Somewhat working camera

This commit is contained in:
Dynamitos
2022-03-19 22:45:30 +01:00
parent 84049a762c
commit cd28e433cc
41 changed files with 602 additions and 496 deletions
+31 -4
View File
@@ -4,7 +4,7 @@
using namespace Seele;
Transform::Transform()
: position(Vector4(0, 0, 0, 0)), rotation(Quaternion(0, 0, 0, 0)), scale(Vector4(1, 1, 1, 0))
: position(Vector4(0, 0, 0, 0)), rotation(Quaternion(1, 0, 0, 0)), scale(Vector4(1, 1, 1, 0))
{
}
@@ -12,7 +12,7 @@ Transform::Transform(Transform &&other)
: position(other.position), rotation(other.rotation), scale(other.scale)
{
other.position = Vector4(0, 0, 0, 0);
other.rotation = Quaternion(0, 0, 0, 0);
other.rotation = Quaternion(1, 0, 0, 0);
other.scale = Vector4(0, 0, 0, 0);
}
@@ -22,7 +22,7 @@ Transform::Transform(const Transform &other)
}
Transform::Transform(Vector position)
: position(Vector4(position, 0)), rotation(Quaternion(0, 0, 0, 0)), scale(Vector4(1, 1, 1, 0))
: position(Vector4(position, 0)), rotation(Quaternion(1, 0, 0, 0)), scale(Vector4(1, 1, 1, 0))
{
}
Transform::Transform(Vector position, Quaternion rotation)
@@ -144,6 +144,19 @@ Vector Transform::getScale() const
return Vector(scale);
}
Vector Transform::getForward() const
{
return Vector(0, 0, 1) * rotation;
}
Vector Transform::getRight() const
{
return Vector(1, 0, 0) * rotation;
}
Vector Transform::getUp() const
{
return Vector(0, 1, 0) * rotation;
}
bool Transform::equals(const Transform &other, float tolerance)
{
if (abs(position - other.position).length() > tolerance)
@@ -174,6 +187,13 @@ void Transform::multiply(Transform *outTransform, const Transform *a, const Tran
outTransform->position = b->rotation * (b->scale * a->position) + b->position;
outTransform->scale = b->scale * a->scale;
}
void Transform::add(Transform *outTransform, const Transform *a, const Transform *b)
{
outTransform->position = a->position + b->position;
outTransform->rotation = a->rotation + b->rotation;
outTransform->scale = a->scale + b->scale;
}
Transform &Transform::operator=(const Transform &other)
{
@@ -189,11 +209,18 @@ Transform &Transform::operator=(Transform &&other)
rotation = other.rotation;
scale = other.scale;
other.position = Vector4(0, 0, 0, 0);
other.rotation = Quaternion(0, 0, 0, 0);
other.rotation = Quaternion(1, 0, 0, 0);
other.scale = Vector4(0, 0, 0, 0);
return *this;
}
Transform Transform::operator+(const Transform & other) const
{
Transform outTransform;
add(&outTransform, this, &other);
return outTransform;
}
Transform Transform::operator*(const Transform &other) const
{
Transform outTransform;
+5
View File
@@ -23,12 +23,17 @@ public:
Vector getPosition() const;
Quaternion getRotation() const;
Vector getScale() const;
Vector getForward() const;
Vector getRight() const;
Vector getUp() const;
bool equals(const Transform &other, float tolerance = 0.000000001f);
static void multiply(Transform *outTransform, const Transform *a, const Transform *b);
static void add(Transform *outTransform, const Transform *a, const Transform *b);
Transform &operator=(const Transform &other);
Transform &operator=(Transform &&other);
Transform operator+(const Transform& other) const;
Transform operator*(const Transform &other) const;
private:
-24
View File
@@ -64,30 +64,6 @@ static inline float normalizeRotatorAxis(float angle)
return angle;
}
static inline Quaternion toQuaternion(const Vector &other)
{
Quaternion result;
const float DEG_TO_RAD = glm::pi<float>() / (180.f);
const float RADS_DIVIDED_BY_2 = DEG_TO_RAD / 2.f;
const float PitchNoWinding = fmod(other.x, 360.0f);
const float YawNoWinding = fmod(other.y, 360.0f);
const float RollNoWinding = fmod(other.z, 360.0f);
const float SP = sin(PitchNoWinding * RADS_DIVIDED_BY_2);
const float SY = sin(YawNoWinding * RADS_DIVIDED_BY_2);
const float SR = sin(RollNoWinding * RADS_DIVIDED_BY_2);
const float CP = cos(PitchNoWinding * RADS_DIVIDED_BY_2);
const float CY = cos(YawNoWinding * RADS_DIVIDED_BY_2);
const float CR = cos(RollNoWinding * RADS_DIVIDED_BY_2);
result.x = CR * SP * SY - SR * CP * CY;
result.y = -CR * SP * CY - SR * CP * SY;
result.z = CR * CP * SY - SR * SP * CY;
result.w = CR * CP * CY + SR * SP * SY;
return result;
}
static inline Vector toRotator(const Quaternion &other)
{