git-svn-id: svn://db.shs.com.ru/libs@540 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2019-05-27 16:36:51 +00:00
parent 09e7268779
commit bb75525a3b
37 changed files with 926 additions and 683 deletions

View File

@@ -19,18 +19,15 @@
#include "gltypes.h"
#include "qglview.h"
Camera * currentCamera;
QMatrix4x4 globCameraMatrix;
Camera::Camera() {
type_ = glCamera;
fov_ = 60.;
angle_limit_lower_xy = 0.;
angle_limit_upper_xy = 360.;
angles_.setY(270.);
depth_start = 0.1;
depth_end = 1000.;
angle_limit_lower_xy = 0.f;
angle_limit_upper_xy = 360.f;
angles_.setY(270.f);
depth_start = 0.1f;
depth_end = 1000.f;
mirror_x = mirror_y = false;
}
@@ -38,15 +35,15 @@ Camera::Camera() {
void Camera::anglesFromPoints() {
QVector3D dv = aim_ - pos_, tv;
tv = QVector3D(dv.x(), dv.y(), 0.);
angles_.setZ(atan2(tv.x(), tv.y()) * rad2deg);
angles_.setY(piClamp<GLdouble>(atan2(tv.length(), dv.z()) * rad2deg, angle_limit_lower_xy, angle_limit_upper_xy) + 180.);
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 GLdouble & aspect) {
void Camera::apply(const GLfloat & aspect) {
glMatrixMode(GL_PROJECTION);
if (aspect <= 1.)
glScaled(aspect, aspect, 1.);
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);
@@ -60,13 +57,10 @@ void Camera::apply(const GLdouble & aspect) {
pm.rotate(angles_.z(), 0., 0., 1.);
//pm.translate(-aim_);
if (parent_) {
//double dist = pm(2, 3);
QMatrix4x4 pmat = parent_->worldTransform();//.inverted();
//offset_.setZ(offset_.z() - dist);
QMatrix4x4 pmat = parent_->worldTransform();
offset_ = pmat.column(3).toVector3D();
pmat(0, 3) = pmat(1, 3) = pmat(2, 3) = 0.;
pmat.translate(aim_);
//pm.translate(-aim_);
pm *= pmat.inverted();
//qDebug() << pmat;
}
@@ -107,88 +101,88 @@ void Camera::assign(const Camera & c) {
}
void Camera::panZ(const double & a) {
void Camera::panZ(const float & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
}
void Camera::panXY(const double & a) {
void Camera::panXY(const float & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
float tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLdouble>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
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();
}
void Camera::rotateZ(const double & a) {
void Camera::rotateZ(const float & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
}
void Camera::rotateXY(const double & a) {
void Camera::rotateXY(const float & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
float tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLdouble>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
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();
}
void Camera::orbitZ(const double & a) {
void Camera::orbitZ(const float & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(angles_.z() + a);
dv = QVector3D(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
pos_ = aim_ - dv;
buildTransform();
}
void Camera::orbitXY(const double & a) {
void Camera::orbitXY(const float & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
float tl = dv.length(), tc;
angles_.setY(angles_.y() + a);
angles_.setY(piClamp<GLdouble>(angles_.y(), angle_limit_lower_xy, angle_limit_upper_xy));
tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
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();
}
void Camera::setAngleZ(const double & a) {
void Camera::setAngleZ(const float & a) {
QVector3D dv = aim_ - pos_;
double tl = QVector2D(dv.x(), dv.y()).length();
float tl = QVector2D(dv.x(), dv.y()).length();
angles_.setZ(a);
dv = QVector3D(sin(angles_.z() * deg2rad) * tl, cos(angles_.z() * deg2rad) * tl, dv.z());
dv = QVector3D(sinf(angles_.z() * deg2rad) * tl, cosf(angles_.z() * deg2rad) * tl, dv.z());
aim_ = pos_ + dv;
buildTransform();
}
void Camera::setAngleXY(const double & a) {
void Camera::setAngleXY(const float & a) {
QVector3D dv = aim_ - pos_;
double tl = dv.length(), tc;
float tl = dv.length(), tc;
angles_.setY(a);
tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
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();
@@ -196,11 +190,11 @@ void Camera::setAngleXY(const double & a) {
}
void Camera::moveForward(const double & x, bool withZ) {
void Camera::moveForward(const float & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
double tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, 0.);
if (withZ) dv.setZ(-cos(angles_.y() * deg2rad));
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));
dv.normalize();
dv *= x;
pos_ += dv;
@@ -209,11 +203,11 @@ void Camera::moveForward(const double & x, bool withZ) {
}
void Camera::moveLeft(const double & x, bool withZ) {
void Camera::moveLeft(const float & x, bool withZ) {
QVector3D dv;// = aim_ - pos_;
double tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad - M_PI_2) * tc, cos(angles_.z() * deg2rad - M_PI_2) * tc, 0.);
if (withZ) dv.setZ(-sin(angles_.x() * deg2rad));
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));
dv.normalize();
dv *= x;
pos_ += dv;
@@ -222,13 +216,13 @@ void Camera::moveLeft(const double & x, bool withZ) {
}
void Camera::moveUp(const double & x, bool onlyZ) {
void Camera::moveUp(const float & x, bool onlyZ) {
QVector3D dv;
if (onlyZ)
dv = QVector3D(0., 0., x);
else {
double tc = cos(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -sin(angles_.y() * deg2rad));
float tc = cosf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -sinf(angles_.y() * deg2rad));
dv.normalize();
dv *= x;
}
@@ -238,37 +232,29 @@ void Camera::moveUp(const double & x, bool onlyZ) {
}
void Camera::flyCloser(const double & s) {
void Camera::flyCloser(const float & s) {
QVector3D dv = aim_ - pos_;
double tl = dv.length() / (1. + s), tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
float tl = dv.length() / (1.f + s), 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();
}
void Camera::flyFarer(const double & s) {
void Camera::flyFarer(const float & s) {
QVector3D dv = aim_ - pos_;
double tl = dv.length() * (1. + s), tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
float tl = dv.length() * (1.f + s), 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();
}
void Camera::flyToDistance(const double & d) {
void Camera::flyToDistance(const float & d) {
QVector3D dv = aim_ - pos_;
double tc = -sin(angles_.y() * deg2rad);
dv = QVector3D(sin(angles_.z() * deg2rad) * tc, cos(angles_.z() * deg2rad) * tc, -cos(angles_.y() * deg2rad));
float tc = -sinf(angles_.y() * deg2rad);
dv = QVector3D(sinf(angles_.z() * deg2rad) * tc, cosf(angles_.z() * deg2rad) * tc, -cosf(angles_.y() * deg2rad));
pos_ = aim_ - dv * d;
buildTransform();
}
/*
QVector3D Camera::pointFromViewport(int x_, int y_, double z_) {
GLsizei mx = x_, my = viewport[3] - y_, mz = z_;
GLdouble x,y,z;
gluUnProject(mx, my, mz, modelview, projection, viewport, &x, &y, &z);
return QVector3D(x,y,z);
}
*/