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pm.translate(0., 0., -distance());
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pm.rotate(angles_.y(), 1., 0., 0.);
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pm.rotate(angles_.x(), 0., 1., 0.);
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pm.rotate(angles_.z(), 0., 0., 1.);
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//pm.translate(-aim_);
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if (parent_) {
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QMatrix4x4 pmat = parent_->worldTransform();
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offset_ = pmat.column(3).toVector3D();
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pmat(0, 3) = pmat(1, 3) = pmat(2, 3) = 0.;
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pmat.translate(aim_);
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pm *= pmat.inverted();
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//qDebug() << pmat;
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}
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//setGLMatrix(pm);
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//qDebug() << angles_;
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}
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QMatrix4x4 Camera::offsetMatrix() const {
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QMatrix4x4 ret;
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ret.translate(parent_ ? -offset_ : -aim_);
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return ret;
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}
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/*
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void Camera::localTransform(QMatrix4x4 & m) {
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return;
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if (parent_)
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m *= parent_->worldTransform();
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QMatrix4x4 ret;
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//qDebug() << "local camera";
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ret.translate(0., 0., -distance());
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ret.rotate(angles_.y(), 1., 0., 0.);
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ret.rotate(angles_.x(), 0., 1., 0.);
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ret.rotate(angles_.z(), 0., 0., 1.);
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//m *= ret.inverted();
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}
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*/
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void Camera::assign(const Camera & c) {
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pos_ = c.pos_;
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aim_ = c.aim_;
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fov_ = c.fov_;
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angles_ = c.angles_;
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angle_limit_lower_xy = c.angle_limit_lower_xy;
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angle_limit_upper_xy = c.angle_limit_upper_xy;
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mirror_x = c.mirror_x;
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mirror_y = c.mirror_y;
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depth_start = c.depth_start;
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depth_end = c.depth_end;
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buildTransform();
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}
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ObjectBase * Camera::clone(bool withChildren) {
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Camera * o = new Camera(*this);
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//GLObjectBase::clone(withChildren);
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o->is_init = false;
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o->name_ = name_;// + "_copy";
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o->scene_ = nullptr;
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o->children_.clear();
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if (withChildren) {
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for (int i = 0; i < children_.size(); ++i)
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o->addChild(children_[i]->clone(withChildren));
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}
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o->pos_ = pos_;
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o->aim_ = aim_;
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o->fov_ = fov_;
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o->angles_ = angles_;
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o->angle_limit_lower_xy = angle_limit_lower_xy;
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o->angle_limit_upper_xy = angle_limit_upper_xy;
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o->mirror_x = mirror_x;
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o->mirror_y = mirror_y;
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o->depth_start = depth_start;
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o->depth_end = depth_end;
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o->meta = meta;
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return o;
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}
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QMatrix4x4 Camera::viewMatrix() const {
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QMatrix4x4 ret;
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ret.translate(0., 0., -distance());
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ret.rotate(angles_.y(), 1., 0., 0.);
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ret.rotate(angles_.x(), 0., 1., 0.);
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ret.rotate(angles_.z(), 0., 0., 1.);
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//pm.translate(-aim_);
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if (parent_) {
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QMatrix4x4 pmat = parent_->worldTransform();
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offset_ = pmat.column(3).toVector3D();
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pmat(0, 3) = pmat(1, 3) = pmat(2, 3) = 0.;
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pmat.translate(aim_);
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ret *= pmat.inverted();
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}
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return ret;
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}
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QMatrix4x4 Camera::projectionMatrix(double aspect) const {
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return glMatrixPerspective(fov_, aspect, depth_start, depth_end);
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}
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void Camera::panZ(const float & a) {
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QVector3D dv = aim_ - pos_;
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float tl = QVector2D(dv.x(), dv.y()).length();
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angles_.setZ(angles_.z() + a);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
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aim_ = pos_ + dv;
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buildTransform();
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}
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void Camera::panXY(const float & a) {
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QVector3D dv = aim_ - pos_;
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float tl = dv.length(), tc;
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angles_.setY(angles_.y() + a);
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angles_.setY(piClamp<GLfloat>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
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tc = -sinf(angles_.y() * deg2rad);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
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aim_ = pos_ + dv * tl;
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buildTransform();
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}
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void Camera::rotateZ(const float & a) {
