git-svn-id: svn://db.shs.com.ru/libs@638 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2019-12-02 20:09:18 +00:00
parent 385070f70f
commit 35668c13fc
15 changed files with 792 additions and 263 deletions

View File

@@ -25,7 +25,7 @@ Camera::Camera() {
fov_ = 60.;
angle_limit_lower_xy = 0.f;
angle_limit_upper_xy = 360.f;
angles_.setY(270.f);
//setRotationX(90.f);
depth_start = 0.1f;
depth_end = 1000.f;
mirror_x = mirror_y = false;
@@ -33,45 +33,16 @@ Camera::Camera() {
void Camera::anglesFromPoints() {
QVector3D dv = aim_ - pos_, tv;
tv = QVector3D(dv.x(), dv.y(), 0.);
angles_.setZ(atan2f(tv.x(), tv.y()) * rad2deg);
angles_.setY(piClamp<GLfloat>(atan2f(tv.length(), dv.z()) * rad2deg, angle_limit_lower_xy, angle_limit_upper_xy) + 180.f);
}
void Camera::apply(const GLfloat & aspect) {
glMatrixMode(GL_PROJECTION);
if (aspect <= 1.f)
glScalef(aspect, aspect, 1.f);
QMatrix4x4 pm = glMatrixPerspective(fov_, aspect, depth_start, depth_end);
//pm.perspective(fov_, aspect, depth_start, depth_end);
//qDebug() << pm;// << glMatrixPerspective(fov_, aspect, depth_start, depth_end);
//qDebug() << pm;
//setGLMatrix(pm);
glMatrixMode(GL_MODELVIEW);
pm.setToIdentity();
pm.translate(0., 0., -distance());
pm.rotate(angles_.y(), 1., 0., 0.);
pm.rotate(angles_.x(), 0., 1., 0.);
pm.rotate(angles_.z(), 0., 0., 1.);
//pm.translate(-aim_);
if (parent_) {
QMatrix4x4 pmat = parent_->worldTransform();
offset_ = pmat.column(3).toVector3D();
pmat(0, 3) = pmat(1, 3) = pmat(2, 3) = 0.;
pmat.translate(aim_);
pm *= pmat.inverted();
//qDebug() << pmat;
}
//setGLMatrix(pm);
//qDebug() << angles_;
//QVector3D dv = aim_ - pos_, tv;
//tv = QVector3D(dv.x(), dv.y(), 0.);
//angles_.setZ(atan2f(tv.x(), tv.y()) * rad2deg);
//angles_.setY(piClamp<GLfloat>(atan2f(tv.length(), dv.z()) * rad2deg, angle_limit_lower_xy, angle_limit_upper_xy) + 180.f);
}
QMatrix4x4 Camera::offsetMatrix() const {
QMatrix4x4 ret;
ret.translate(parent_ ? -offset_ : -aim_);
ret.translate(parent_ ? -offset_ : -aim());
return ret;
}
@@ -91,10 +62,9 @@ void Camera::localTransform(QMatrix4x4 & m) {
*/
void Camera::assign(const Camera & c) {
pos_ = c.pos_;
aim_ = c.aim_;
trans = c.trans;
aim_dist = c.aim_dist;
fov_ = c.fov_;
angles_ = c.angles_;
angle_limit_lower_xy = c.angle_limit_lower_xy;
angle_limit_upper_xy = c.angle_limit_upper_xy;
mirror_x = c.mirror_x;
@@ -116,10 +86,9 @@ ObjectBase * Camera::clone(bool withChildren) {
for (int i = 0; i < children_.size(); ++i)
o->addChild(children_[i]->clone(withChildren));
}
o->pos_ = pos_;
o->aim_ = aim_;
o->trans = trans;
o->aim_dist = aim_dist;
o->fov_ = fov_;
o->angles_ = angles_;
o->angle_limit_lower_xy = angle_limit_lower_xy;
o->angle_limit_upper_xy = angle_limit_upper_xy;
o->mirror_x = mirror_x;
@@ -133,16 +102,18 @@ ObjectBase * Camera::clone(bool withChildren) {
QMatrix4x4 Camera::viewMatrix() const {
QMatrix4x4 ret;
//qDebug() << pos() << aim();
ret.translate(0., 0., -distance());
ret.rotate(angles_.y(), 1., 0., 0.);
ret.rotate(angles_.x(), 0., 1., 0.);
ret.rotate(angles_.z(), 0., 0., 1.);
ret *= trans.matrixRotateScale().inverted();
//ret.rotate(angles_.y(), 1., 0., 0.);
//ret.rotate(angles_.x(), 0., 1., 0.);
//ret.rotate(angles_.z(), 0., 0., 1.);
//pm.translate(-aim_);
if (parent_) {
QMatrix4x4 pmat = parent_->worldTransform();
offset_ = pmat.column(3).toVector3D();
pmat(0, 3) = pmat(1, 3) = pmat(2, 3) = 0.;
pmat.translate(aim_);
pmat.translate(aim());
ret *= pmat.inverted();
}
return ret;
@@ -155,96 +126,106 @@ QMatrix4x4 Camera::projectionMatrix(double aspect) const {
void Camera::panZ(const float & a) {
QVector3D dv = aim_ - pos_;
