c72b821b59
Features a little bit more than a cube, though. Change-Id: I636d4875ba9ccf722ed3caab97f14570be785748 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
113 lines
3.8 KiB
C++
113 lines
3.8 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2017 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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** "Redistribution and use in source and binary forms, with or without
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "camera.h"
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Camera::Camera(const QVector3D &pos)
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: m_forward(0.0f, 0.0f, -1.0f),
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m_right(1.0f, 0.0f, 0.0f),
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m_up(0.0f, 1.0f, 0.0f),
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m_pos(pos),
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m_yaw(0.0f),
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m_pitch(0.0f)
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{
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}
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static inline void clamp360(float *v)
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{
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if (*v > 360.0f)
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*v -= 360.0f;
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if (*v < -360.0f)
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*v += 360.0f;
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}
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void Camera::yaw(float degrees)
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{
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m_yaw += degrees;
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clamp360(&m_yaw);
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m_yawMatrix.setToIdentity();
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m_yawMatrix.rotate(m_yaw, 0, 1, 0);
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QMatrix4x4 rotMat = m_pitchMatrix * m_yawMatrix;
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m_forward = (QVector4D(0.0f, 0.0f, -1.0f, 0.0f) * rotMat).toVector3D();
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m_right = (QVector4D(1.0f, 0.0f, 0.0f, 0.0f) * rotMat).toVector3D();
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}
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void Camera::pitch(float degrees)
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{
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m_pitch += degrees;
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clamp360(&m_pitch);
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m_pitchMatrix.setToIdentity();
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m_pitchMatrix.rotate(m_pitch, 1, 0, 0);
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QMatrix4x4 rotMat = m_pitchMatrix * m_yawMatrix;
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m_forward = (QVector4D(0.0f, 0.0f, -1.0f, 0.0f) * rotMat).toVector3D();
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m_up = (QVector4D(0.0f, 1.0f, 0.0f, 0.0f) * rotMat).toVector3D();
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}
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void Camera::walk(float amount)
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{
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m_pos[0] += amount * m_forward.x();
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m_pos[2] += amount * m_forward.z();
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}
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void Camera::strafe(float amount)
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{
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m_pos[0] += amount * m_right.x();
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m_pos[2] += amount * m_right.z();
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}
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QMatrix4x4 Camera::viewMatrix() const
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{
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QMatrix4x4 m = m_pitchMatrix * m_yawMatrix;
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m.translate(-m_pos);
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return m;
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}
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