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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace 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 3 of the License, or
(at your option) any later version.
AstroMenace 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 AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
#include "Camera.h"
#include "../RendererInterface/RendererInterface.h"
//-----------------------------------------------------------------------------
// локальные/защищенные переменные
//-----------------------------------------------------------------------------
// флаг обновления фруструма
bool CameraUpdated = true;
// точка положения камеры
VECTOR3D CameraLocation(0.0f, 0.0f, 0.0f);
// углы поворота камеры
VECTOR3D CameraRotation(0.0f, 0.0f, 0.0f);
// девиация камеры
VECTOR3D CameraDeviation(0.0f, 0.0f, 0.0f);
// точка на которую смотрим
VECTOR3D CameraFocusPoint(0.0f, 0.0f, 0.0f);
//-----------------------------------------------------------------------------
// получение-запись положения и поворота камеры
//-----------------------------------------------------------------------------
void vw_SetCameraLocation(VECTOR3D NewLocation)
{
CameraLocation = NewLocation;
CameraUpdated = true;
}
void vw_IncCameraLocation(VECTOR3D IncLocation)
{
CameraLocation += IncLocation;
CameraFocusPoint += IncLocation;
CameraUpdated = true;
}
VECTOR3D vw_GetCameraLocation(VECTOR3D *CurrentLocation)
{
*CurrentLocation = CameraLocation;
return CameraLocation;
}
void vw_SetCameraRotation(VECTOR3D NewRotation)
{
CameraRotation = NewRotation;
CameraUpdated = true;
}
VECTOR3D vw_GetCameraRotation(VECTOR3D *CurrentRotation)
{
*CurrentRotation = CameraRotation;
return CameraRotation;
}
VECTOR3D vw_GetCameraFocusPoint()
{
return CameraFocusPoint;
}
//-----------------------------------------------------------------------------
// движение камеры
//-----------------------------------------------------------------------------
void vw_SetCameraMove(VECTOR3D NewRotation, float ChangeDistance, VECTOR3D Point)
{
// убираем поправку на точку
CameraLocation -= Point;
// обратный поворот
RotatePointInv(&CameraLocation, CameraRotation);
// делаем приращение
CameraLocation.z += ChangeDistance;
// присваеваем новые значения
CameraRotation += NewRotation;
// поворачиваем в нужную сторону
RotatePoint(&CameraLocation, CameraRotation^(-1.0f));
// добавляем поправку на точку
CameraLocation += Point;
// нужно обновить данные
CameraUpdated = true;
}
//-----------------------------------------------------------------------------
// движение камеры вокруг точки
//-----------------------------------------------------------------------------
void vw_SetCameraMoveAroundPoint(VECTOR3D Point, float ChangeDistance, VECTOR3D ChangeRotation)
{
CameraFocusPoint = Point;
// двигаем и перемещаем как нужно
vw_SetCameraMove(ChangeRotation, ChangeDistance, Point);
// установка углов, чтобы поворот был на нужную точку
VECTOR3D exV(0.0f,0.0f,0.0f);
VECTOR3D V = Point-CameraLocation;
V.Normalize();
if (V.x*V.x+V.y*V.y+V.z*V.z !=0) exV = V;
// установка поворота на точку...
float newrotY = 0.0f;
if (exV.z != 0.0f)
{
if (((0.0f>exV.x)&(0.0f>-exV.z))|((0.0f<exV.x)&(0.0f<-exV.z)))
newrotY=(atanf(fabsf(exV.x)/fabsf(exV.z)))/0.0174532925f;
else
newrotY=-(atanf(fabsf(exV.x)/fabsf(exV.z)))/0.0174532925f;
}
float newrotX = 0.0f;
float kat=(exV.z)*(exV.z)+(exV.x)*(exV.x);
if (kat != 0.0f)
{
kat=sqrtf(kat);
if (0<exV.y)
newrotX=-(atanf(fabsf(exV.y)/kat))/0.0174532925f;
else
newrotX=(atanf(fabsf(exV.y)/kat))/0.0174532925f;
}
if (0>-exV.z) newrotY+=180;
CameraRotation.x = -newrotX;
CameraRotation.y = -newrotY;
CameraUpdated = true;
}
//-----------------------------------------------------------------------------
// установка болтания камеры
//-----------------------------------------------------------------------------
void vw_SetCameraDeviation(VECTOR3D NewCameraDeviation)
{
CameraDeviation = NewCameraDeviation;
}
//-----------------------------------------------------------------------------
// установка камеры
//-----------------------------------------------------------------------------
void vw_CameraLookAt(void)
{
// установка камеры
vw_Rotate(-CameraRotation.x, 1.0f, 0.0f, 0.0f);
vw_Rotate(-CameraRotation.y, 0.0f, 1.0f, 0.0f);
vw_Rotate(-CameraRotation.z, 0.0f, 0.0f, 1.0f);
vw_Translate((CameraLocation^(-1.0f))-CameraDeviation);
// получаем фруструм
if (CameraUpdated)
{
vw_CalculateFrustum();
CameraUpdated = false;
}
}
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