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Camera.cpp
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#ifdef WIN32
#include <windows.h>
#endif
#include <GL/glu.h>
#include "Camera.h"
#include "Frustum.h"
#include <assert.h>
void Camera::SaveCamera()
{
tSaveVectors[0] = vEye;
tSaveVectors[1] = vCenter;
tSaveVectors[2] = vViewDir;
tSaveVectors[3] = vLeftDir;
tSaveVectors[4] = vUp;
tSaveFloats[0] = fAngleX;
tSaveFloats[1] = fAngleY;
bSaved = true;
}
void Camera::RestoreCamera()
{
if(bSaved) {
vEye = tSaveVectors[0];
vCenter = tSaveVectors[1];
vViewDir = tSaveVectors[2];
vLeftDir = tSaveVectors[3];
vUp = tSaveVectors[4];
fAngleX = tSaveFloats[0];
fAngleY = tSaveFloats[1];
}
bSaved = false;
}
Camera::Camera() {
// Paramètres de la caméra par défault :
fAngleX = 3.0f;
fAngleY = M_PI/2;
vUp = vec3(0.0f, 1.0f, 0.0f);
vEye = vec3(0.0f, 0.0f, 0.0f);
eType = FREE;
bSaved = false;
Refresh();
}
void Camera::Refresh()
{
switch(eType) {
case FREE:
vViewDir.x = cosf(fAngleX) * sinf(fAngleY);
vViewDir.y = cosf(fAngleY);
vViewDir.z = sinf(fAngleX) * sinf(fAngleY);
vCenter = vEye + vViewDir;
vLeftDir.cross(vUp, vViewDir);
vLeftDir.normalize();
break;
case DRIVEN:
vViewDir = vCenter - vEye;
vViewDir.normalize();
vLeftDir.cross(vUp, vViewDir);
vLeftDir.normalize();
break;
}
// vLeftDir.cross(vUp, vViewDir);
}
void Camera::RenderLookAt(bool inverty, float planey) {
if(inverty)
gluLookAt( vEye.x, 2.0f*planey-vEye.y, vEye.z,
vCenter.x, 2.0f*planey-vCenter.y, vCenter.z,
-vUp.x, -vUp.y, -vUp.z );
else
gluLookAt( vEye.x, vEye.y, vEye.z,
vCenter.x, vCenter.y, vCenter.z,
vUp.x, vUp.y, vUp.z );
Frustum::getInstance().Extract(vEye);
}
// Autres Fonctions :
void Camera::PlayerMoveForward(float factor) { // Avancer/Reculer
vec3 vPrevEye = vEye; // on sauvegarde la position précédente
// on fait varier la position de la caméra :
vEye += vViewDir * factor;
Refresh();
}
void Camera::TranslateForward(float factor) { // Avancer/Reculer
// vec3 vPrevEye = vEye; // on sauvegarde la position précédente
// on fait varier la position de la caméra :
vEye += vViewDir * factor;
Refresh();
}
void Camera::PlayerMoveStrafe(float factor) { // Strafe Gauche/Droit
// vec3 vPrevEye = vEye; // on sauvegarde la position précédente
// on fait varier la position de la caméra :
vEye += vLeftDir * factor;
Refresh();
}
void Camera::TranslateStrafe(float factor) { // Strafe Gauche/Droit
// vec3 vPrevEye = vEye; // on sauvegarde la position précédente
// on fait varier la position de la caméra :
vEye += vLeftDir * factor;
Refresh();
}
void Camera::MoveAnaglyph(float factor)
{
vEye += vLeftDir * factor;
vCenter += vLeftDir * factor;
}
void Camera::RenderLookAtToCubeMap(const vec3& eye, unsigned int nFace)
{
assert(nFace < 6);
// Tableau de vecteurs "Center" pour la caméra :
vec3 TabCenter[6] = { vec3(eye.x+1.0f, eye.y, eye.z),
vec3(eye.x-1.0f, eye.y, eye.z),
vec3(eye.x, eye.y+1.0f, eye.z),
vec3(eye.x, eye.y-1.0f, eye.z),
vec3(eye.x, eye.y, eye.z+1.0f),
vec3(eye.x, eye.y, eye.z-1.0f) };
// Tableau de vecteurs "Up" pour la caméra :
static vec3 TabUp[6] = { vec3(0.0f, -1.0f, 0.0f),
vec3(0.0f, -1.0f, 0.0f),
vec3(0.0f, 0.0f, 1.0f),
vec3(0.0f, 0.0f, -1.0f),
vec3(0.0f, -1.0f, 0.0f),
vec3(0.0f, -1.0f, 0.0f) };
setEye( eye );
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
gluLookAt( eye.x, eye.y, eye.z,
TabCenter[nFace].x, TabCenter[nFace].y, TabCenter[nFace].z,
TabUp[nFace].x, TabUp[nFace].y, TabUp[nFace].z );
Frustum::getInstance().Extract(eye);
}