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

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#include "..\Header\MoveCamera.h"
#include <QVector2D>
int sgn(double value)
{
if (value > 0)
return 1;
else if (value < 0)
return -1;
else
return 0;
}
/////////////////////////////////////////////////////////////////////////
// constructor/destructor
MoveCamera::MoveCamera()
{
resetView();
}
MoveCamera::~MoveCamera()
{
}
/////////////////////////////////////////////////////////////////////////
// functions
void MoveCamera::rotateAction(QVector2D diff)
{
QMatrix4x4 rot;
rot.rotate(-diff.x() * 0.5f, 0, 1, 0);
rot.rotate(-diff.y() * 0.5f, 1, 0, 0);
m_direction = rot * m_direction;
m_direction.normalize();
m_up = QVector3D::crossProduct(m_direction.toVector3D(), QVector3D::crossProduct(QVector3D(0,1,0), m_direction.toVector3D()));
m_up.normalize();
}
void MoveCamera::moveAction(QVector2D diff)
{
QVector3D sideDirection = QVector3D::crossProduct(QVector3D(0, 1, 0), m_direction.toVector3D());
m_position += sgn(diff.y()) * 0.1 * m_zSpeed * QVector4D(sideDirection, 0);
}
void MoveCamera::wheelAction(double value)
{
m_position -= sgn(value) * 0.1 * m_zSpeed * m_direction;
}
void MoveCamera::recalculateMatrix()
{
m_matrix = QMatrix4x4();
m_matrix.lookAt(m_position.toVector3D(), m_position.toVector3D() - m_direction.toVector3D(), m_up);
}
void MoveCamera::resetView()
{
m_position = { 0,0,4,1 };
m_direction = { 0,0,1,0 };
m_up = { 0,1,0 };
CameraInterface::resetView();
}