OpenGL-JIN/src/Camera.cpp

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//
// Created by trotfunky on 19/10/2019.
//
#include "Camera.h"
Camera::Camera(const Vec3d& eye_pos, const Vec3d& look_direction, const Vec3d& up_vector) :
eye(eye_pos),
gaze(look_direction),
gaze_up(up_vector)
{
// Normalize the gaze vectors as they form the base for the local coordinates
gaze.normalize();
gaze_up.normalize();
compute_base_change();
}
void Camera::translate(const Vec3d& translation)
{
eye = eye + translation * rotation_quaternion;
}
void Camera::rotate(const Vec3d& rotation)
{
Quaternion x_rotation{gaze*sin(rotation.x/2)};
x_rotation.w = cos(rotation.x/2);
x_rotation.normalize();
gaze_up = x_rotation * gaze_up;
Quaternion z_rotation{gaze.cross_product(gaze_up)*sin(rotation.z/2)};
z_rotation.w = cos(rotation.z/2);
z_rotation.normalize();
gaze = z_rotation * gaze;
gaze_up = z_rotation * gaze_up;
Quaternion y_rotation{0,sin(rotation.y),0,cos(rotation.y)};
y_rotation.normalize();
gaze = y_rotation * gaze;
gaze_up = y_rotation * gaze_up;
compute_base_change();
}
void Camera::look()
{
gluLookAt(eye.x,eye.y,eye.z,
eye.x+gaze.x,eye.y+gaze.y,eye.z+gaze.z,
gaze_up.x,gaze_up.y,gaze_up.z);
}
void Camera::set_position(const Vec3d& eye_pos)
{
gaze = eye_pos;
}
void Camera::compute_base_change()
{
// Third vector of the base, should already be normalized
Vec3d gaze_normal = gaze.cross_product(gaze_up);
double quaternion_w = std::sqrt(1 + gaze.x + gaze_up.y + gaze_normal.z) / 2;
rotation_quaternion = {(gaze_normal.y - gaze_up.z)/(4*quaternion_w),
(gaze.z - gaze_normal.x)/(4*quaternion_w),
(gaze_up.x - gaze.y)/(4*quaternion_w),
quaternion_w};
rotation_quaternion.normalize();
}