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Camera.cpp
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Camera.cpp
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//***************************************************************************************
// Camera.h by Frank Luna (C) 2011 All Rights Reserved.
//***************************************************************************************
#include "Camera.h"
using namespace DirectX;
Camera::Camera()
{
SetLens(0.25f*MathHelper::Pi, 1.0f, 1.0f, 1000.0f);
}
Camera::~Camera()
{
}
XMVECTOR Camera::GetPosition()const
{
return XMLoadFloat3(&mPosition);
}
XMFLOAT3 Camera::GetPosition3f()const
{
return mPosition;
}
void Camera::SetPosition(float x, float y, float z)
{
mPosition = XMFLOAT3(x, y, z);
mViewDirty = true;
}
void Camera::SetPosition(const XMFLOAT3& v)
{
mPosition = v;
mViewDirty = true;
}
XMVECTOR Camera::GetRight()const
{
return XMLoadFloat3(&mRight);
}
XMFLOAT3 Camera::GetRight3f()const
{
return mRight;
}
XMVECTOR Camera::GetUp()const
{
return XMLoadFloat3(&mUp);
}
XMFLOAT3 Camera::GetUp3f()const
{
return mUp;
}
XMVECTOR Camera::GetLook()const
{
return XMLoadFloat3(&mLook);
}
XMFLOAT3 Camera::GetLook3f()const
{
return mLook;
}
float Camera::GetNearZ()const
{
return mNearZ;
}
float Camera::GetFarZ()const
{
return mFarZ;
}
float Camera::GetAspect()const
{
return mAspect;
}
float Camera::GetFovY()const
{
return mFovY;
}
float Camera::GetFovX()const
{
float halfWidth = 0.5f*GetNearWindowWidth();
return 2.0f*atan(halfWidth / mNearZ);
}
float Camera::GetNearWindowWidth()const
{
return mAspect * mNearWindowHeight;
}
float Camera::GetNearWindowHeight()const
{
return mNearWindowHeight;
}
float Camera::GetFarWindowWidth()const
{
return mAspect * mFarWindowHeight;
}
float Camera::GetFarWindowHeight()const
{
return mFarWindowHeight;
}
void Camera::SetLens(float fovY, float aspect, float zn, float zf)
{
// cache properties
mFovY = fovY;
mAspect = aspect;
mNearZ = zn;
mFarZ = zf;
mNearWindowHeight = 2.0f * mNearZ * tanf( 0.5f*mFovY );
mFarWindowHeight = 2.0f * mFarZ * tanf( 0.5f*mFovY );
XMMATRIX P = XMMatrixPerspectiveFovLH(mFovY, mAspect, mNearZ, mFarZ);
XMStoreFloat4x4(&mProj, P);
}
void Camera::LookAt(FXMVECTOR pos, FXMVECTOR target, FXMVECTOR worldUp)
{
XMVECTOR L = XMVector3Normalize(XMVectorSubtract(target, pos));
XMVECTOR R = XMVector3Normalize(XMVector3Cross(worldUp, L));
XMVECTOR U = XMVector3Cross(L, R);
XMStoreFloat3(&mPosition, pos);
XMStoreFloat3(&mLook, L);
XMStoreFloat3(&mRight, R);
XMStoreFloat3(&mUp, U);
mViewDirty = true;
}
void Camera::LookAt(const XMFLOAT3& pos, const XMFLOAT3& target, const XMFLOAT3& up)
{
XMVECTOR P = XMLoadFloat3(&pos);
XMVECTOR T = XMLoadFloat3(&target);
XMVECTOR U = XMLoadFloat3(&up);
LookAt(P, T, U);
mViewDirty = true;
}
XMMATRIX Camera::GetView()const
{
assert(!mViewDirty);
return XMLoadFloat4x4(&mView);
}
XMMATRIX Camera::GetProj()const
{
return XMLoadFloat4x4(&mProj);
}
XMFLOAT4X4 Camera::GetView4x4f()const
{
assert(!mViewDirty);
return mView;
}
XMFLOAT4X4 Camera::GetProj4x4f()const
{
return mProj;
}
void Camera::Strafe(float d)
{
// mPosition += d*mRight
XMVECTOR s = XMVectorReplicate(d);
XMVECTOR r = XMLoadFloat3(&mRight);
XMVECTOR p = XMLoadFloat3(&mPosition);
XMStoreFloat3(&mPosition, XMVectorMultiplyAdd(s, r, p));
mViewDirty = true;
}
void Camera::Walk(float d)
{
// mPosition += d*mLook
XMVECTOR s = XMVectorReplicate(d);
XMVECTOR l = XMLoadFloat3(&mLook);
XMVECTOR p = XMLoadFloat3(&mPosition);
XMStoreFloat3(&mPosition, XMVectorMultiplyAdd(s, l, p));
mViewDirty = true;
}
void Camera::Pitch(float angle)
{
// Rotate up and look vector about the right vector.
XMMATRIX R = XMMatrixRotationAxis(XMLoadFloat3(&mRight), angle);
XMStoreFloat3(&mUp, XMVector3TransformNormal(XMLoadFloat3(&mUp), R));
XMStoreFloat3(&mLook, XMVector3TransformNormal(XMLoadFloat3(&mLook), R));
mViewDirty = true;
}
void Camera::RotateY(float angle)
{
// Rotate the basis vectors about the world y-axis.
XMMATRIX R = XMMatrixRotationY(angle);
XMStoreFloat3(&mRight, XMVector3TransformNormal(XMLoadFloat3(&mRight), R));
XMStoreFloat3(&mUp, XMVector3TransformNormal(XMLoadFloat3(&mUp), R));
XMStoreFloat3(&mLook, XMVector3TransformNormal(XMLoadFloat3(&mLook), R));
mViewDirty = true;
}
void Camera::UpdateViewMatrix()
{
if(mViewDirty)
{
XMVECTOR R = XMLoadFloat3(&mRight);
XMVECTOR U = XMLoadFloat3(&mUp);
XMVECTOR L = XMLoadFloat3(&mLook);
XMVECTOR P = XMLoadFloat3(&mPosition);
// Keep camera's axes orthogonal to each other and of unit length.
L = XMVector3Normalize(L);
U = XMVector3Normalize(XMVector3Cross(L, R));
// U, L already ortho-normal, so no need to normalize cross product.
R = XMVector3Cross(U, L);
// Fill in the view matrix entries.
float x = -XMVectorGetX(XMVector3Dot(P, R));
float y = -XMVectorGetX(XMVector3Dot(P, U));
float z = -XMVectorGetX(XMVector3Dot(P, L));
XMStoreFloat3(&mRight, R);
XMStoreFloat3(&mUp, U);
XMStoreFloat3(&mLook, L);
mView(0, 0) = mRight.x;
mView(1, 0) = mRight.y;
mView(2, 0) = mRight.z;
mView(3, 0) = x;
mView(0, 1) = mUp.x;
mView(1, 1) = mUp.y;
mView(2, 1) = mUp.z;
mView(3, 1) = y;
mView(0, 2) = mLook.x;
mView(1, 2) = mLook.y;
mView(2, 2) = mLook.z;
mView(3, 2) = z;
mView(0, 3) = 0.0f;
mView(1, 3) = 0.0f;
mView(2, 3) = 0.0f;
mView(3, 3) = 1.0f;
mViewDirty = false;
}
}