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/**
**************************************************************************
**
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** modification, are permitted provided that the following conditions are
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*/
#include
"camera.h"
Camera::
Camera(const
QVector3D &
amp;pos)
:
m_forward(0.0
f, 0.0
f, -
1.0
f),
m_right(1.0
f, 0.0
f, 0.0
f),
m_up(0.0
f, 1.0
f, 0.0
f),
m_pos(pos),
m_yaw(0.0
f),
m_pitch(0.0
f)
{
}
static
inline
void
clamp360(float
*
v)
{
if
(*
v &
gt; 360.0
f)
*
v -=
360.0
f;
if
(*
v &
lt; -
360.0
f)
*
v +=
360.0
f;
}
void
Camera::
yaw(float
degrees)
{
m_yaw +=
degrees;
clamp360(&
amp;m_yaw);
m_yawMatrix.setToIdentity();
m_yawMatrix.rotate(m_yaw, 0
, 1
, 0
);
QMatrix4x4 rotMat =
m_pitchMatrix *
m_yawMatrix;
m_forward =
(QVector4D(0.0
f, 0.0
f, -
1.0
f, 0.0
f) *
rotMat).toVector3D();
m_right =
(QVector4D(1.0
f, 0.0
f, 0.0
f, 0.0
f) *
rotMat).toVector3D();
}
void
Camera::
pitch(float
degrees)
{
m_pitch +=
degrees;
clamp360(&
amp;m_pitch);
m_pitchMatrix.setToIdentity();
m_pitchMatrix.rotate(m_pitch, 1
, 0
, 0
);
QMatrix4x4 rotMat =
m_pitchMatrix *
m_yawMatrix;
m_forward =
(QVector4D(0.0
f, 0.0
f, -
1.0
f, 0.0
f) *
rotMat).toVector3D();
m_up =
(QVector4D(0.0
f, 1.0
f, 0.0
f, 0.0
f) *
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;
}