I think transformations should somewhat work now
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7 changed files with 47 additions and 240 deletions
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@ -1,83 +0,0 @@
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#include "camera.hpp"
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#include <algorithm>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/matrix_decompose.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <glm/gtc/type_ptr.hpp>
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namespace oglu
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{
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Camera::Camera() :
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fov(45.0f), aspectRatio(0.0f), zNear(0.1f), zFar(100.0f), projection(new float[16]{ 0.0f })
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{
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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aspectRatio = (float)viewport[2] / (float)viewport[3];
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memcpy(
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projection,
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glm::value_ptr(glm::perspective(glm::radians(fov), aspectRatio, zNear, zFar)),
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16 * sizeof(float)
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);
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}
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Camera::Camera(const Camera& other) :
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fov(other.fov), aspectRatio(other.aspectRatio), zNear(other.zNear), zFar(other.zFar), projection(new float[16]{ 0.0f })
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{
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memcpy(
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projection,
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other.projection,
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16 * sizeof(float)
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);
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}
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Camera::Camera(float fov, float aspectRatio, float zNear, float zFar) :
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fov(fov), aspectRatio(aspectRatio), zNear(zNear), zFar(zFar), projection(new float[16]{ 0.0f })
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{
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if (aspectRatio == 0.0f)
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{
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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aspectRatio = (float)viewport[2] / (float)viewport[3];
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}
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memcpy(
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projection,
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glm::value_ptr(glm::perspective(glm::radians(fov), aspectRatio, zNear, zFar)),
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16 * sizeof(float)
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);
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}
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Camera::~Camera()
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{
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}
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void Camera::LookAt(GLfloat x, GLfloat y, GLfloat z)
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{
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LookAt(glm::vec3(x, y, z));
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}
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void Camera::LookAt(const GLfloat* target)
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{
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LookAt(glm::make_vec3(target));
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}
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void Camera::LookAt(const glm::vec3& target)
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{
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transformation = glm::lookAt(translation, target, glm::vec3(0.0f, 1.0f, 0.0f));
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glm::decompose(transformation, scale, orientation, translation, skew, perspective);
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}
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void Camera::LookAt(const Transformable& target)
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{
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LookAt(target.GetPosition());
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}
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const float* Camera::GetProjectionMatrix()
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{
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return projection;
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}
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}
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@ -10,13 +10,13 @@
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namespace oglu
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{
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oglu::Transformable::Transformable() :
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transformation(glm::mat4(1.0f))
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transformation(glm::mat4(1.0f)), recalculateMatrix(false)
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{
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glm::decompose(transformation, scale, orientation, translation, skew, perspective);
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}
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Transformable::Transformable(const Transformable& other) :
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transformation(other.transformation)
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transformation(other.transformation), recalculateMatrix(false)
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{
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glm::decompose(transformation, scale, orientation, translation, skew, perspective);
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}
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void Transformable::SetPosition(const glm::vec3& position)
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{
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glm::decompose(transformation, scale, orientation, this->translation, skew, perspective);
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this->translation = translation - this->translation;
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transformation = glm::translate(transformation, this->translation);
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translation = position;
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recalculateMatrix = true;
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}
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void Transformable::SetRotation(float rotX, float rotY, float rotZ)
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void Transformable::SetRotation(const glm::vec3& rotation)
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{
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glm::decompose(transformation, scale, orientation, translation, skew, perspective);
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orientation = glm::quat(glm::radians(rotation)) * (-orientation);
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transformation = glm::rotate(transformation, glm::angle(orientation), glm::axis(orientation));
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orientation = glm::quat(glm::radians(rotation));
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recalculateMatrix = true;
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}
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void Transformable::SetRotation(float angle, float xAxis, float yAxis, float zAxis)
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void Transformable::SetRotation(float angle, const glm::vec3& axis)
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{
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glm::decompose(transformation, scale, orientation, translation, skew, perspective);
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orientation = glm::angleAxis(glm::radians(angle), axis) * (-orientation);
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transformation = glm::rotate(transformation, glm::angle(orientation), glm::axis(orientation));
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orientation = glm::angleAxis(glm::radians(angle), axis);
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recalculateMatrix = true;
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}
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void Transformable::SetScale(float scaleX, float scaleY, float scaleZ)
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void Transformable::SetScale(const glm::vec3& scale)
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{
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glm::decompose(transformation, this->scale, orientation, translation, skew, perspective);
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this->scale = scale / this->scale;
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if (this->scale.x == INFINITY) this->scale.x = scale.x;
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if (this->scale.y == INFINITY) this->scale.y = scale.y;
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if (this->scale.z == INFINITY) this->scale.z = scale.z;
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transformation = glm::scale(transformation, this->scale);
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this->scale = scale;
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recalculateMatrix = true;
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}
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void Transformable::Move(float x, float y, float z)
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void Transformable::Move(const glm::vec3& translation)
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{
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transformation = glm::translate(transformation, translation);
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glm::decompose(transformation, scale, orientation, this->translation, skew, perspective);
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this->translation += translation;
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recalculateMatrix = true;
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}
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void Transformable::Rotate(float rotX, float rotY, float rotZ)
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void Transformable::Rotate(const glm::vec3& rotation)
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{
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glm::quat rot = glm::quat(glm::radians(rotation));
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transformation = glm::rotate(transformation, glm::angle(rot), glm::axis(rot));
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glm::decompose(transformation, scale, orientation, translation, skew, perspective);
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orientation *= glm::quat(glm::radians(rotation));
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recalculateMatrix = true;
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}
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void Transformable::Rotate(float angle, float xAxis, float yAxis, float zAxis)
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void Transformable::Rotate(float angle, const glm::vec3& axis)
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{
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transformation = glm::rotate(transformation, glm::radians(angle), axis);
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glm::decompose(transformation, scale, orientation, translation, skew, perspective);
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orientation *= glm::angleAxis(glm::radians(angle), axis);
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recalculateMatrix = true;
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}
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void Transformable::Scale(float scaleX, float scaleY, float scaleZ)
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void Transformable::Scale(const glm::vec3& scale)
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{
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transformation = glm::scale(transformation, scale);
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glm::decompose(transformation, this->scale, orientation, translation, skew, perspective);
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this->scale += scale;
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recalculateMatrix = true;
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}
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const glm::mat4& Transformable::GetMatrix()
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{
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if (recalculateMatrix)
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{
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transformation = glm::mat4(1.0f);
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transformation = glm::translate(transformation, translation);
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transformation *= glm::toMat4(orientation);
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transformation = glm::scale(transformation, scale);
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recalculateMatrix = false;
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}
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return transformation;
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}
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