SWBF2-Classic-Msh-Viewer/QtMeshViewer/Source/MoveCamera.cpp

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#include "..\Header\MoveCamera.h"
#include <QVector2D>
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#include <qmath.h>
/////////////////////////////////////////////////////////////////////////
// constructor/destructor
MoveCamera::MoveCamera()
{
resetView();
}
MoveCamera::~MoveCamera()
{
}
/////////////////////////////////////////////////////////////////////////
// functions
void MoveCamera::rotateAction(QVector2D diff)
{
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m_phi -= diff.x() * 0.01;
m_theta += diff.y() * 0.01;
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m_theta = qMax(qMin(M_PI - 0.0001, m_theta), 0.0001);
}
void MoveCamera::moveAction(QVector2D diff)
{
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if (diff.y() > 0)
m_sidewardSpeed = 1;
else if (diff.y() < 0)
m_sidewardSpeed = -1;
else
m_sidewardSpeed = 0;
}
void MoveCamera::wheelAction(double value)
{
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if (value > 0)
m_forwardSpeed = 1;
else if (value < 0)
m_forwardSpeed = -1;
else
m_forwardSpeed = 0;
}
void MoveCamera::recalculateMatrix()
{
m_matrix = QMatrix4x4();
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// different coordinate (spherical -> world) X->Z | Y->X | Z->Y
QVector3D tmpdirection(
qSin(m_theta) * qSin(m_phi),
qCos(m_theta),
qSin(m_theta) * qCos(m_phi)
);
QVector3D tmpRight(
qSin(m_phi - M_PI_2),
0,
qCos(m_phi - M_PI_2)
);
m_position += m_forwardSpeed * m_zSpeed * 0.1 * tmpdirection;
m_position += m_sidewardSpeed * m_zSpeed * 0.1 * tmpRight;
m_matrix.lookAt(m_position, m_position + tmpdirection, QVector3D::crossProduct(tmpRight, tmpdirection));
}
void MoveCamera::resetView()
{
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m_position = { 0,0,4 };
m_phi = M_PI;
m_theta = M_PI_2;
m_forwardSpeed = 0;
m_sidewardSpeed = 0;
CameraInterface::resetView();
}