reactphysics3d/sources/demo/OutSideCamera.cpp

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published *
* by the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D 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 Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "OutSideCamera.h"
#include <cmath>
// Constructor
OutSideCamera::OutSideCamera() {
// Initialize the attributes
heightFromFloor = 20.0;
horizontalAngleRotation = 0;
verticalAngleRotation = 45;
distanceFromOrigin = 40.0;
lookAtPoint.setAllValues(0.0, 0.0, 0.0);
// Update the position of the camera
updatePosition();
// Update the view vector of the camera
updateViewVector();
}
// Destructor
OutSideCamera::~OutSideCamera() {
}
// Compute the new position of the camera
void OutSideCamera::updatePosition() {
// Compute the floor distance from origin
double floorDistance = distanceFromOrigin * cos(PI/180.0 * verticalAngleRotation);
// Update the position of the camera
position.setAllValues(floorDistance*cos(PI/180.0 * horizontalAngleRotation), distanceFromOrigin*sin(PI/180*verticalAngleRotation),
floorDistance*sin(PI/180.0 * horizontalAngleRotation));
}
// Set the camera rotation angle and update the position of the camera
void OutSideCamera::modifyHorizontalAngleRotation(int screenDistance, float fps) {
// Update the horizontal rotation angle of the camera
horizontalAngleRotation = (horizontalAngleRotation + int(screenDistance * 700.0 / fps)) % 360;
// Update the position and the view vector of the camera
updatePosition();
updateViewVector();
}
// Set the vertical camera rotation angle
void OutSideCamera::modifyVerticalAngleRotation(int screenDistance, float fps) {
// Update the vertical rotation angle of the camera
verticalAngleRotation = verticalAngleRotation + (screenDistance * 700.0 / fps);
// Vertical angle limits
if (verticalAngleRotation > 89) {
verticalAngleRotation = 89;
}
if (verticalAngleRotation < 1) {
verticalAngleRotation = 1;
}
// Update the position and the view vector of the camera
updatePosition();
updateViewVector();
}
// Increase the distance from origine of the camera (used for the zoom)
void OutSideCamera::increaseDistance(float fps) {
// Increase the distance from origin
distanceFromOrigin = distanceFromOrigin + (speed * 60 / fps);
// Update the position and the view vector of the camera
updatePosition();
updateViewVector();
}
// Decrease the distance from origine of the camera (used for the zoom)
void OutSideCamera::decreaseDistance(float fps) {
// Decrease the distance from origin
distanceFromOrigin = distanceFromOrigin - (speed * 60 / fps);
// Limit condition
if(distanceFromOrigin < 1) {
distanceFromOrigin=1;
}
// Update the position and the view vector of the camera
updatePosition();
updateViewVector();
}