#include "Camera.hpp"
#include "Viewport.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>
position[(srf + 1) % 3] = pos.y;
position[(srf + 2) % 3] = dir * (pos.z + Reference().Radius());
- glm::vec3 up(0.0f);
- up[(srf + 2) % 3] = dir;
+ glm::vec3 up(world::Planet::SurfaceNormal(srf));
glm::vec3 target;
target[(srf + 0) % 3] = at.x;
float dir = srf < 3 ? 1.0f : -1.0f;
- glm::vec3 position;
- position[(srf + 0) % 3] = pos.x;
- position[(srf + 1) % 3] = pos.y;
- position[(srf + 2) % 3] = dir * (pos.z + Reference().Radius());
-
glm::vec3 up(0.0f);
- up[(srf + 0) % 3] = std::cos(roll);
- up[(srf + 1) % 3] = std::sin(roll);
+ up[(srf + 0) % 3] = std::sin(roll);
+ up[(srf + 1) % 3] = std::cos(roll);
up[(srf + 2) % 3] = 0.0f;
- glm::vec3 target = position;
+ glm::vec3 target = pos;
target[(srf + 2) % 3] -= dir;
- view = glm::lookAt(position, target, up);
+ view = glm::lookAt(pos, target, up);
return *this;
}
return *this;
}
+Camera &Camera::TopDown(const creature::Creature &c, double distance, double roll) {
+ const creature::Situation &s = c.GetSituation();
+ if (s.OnSurface()) {
+ int srf = s.Surface();
+ glm::vec3 pos(s.Position() + (world::Planet::SurfaceNormal(srf) * distance));
+ Reference(s.GetPlanet());
+ return MapView(srf, pos, roll);
+ } else {
+ glm::vec3 pos(s.Position());
+ pos += glm::normalize(pos) * float(distance);
+ return Orbital(pos);
+ }
+}
+
+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;
+ int srf = s.Surface();
+ up = world::Planet::SurfaceNormal(srf);
+ dir =
+ world::Planet::SurfaceOrientation(srf)
+ * 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());