Added getters for camera properties

Added world translation for camera
Renamed previous translation to local_translate
This commit is contained in:
Teo-CD 2019-11-03 15:31:45 +01:00
parent 9a52587149
commit 9568b54b87
3 changed files with 34 additions and 8 deletions

View file

@ -36,30 +36,30 @@ void manage_inputs()
if (InputStatus::is_special_key_pressed(GLUT_KEY_RIGHT))
{
timer_ticks += 5;
OGLE::camera.translate({0,0,0.1});
OGLE::camera.local_translate({0, 0, 0.1});
}
if (InputStatus::is_special_key_pressed(GLUT_KEY_LEFT))
{
timer_ticks -= 5;
OGLE::camera.translate({0,0,-0.1});
OGLE::camera.local_translate({0, 0, -0.1});
}
if (InputStatus::is_key_pressed(' '))
{
OGLE::camera.translate({0,0.1,0});
OGLE::camera.local_translate({0, 0.1, 0});
}
if (InputStatus::is_special_key_pressed(GLUT_KEY_PAGE_DOWN))
{
OGLE::camera.translate({0,-0.1,0});
OGLE::camera.local_translate({0, -0.1, 0});
}
if (InputStatus::is_special_key_pressed(GLUT_KEY_UP))
{
OGLE::camera.translate({0.1,0,0});
OGLE::camera.local_translate({0.1, 0, 0});
}
if (InputStatus::is_special_key_pressed(GLUT_KEY_DOWN))
{
OGLE::camera.translate({-0.1,0,0});
OGLE::camera.local_translate({-0.1, 0, 0});
}
// Get mouse delta since last frame

View file

@ -17,7 +17,11 @@ Camera::Camera(const Vec3d& eye_pos, const Vec3d& look_direction, const Vec3d& u
compute_base_change();
}
void Camera::translate(const Vec3d& translation)
void Camera::translate(const Vec3d &translation) {
eye = eye + translation;
}
void Camera::local_translate(const Vec3d& translation)
{
eye = eye + translation * rotation_quaternion;
}
@ -55,6 +59,21 @@ void Camera::set_position(const Vec3d& eye_pos)
gaze = eye_pos;
}
const Vec3d& Camera::get_eyepos() const
{
return eye;
}
const Vec3d& Camera::get_gaze() const
{
return gaze;
}
const Vec3d& Camera::get_gazeup() const
{
return gaze_up;
}
void Camera::compute_base_change()
{
// Third vector of the base, should already be normalized

View file

@ -15,9 +15,12 @@ class Camera {
public:
Camera(const Vec3d& eye_pos,const Vec3d& look_direction,const Vec3d& up_vector);
/// Translates the camera according to the world axises.
/// \param translation Translation in the world coordinates system.
void translate(const Vec3d& translation);
/// Translates the camera relative to its current position and look direction.
/// \param translation Translation where x is pointing in the direction of vision.
void translate(const Vec3d& translation);
void local_translate(const Vec3d& translation);
/// Rotates the gaze around its local x and z but around global y, relatively to the current orientation.
/// This is to provide a coherent movement in regards to mouse movement.
/// \param rotation Angles are radians to rotate about each axis.
@ -27,6 +30,10 @@ public:
void look();
void set_position(const Vec3d& eye_pos);
const Vec3d& get_eyepos() const;
const Vec3d& get_gaze() const;
const Vec3d& get_gazeup() const;
private:
Vec3d eye;
Vec3d gaze;