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50 | |
51 | #include "camera.h" |
52 | |
53 | Camera::Camera(const QVector3D &pos) |
54 | : m_forward(0.0f, 0.0f, -1.0f), |
55 | m_right(1.0f, 0.0f, 0.0f), |
56 | m_up(0.0f, 1.0f, 0.0f), |
57 | m_pos(pos), |
58 | m_yaw(0.0f), |
59 | m_pitch(0.0f) |
60 | { |
61 | } |
62 | |
63 | static inline void clamp360(float *v) |
64 | { |
65 | if (*v > 360.0f) |
66 | *v -= 360.0f; |
67 | if (*v < -360.0f) |
68 | *v += 360.0f; |
69 | } |
70 | |
71 | void Camera::yaw(float degrees) |
72 | { |
73 | m_yaw += degrees; |
74 | clamp360(&m_yaw); |
75 | m_yawMatrix.setToIdentity(); |
76 | m_yawMatrix.rotate(m_yaw, 0, 1, 0); |
77 | |
78 | QMatrix4x4 rotMat = m_pitchMatrix * m_yawMatrix; |
79 | m_forward = (QVector4D(0.0f, 0.0f, -1.0f, 0.0f) * rotMat).toVector3D(); |
80 | m_right = (QVector4D(1.0f, 0.0f, 0.0f, 0.0f) * rotMat).toVector3D(); |
81 | } |
82 | |
83 | void Camera::pitch(float degrees) |
84 | { |
85 | m_pitch += degrees; |
86 | clamp360(&m_pitch); |
87 | m_pitchMatrix.setToIdentity(); |
88 | m_pitchMatrix.rotate(m_pitch, 1, 0, 0); |
89 | |
90 | QMatrix4x4 rotMat = m_pitchMatrix * m_yawMatrix; |
91 | m_forward = (QVector4D(0.0f, 0.0f, -1.0f, 0.0f) * rotMat).toVector3D(); |
92 | m_up = (QVector4D(0.0f, 1.0f, 0.0f, 0.0f) * rotMat).toVector3D(); |
93 | } |
94 | |
95 | void Camera::walk(float amount) |
96 | { |
97 | m_pos[0] += amount * m_forward.x(); |
98 | m_pos[2] += amount * m_forward.z(); |
99 | } |
100 | |
101 | void Camera::strafe(float amount) |
102 | { |
103 | m_pos[0] += amount * m_right.x(); |
104 | m_pos[2] += amount * m_right.z(); |
105 | } |
106 | |
107 | QMatrix4x4 Camera::viewMatrix() const |
108 | { |
109 | QMatrix4x4 m = m_pitchMatrix * m_yawMatrix; |
110 | m.translate(-m_pos); |
111 | return m; |
112 | } |
113 | |