use newly FirstPersonCameraControl
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CMCore
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CMCore
@ -1 +1 @@
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Subproject commit 6280ace5a5a27edb6dab026be2a323a21dca63d8
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Subproject commit 14da094013b5a33b95f2b24afdf44fb5ba008d40
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@ -1 +1 @@
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Subproject commit 569fc6c9ca5fbba277a70044871f2af045f2c6db
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Subproject commit 04a2736bac9fe0b8c9c84d4dedd5e455071e4e64
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@ -404,8 +404,8 @@ public:
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lights.color = Vector4f(15.0f);
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lights.radius = 155.0f;
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lights.position.x = sin(hgl_rad2deg(timer/100)) * 100.0f;
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lights.position.y = cos(hgl_rad2deg(timer/100)) * 100.0f;
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lights.position.x = sin(rad2deg(timer/100)) * 100.0f;
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lights.position.y = cos(rad2deg(timer/100)) * 100.0f;
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ubo_lights->Write(&lights);
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}
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@ -363,9 +363,9 @@ protected:
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return(true);
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}
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bool OnWheel(int v,int h)
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bool OnWheel(int x,int y)
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{
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//camera->Distance(1+(h/1000.0f));
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camera->Distance(y>1.0f?1.1f:0.9f);
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return(true);
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}
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@ -424,11 +424,10 @@ public:
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camera->vp_width=w;
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camera->vp_height=h;
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camera->pos=Vector4f(10,10,10,1);
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camera->pos=Vector3f(10,10,10);
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camera_control=new FirstPersonCameraControl(camera);
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//camera_control->target=Vector4f(0,0,0,1);
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camera_control->Refresh(); //更新矩阵计算
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ubo_camera_info=db->CreateUBO(sizeof(CameraInfo),&camera->info);
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@ -74,8 +74,8 @@ namespace hgl
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{
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float ang=float(i)/float(rci->round_per-1)*90.0f;
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float x=sin(hgl_deg2rad(ang))*radius;
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float y=cos(hgl_deg2rad(ang))*radius;
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float x=sin(deg2rad(ang))*radius;
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float y=cos(deg2rad(ang))*radius;
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coord[i].x=x;
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coord[i].y=y;
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@ -148,8 +148,8 @@ namespace hgl
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{
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float ang=float(i)/float(cci->field_count)*360.0f;
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float x=cci->center.x+sin(hgl_deg2rad(ang))*cci->radius.x;
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float y=cci->center.y+cos(hgl_deg2rad(ang))*cci->radius.y;
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float x=cci->center.x+sin(deg2rad(ang))*cci->radius.x;
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float y=cci->center.y+cos(deg2rad(ang))*cci->radius.y;
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vertex->Write(x,y);
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@ -373,7 +373,7 @@ namespace hgl
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void glusQuaternionRotateRyf(float quaternion[4], const float angle)
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{
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float halfAngleRadian = hgl_deg2rad(angle) * 0.5f;
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float halfAngleRadian = deg2rad(angle) * 0.5f;
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quaternion[0] = 0.0f;
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quaternion[1] = sin(halfAngleRadian);
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@ -383,7 +383,7 @@ namespace hgl
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void glusQuaternionRotateRzf(float quaternion[4], const float angle)
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{
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float halfAngleRadian = hgl_deg2rad(angle) * 0.5f;
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float halfAngleRadian = deg2rad(angle) * 0.5f;
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quaternion[0] = 0.0f;
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quaternion[1] = 0.0f;
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