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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 | |