123 lines
4.2 KiB
C++
123 lines
4.2 KiB
C++
#ifndef HGL_GRAPH_CAMERA_INCLUDE
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#define HGL_GRAPH_CAMERA_INCLUDE
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#include<hgl/math/Math.h>
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namespace hgl
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{
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namespace graph
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{
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enum class CameraType
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{
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Perspective,
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Ortho
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};//
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/**
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* 摄像机数据结构
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*/
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struct Camera
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{
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CameraType type=CameraType::Perspective;
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float width; ///<视图宽
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float height; ///<视图高
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float fov=90; ///<水平FOV
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float znear=0,zfar=1000; ///<Z轴上离眼睛的距离
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Vector4f eye; ///<眼睛坐标
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Vector4f center; ///<视点坐标
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Vector4f up_vector =Vector4f(0,0,1,0); ///<向上量(默认0,0,1)
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Vector4f forward_vector =Vector4f(0,1,0,0); ///<向前量(默认0,1,0)
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Vector4f right_vector =Vector4f(1,0,0,0); ///<向右量(默认0,0,1)
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public:
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WorldMatrix matrix;
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Frustum frustum;
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public:
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void Refresh();
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};//struct Camera
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/**
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* 行走模拟像机
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*/
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struct WalkerCamera:public Camera
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{
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protected:
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/**
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* 向指定向量移动
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* @param move_dist 移动距离
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*/
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void Move(const Vector4f &move_dist)
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{
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eye+=move_dist;
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center+=move_dist;
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}
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/**
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* 以自身为中心旋转
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* @param ang 角度
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* @param axis 旋转轴
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*/
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void Rotate(double ang,Vector4f axis)
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{
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normalize(axis);
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center=eye+(center-eye)*rotate(hgl_ang2rad(ang),axis);
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}
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/**
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* 以目标为中心旋转
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* @param ang 角度
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* @param axis 旋转轴
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*/
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void WrapRotate(double ang,Vector4f axis)
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{
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normalize(axis);
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eye=center+(eye-center)*rotate(hgl_ang2rad(ang),axis);
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}
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public: //方法
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virtual void Backward(float step=0.01){Move((eye-center)*step/length(eye,center));} ///<向后
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virtual void Forward(float step=0.01){Backward(-step);} ///<向前
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virtual void Up(float step=0.01){Move(step*up_vector);} ///<向上
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virtual void Down(float step=0.01){Up(-step);} ///<向下
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virtual void Right(float step=0.01){Move(normalized(cross(center-eye,up_vector))*step);}///<向右
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virtual void Left(float step=0.01){Right(-step);} ///<向左
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public: //以自身为中心旋转
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virtual void LeaningBack(float ang=5){Rotate(ang,cross(center-eye,up_vector));} ///<后仰
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virtual void ForwardTilt(float ang=5){LeaningBack(-ang);} ///<前倾
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virtual void RightRotate(float ang=5){Rotate(ang,up_vector);} ///<右转
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virtual void LeftRotate(float ang=5){RightRotate(-ang);} ///<左转
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public: //以目标点为中心旋转
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virtual void WrapUpRotate(float ang=5){WrapRotate(ang,cross(center-eye,up_vector));} ///<以目标点为中心向上旋转
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virtual void WrapDownRotate(float ang=5){WrapUpRotate(-ang);} ///<以目标点为中心向下旋转
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virtual void WrapRightRotate(float ang=5){WrapRotate(ang,up_vector);} ///<以目标点为中心向右旋转
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virtual void WrapLeftRotate(float ang=5){WrapRightRotate(-ang);} ///<以目标点为中心向左旋转
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public: //距离
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virtual void Distance(float pos) ///<调整距离
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{
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if(pos==1.0)return;
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eye=center+(eye-center)*pos;
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}
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};//struct WalkerCamera
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}//namespace graph
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}//namespace hgl
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#endif//HGL_GRAPH_CAMERA_INCLUDE
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