git-svn-id: svn://db.shs.com.ru/libs@540 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -19,18 +19,15 @@
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#include "gltypes.h"
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#include "qglview.h"
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Camera * currentCamera;
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QMatrix4x4 globCameraMatrix;
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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.;
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angle_limit_upper_xy = 360.;
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angles_.setY(270.);
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depth_start = 0.1;
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depth_end = 1000.;
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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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@@ -38,15 +35,15 @@ Camera::Camera() {
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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(atan2(tv.x(), tv.y()) * rad2deg);
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angles_.setY(piClamp<GLdouble>(atan2(tv.length(), dv.z()) * rad2deg, angle_limit_lower_xy, angle_limit_upper_xy) + 180.);
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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 GLdouble & aspect) {
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void Camera::apply(const GLfloat & aspect) {
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glMatrixMode(GL_PROJECTION);
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if (aspect <= 1.)
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glScaled(aspect, aspect, 1.);
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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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@@ -60,13 +57,10 @@ void Camera::apply(const GLdouble & aspect) {
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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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//double dist = pm(2, 3);
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QMatrix4x4 pmat = parent_->worldTransform();//.inverted();
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//offset_.setZ(offset_.z() - dist);
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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.translate(-aim_);
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pm *= pmat.inverted();
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//qDebug() << pmat;
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}
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@@ -107,88 +101,88 @@ void Camera::assign(const Camera & c) {
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}
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void Camera::panZ(const double & a) {
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void Camera::panZ(const float & a) {
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QVector3D dv = aim_ - pos_;
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double tl = QVector2D(dv.x(), dv.y()).length();
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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(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
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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 double & a) {
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void Camera::panXY(const float & a) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length(), tc;
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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<GLdouble>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
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tc = -sin(angles_.y() * deg2rad);
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dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
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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 double & a) {
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void Camera::rotateZ(const float & a) {
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QVector3D dv = aim_ - pos_;
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double tl = QVector2D(dv.x(), dv.y()).length();
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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(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
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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 double & a) {
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void Camera::rotateXY(const float & a) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length(), tc;
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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<GLdouble>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
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tc = -sin(angles_.y() * deg2rad);
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dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
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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 double & a) {
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void Camera::orbitZ(const float & a) {
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QVector3D dv = aim_ - pos_;
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double tl = QVector2D(dv.x(), dv.y()).length();
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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(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
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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 double & a) {
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void Camera::orbitXY(const float & a) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length(), tc;
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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<GLdouble>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
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tc = -sin(angles_.y() * deg2rad);
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dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
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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 double & a) {
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void Camera::setAngleZ(const float & a) {
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QVector3D dv = aim_ - pos_;
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double tl = QVector2D(dv.x(), dv.y()).length();
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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(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
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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 double & a) {
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void Camera::setAngleXY(const float & a) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length(), tc;
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float tl = dv.length(), tc;
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angles_.setY(a);
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tc = -sin(angles_.y() * deg2rad);
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dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
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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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@@ -196,11 +190,11 @@ void Camera::setAngleXY(const double & a) {
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}
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void Camera::moveForward(const double & x, bool withZ) {
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void Camera::moveForward(const float & x, bool withZ) {
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QVector3D dv;// = aim_ - pos_;
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double tc = -sin(angles_.y() * deg2rad);
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dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, 0.);
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if (withZ) dv.setZ(-cos(angles_.y() * deg2rad));
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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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@@ -209,11 +203,11 @@ void Camera::moveForward(const double & x, bool withZ) {
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}
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void Camera::moveLeft(const double & x, bool withZ) {
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void Camera::moveLeft(const float & x, bool withZ) {
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QVector3D dv;// = aim_ - pos_;
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double tc = -sin(angles_.y() * deg2rad);
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dv = QVector3D(sin(angles_.z() * deg2rad - M_PI_2) * tc, cos(angles_.z() * deg2rad - M_PI_2) * tc, 0.);
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if (withZ) dv.setZ(-sin(angles_.x() * deg2rad));
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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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@@ -222,13 +216,13 @@ void Camera::moveLeft(const double & x, bool withZ) {
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}
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void Camera::moveUp(const double & x, bool onlyZ) {
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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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double tc = cos(angles_.y() * deg2rad);
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dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -sin(angles_.y() * deg2rad));
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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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@@ -238,37 +232,29 @@ void Camera::moveUp(const double & x, bool onlyZ) {
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}
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void Camera::flyCloser(const double & s) {
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void Camera::flyCloser(const float & s) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length() / (1. + s), tc = -sin(angles_.y() * deg2rad);
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dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
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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 double & s) {
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void Camera::flyFarer(const float & s) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length() * (1. + s), tc = -sin(angles_.y() * deg2rad);
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dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
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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 double & d) {
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void Camera::flyToDistance(const float & d) {
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QVector3D dv = aim_ - pos_;
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double tc = -sin(angles_.y() * deg2rad);
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dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
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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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/*
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QVector3D Camera::pointFromViewport(int x_, int y_, double z_) {
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GLsizei mx = x_, my = viewport[3] - y_, mz = z_;
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GLdouble x,y,z;
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gluUnProject(mx, my, mz, modelview, projection, viewport, &x, &y, &z);
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return QVector3D(x,y,z);
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}
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*/
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