/*QVector3D dv = aim_ - pos_;
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
buildTransform();*/
}
void Camera::panXY(const float & a) {
QVector3D dv = aim_ - pos_;
/*QVector3D dv = aim_ - pos_;
float tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLfloat>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
aim_ = pos_ + dv * tl;
buildTransform();
buildTransform();*/
}
void Camera::rotateZ(const float & a) {
QVector3D dv = aim_ - pos_;
/*QVector3D dv = aim_ - pos_;
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
buildTransform();*/
}
void Camera::rotateXY(const float & a) {
QVector3D dv = aim_ - pos_;
/*QVector3D dv = aim_ - pos_;
float tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLfloat>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
aim_ = pos_ + dv * tl;
buildTransform();
buildTransform();*/
}
void Camera::orbitZ(const float & a) {
QVector3D dv = aim_ - pos_;
//qDebug() << rotation() << Transform::fromDirection(direction());
QVector3D pa = aim();
//trans.rotationRef() *= QQuaternion::fromEulerAngles(0, a, 0);
ObjectBase::rotateZ(-a);
move(pa - aim());
/*QVector3D dv = aim_ - pos_;
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
pos_ = aim_ - dv;
buildTransform();
buildTransform();*/
}
void Camera::orbitXY(const float & a) {
QVector3D dv = aim_ - pos_;
QVector3D pa = aim();
//trans.rotationRef() *= QQuaternion::fromEulerAngles(a, 0, 0);
ObjectBase::rotateX(-a);
move(pa - aim());
//qDebug() << pos() << aim();
/*QVector3D dv = aim_ - pos_;
float tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLfloat>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
pos_ = aim_ - dv * tl;
buildTransform();
buildTransform();*/
}
void Camera::setAngleZ(const float & a) {
QVector3D dv = aim_ - pos_;
/*QVector3D dv = aim_ - pos_;
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(a);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
buildTransform();*/
}
void Camera::setAngleXY(const float & a) {
QVector3D dv = aim_ - pos_;
/*QVector3D dv = aim_ - pos_;
float tl = dv.length(), tc;
angles_.setY(a);
tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
//pos_ = aim_ - dv;
aim_ = pos_ + dv * tl;
buildTransform();
buildTransform();*/
//anglesFromPoints();
}
void Camera::moveForward(const float & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
/*Vector3D dv;// = aim_ - pos_;
float tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, 0.);
if (withZ) dv.setZ(-cosf(angles_.y() * deg2rad));
@@ -252,12 +233,12 @@ void Camera::moveForward(const float & x, bool withZ) {
dv *= x;
pos_ += dv;
aim_ += dv;
buildTransform();
buildTransform();*/
}
void Camera::moveLeft(const float & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
/*QVector3D dv;// = aim_ - pos_;
float tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad - float(M_PI_2)) * tc, cosf(angles_.z() * deg2rad - float(M_PI_2)) * tc, 0.f);
if (withZ) dv.setZ(-sinf(angles_.x() * deg2rad));
@@ -265,12 +246,12 @@ void Camera::moveLeft(const float & x, bool withZ) {
dv *= x;
pos_ += dv;
aim_ += dv;
buildTransform();
buildTransform();*/
}
void Camera::moveUp(const float & x, bool onlyZ) {
QVector3D dv;
/*QVector3D dv;
if (onlyZ)
dv = QVector3D(0., 0., x);
else {
@@ -281,10 +262,10 @@ void Camera::moveUp(const float & x, bool onlyZ) {
}
pos_ += dv;
aim_ += dv;
buildTransform();
buildTransform();*/
}
/*
void Camera::flyCloser(const float & s) {
QVector3D dv = aim_ - pos_;
float tl = dv.length() / (1.f + s), tc = -sinf(angles_.y() * deg2rad);
@@ -310,4 +291,4 @@ void Camera::flyToDistance(const float & d) {
pos_ = aim_ - dv * d;
buildTransform();
}
*/