#include "Camera.hpp"
#include "Viewport.hpp"
-#include "const.hpp"
+#include "../creature/Creature.hpp"
+#include "../math/const.hpp"
+#include "../world/Body.hpp"
+#include "../world/Planet.hpp"
+#include <cmath>
#include <GL/glew.h>
+#include <glm/gtx/euler_angles.hpp>
+#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtx/transform.hpp>
namespace blobs {
namespace graphics {
-Camera::Camera() noexcept
-: fov(PI_0p25)
+Camera::Camera(const world::Body &r) noexcept
+: fov(PI * 0.25)
, aspect(1.0f)
, near(0.1f)
-, far(256.0f)
+, far(12560.0f)
, projection(glm::perspective(fov, aspect, near, far))
-, view(1.0f) {
+, view(1.0f)
+, ref(&r)
+, track_orient(false) {
}
Camera::~Camera() noexcept {
}
-void Camera::FOV(float f) noexcept {
+Camera &Camera::FOV(float f) noexcept {
fov = f;
UpdateProjection();
+ return *this;
}
-void Camera::Aspect(float r) noexcept {
+Camera &Camera::Aspect(float r) noexcept {
aspect = r;
UpdateProjection();
+ return *this;
}
-void Camera::Aspect(float w, float h) noexcept {
+Camera &Camera::Aspect(float w, float h) noexcept {
Aspect(w / h);
+ return *this;
}
-void Camera::Clip(float n, float f) noexcept {
+Camera &Camera::Clip(float n, float f) noexcept {
near = n;
far = f;
UpdateProjection();
+ return *this;
}
-void Camera::View(const glm::mat4 &v) noexcept {
- view = v;
+Camera &Camera::Reference(const world::Body &r) noexcept {
+ ref = &r;
+ return *this;
+}
+
+Camera &Camera::Orbital(const glm::vec3 &pos) noexcept {
+ track_orient = false;
+ view = glm::lookAt(pos, glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
+ return *this;
+}
+
+Camera &Camera::Radial(const creature::Creature &c, double distance, const glm::dvec3 &angle) {
+ const creature::Situation &s = c.GetSituation();
+ glm::dvec3 pos(s.Position());
+ glm::dvec3 up(0.0);
+ glm::dvec3 dir(0.0, 0.0, -distance);
+ if (s.OnSurface()) {
+ Reference(s.GetPlanet());
+ track_orient = true;
+ up = s.GetPlanet().NormalAt(s.Position());
+ glm::dvec3 ref(glm::normalize(glm::cross(up, glm::dvec3(up.z, up.x, up.y))));
+ dir =
+ glm::dmat3(ref, up, glm::cross(ref, up))
+ * glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x))
+ * dir;
+ } else {
+ up.y = 1.0;
+ dir = glm::dmat3(glm::eulerAngleYX(-angle.y, -angle.x)) * dir;
+ }
+ pos += up * (c.Size() * 0.5);
+ up = glm::rotate(up, angle.z, glm::normalize(-dir));
+ view = glm::lookAt(pos - dir, pos, up);
+ return *this;
+}
+
+glm::mat4 Camera::Model(const world::Body &b) const noexcept {
+ if (&b == ref) {
+ return track_orient ? glm::mat4(1.0f) : glm::mat4(ref->LocalTransform());
+ } else if (b.HasParent() && &b.Parent() == ref) {
+ return glm::mat4(track_orient
+ ? ref->InverseTransform() * b.FromParent() * b.LocalTransform()
+ : b.FromParent() * b.LocalTransform());
+ } else if (ref->HasParent() && &ref->Parent() == &b) {
+ return glm::mat4(track_orient
+ ? ref->InverseTransform() * ref->ToParent() * b.LocalTransform()
+ : ref->ToParent() * b.LocalTransform());
+ } else {
+ return glm::mat4(track_orient
+ ? ref->InverseTransform() * ref->ToUniverse() * b.FromUniverse() * b.LocalTransform()
+ : ref->ToUniverse() * b.FromUniverse() * b.LocalTransform());
+ }
}
void Camera::UpdateProjection() noexcept {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
+void Viewport::ClearDepth() {
+ glClear(GL_DEPTH_BUFFER_BIT);
+}
+
}
}