SWBF2-Classic-Msh-Viewer/MshViewer/Source/Camera.cpp

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#include "..\header\Camera.h"
#include <glm\gtc\matrix_transform.hpp>
/////////////////////////////////////////////////////////////////////////
// constructor/destructor
Camera::Camera(int width, int height):
fFOV(45),
fMinView(0.1f),
fMaxView(100.0f),
iWidth(width),
iHeight(height),
dTranslationX(0),
dTranslationY(0),
dTranslationZ(5)
{
}
Camera::~Camera()
{
}
/////////////////////////////////////////////////////////////////////////
// private functions
void Camera::updateMatrices()
{
m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView);
m4x4View = glm::lookAt(
glm::vec3(dTranslationX, dTranslationY, dTranslationZ),
glm::vec3(dTranslationX, dTranslationY, dTranslationZ - 1),
glm::vec3(0, 1, 0)
);
}
/////////////////////////////////////////////////////////////////////////
// public getter
glm::mat4 Camera::getMatrix()
{
updateMatrices();
return m4x4Projection * m4x4View;
}
/////////////////////////////////////////////////////////////////////////
// public setter
void Camera::setFOV(float fov)
{
fFOV = fov;
}
void Camera::setMinView(float distance)
{
fMinView = distance;
}
void Camera::setMaxView(float distance)
{
fMaxView = distance;
}
void Camera::setSize(int width, int height)
{
iWidth = width;
iHeight = height;
}
void Camera::add2x(double value)
{
dTranslationX += value;
}
void Camera::add2y(double value)
{
dTranslationY += value;
}
void Camera::add2z(double value)
{
dTranslationZ += value;
}