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QVector3D dv = aim_ - pos_;
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float tl = QVector2D(dv.x(), dv.y()).length();
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angles_.setZ(angles_.z() + a);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
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aim_ = pos_ + dv;
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buildTransform();
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}
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void Camera::rotateXY(const float & a) {
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QVector3D dv = aim_ - pos_;
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float tl = dv.length(), tc;
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angles_.setY(angles_.y() + a);
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angles_.setY(piClamp<GLfloat>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
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tc = -sinf(angles_.y() * deg2rad);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
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aim_ = pos_ + dv * tl;
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buildTransform();
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}
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void Camera::orbitZ(const float & a) {
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QVector3D dv = aim_ - pos_;
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float tl = QVector2D(dv.x(), dv.y()).length();
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angles_.setZ(angles_.z() + a);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
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pos_ = aim_ - dv;
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buildTransform();
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}
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void Camera::orbitXY(const float & a) {
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QVector3D dv = aim_ - pos_;
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float tl = dv.length(), tc;
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angles_.setY(angles_.y() + a);
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angles_.setY(piClamp<GLfloat>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
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tc = -sinf(angles_.y() * deg2rad);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
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pos_ = aim_ - dv * tl;
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buildTransform();
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}
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void Camera::setAngleZ(const float & a) {
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QVector3D dv = aim_ - pos_;
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float tl = QVector2D(dv.x(), dv.y()).length();
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angles_.setZ(a);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
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aim_ = pos_ + dv;
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buildTransform();
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}
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void Camera::setAngleXY(const float & a) {
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QVector3D dv = aim_ - pos_;
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float tl = dv.length(), tc;
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angles_.setY(a);
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tc = -sinf(angles_.y() * deg2rad);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
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//pos_ = aim_ - dv;
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aim_ = pos_ + dv * tl;
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buildTransform();
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//anglesFromPoints();
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}
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void Camera::moveForward(const float & x, bool withZ) {
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QVector3D dv;// = aim_ - pos_;
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float tc = -sinf(angles_.y() * deg2rad);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, 0.);
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if (withZ) dv.setZ(-cosf(angles_.y() * deg2rad));
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dv.normalize();
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dv *= x;
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pos_ += dv;
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aim_ += dv;
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buildTransform();
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}
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void Camera::moveLeft(const float & x, bool withZ) {
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QVector3D dv;// = aim_ - pos_;
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float tc = -sinf(angles_.y() * deg2rad);
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dv = QVector3D(sinf(angles_.z() * deg2rad - float(M_PI_2)) * tc, cosf(angles_.z() * deg2rad - float(M_PI_2)) * tc, 0.f);
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if (withZ) dv.setZ(-sinf(angles_.x() * deg2rad));
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dv.normalize();
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dv *= x;
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pos_ += dv;
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aim_ += dv;
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buildTransform();
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}
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void Camera::moveUp(const float & x, bool onlyZ) {
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QVector3D dv;
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if (onlyZ)
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dv = QVector3D(0., 0., x);
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else {
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float tc = cosf(angles_.y() * deg2rad);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -sinf(angles_.y() * deg2rad));
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dv.normalize();
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dv *= x;
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}
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pos_ += dv;
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aim_ += dv;
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buildTransform();
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}
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void Camera::flyCloser(const float & s) {
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QVector3D dv = aim_ - pos_;
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float tl = dv.length() / (1.f + s), tc = -sinf(angles_.y() * deg2rad);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
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pos_ = aim_ - dv * tl;
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buildTransform();
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}
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void Camera::flyFarer(const float & s) {
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QVector3D dv = aim_ - pos_;
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float tl = dv.length() * (1.f + s), tc = -sinf(angles_.y() * deg2rad);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
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pos_ = aim_ - dv * tl;
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buildTransform();
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}
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void Camera::flyToDistance(const float & d) {
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QVector3D dv = aim_ - pos_;
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float tc = -sinf(angles_.y() * deg2rad);
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dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
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pos_ = aim_ - dv * d;
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buildTransform();
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}
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