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| |
| #include "camera.h" |
| |
| Camera::Camera(const QVector3D &pos) |
| : m_forward(0.0f, 0.0f, -1.0f), |
| m_right(1.0f, 0.0f, 0.0f), |
| m_up(0.0f, 1.0f, 0.0f), |
| m_pos(pos), |
| m_yaw(0.0f), |
| m_pitch(0.0f) |
| { |
| } |
| |
| static inline void clamp360(float *v) |
| { |
| if (*v > 360.0f) |
| *v -= 360.0f; |
| if (*v < -360.0f) |
| *v += 360.0f; |
| } |
| |
| void Camera::yaw(float degrees) |
| { |
| m_yaw += degrees; |
| clamp360(&m_yaw); |
| m_yawMatrix.setToIdentity(); |
| m_yawMatrix.rotate(m_yaw, 0, 1, 0); |
| |
| QMatrix4x4 rotMat = m_pitchMatrix * m_yawMatrix; |
| m_forward = (QVector4D(0.0f, 0.0f, -1.0f, 0.0f) * rotMat).toVector3D(); |
| m_right = (QVector4D(1.0f, 0.0f, 0.0f, 0.0f) * rotMat).toVector3D(); |
| } |
| |
| void Camera::pitch(float degrees) |
| { |
| m_pitch += degrees; |
| clamp360(&m_pitch); |
| m_pitchMatrix.setToIdentity(); |
| m_pitchMatrix.rotate(m_pitch, 1, 0, 0); |
| |
| QMatrix4x4 rotMat = m_pitchMatrix * m_yawMatrix; |
| m_forward = (QVector4D(0.0f, 0.0f, -1.0f, 0.0f) * rotMat).toVector3D(); |
| m_up = (QVector4D(0.0f, 1.0f, 0.0f, 0.0f) * rotMat).toVector3D(); |
| } |
| |
| void Camera::walk(float amount) |
| { |
| m_pos[0] += amount * m_forward.x(); |
| m_pos[2] += amount * m_forward.z(); |
| } |
| |
| void Camera::strafe(float amount) |
| { |
| m_pos[0] += amount * m_right.x(); |
| m_pos[2] += amount * m_right.z(); |
| } |
| |
| QMatrix4x4 Camera::viewMatrix() const |
| { |
| QMatrix4x4 m = m_pitchMatrix * m_yawMatrix; |
| m.translate(-m_pos); |
| return m; |
| } |