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CameraNode.cpp
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66 lines (51 loc) · 1.65 KB
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#include "CameraNode.h"
#include <math.h>
#include <iostream>
using std::cerr;
using std::endl;
#include "Config.h"
#include "DinoNode.h"
#include "Orientation.h"
CameraNode::CameraNode(const string& id, const DinoNode& target)
: SceneNode(id), focus_(target) {
followDistance_ = Config::DEFAULT_CAMERA_FOLLOW_DISTANCE;
camH_ = Config::DEFAULT_CAMERA_HEIGHT;
}
CameraNode::~CameraNode() {
}
void CameraNode::zoomIn() {
followDistance_ -= Config::CAMERA_ZOOM_INCREMENT;
if (followDistance_ < Config::MIN_CAMERA_DISTANCE)
followDistance_ = Config::MIN_CAMERA_DISTANCE;
}
void CameraNode::zoomOut() {
followDistance_ += Config::CAMERA_ZOOM_INCREMENT;
if (followDistance_ > Config::MAX_CAMERA_DISTANCE)
followDistance_ = Config::MAX_CAMERA_DISTANCE;
}
void CameraNode::raise() {
camH_ += Config::CAMERA_HEIGHT_INCREMENT;
if (camH_ > Config::MAX_CAMERA_HEIGHT)
camH_ = Config::MAX_CAMERA_HEIGHT;
}
void CameraNode::lower() {
camH_ -= Config::CAMERA_HEIGHT_INCREMENT;
if (camH_ < Config::MIN_CAMERA_HEIGHT)
camH_ = Config::MIN_CAMERA_HEIGHT;
}
void CameraNode::render() {
glPushMatrix();
// Position camera first.
const Orientation& o = focus_.getOrientation();
double cameraX = o.getX() - followDistance_ * cos(o.getAngle());
double cameraZ = o.getY() - followDistance_ * sin(o.getAngle());
double cameraY = camH_;
gluLookAt(cameraX, cameraY, cameraZ, o.getX(), 0, o.getY(), 0, 1, 0);
#ifdef __debug
cerr << "Camera at: " << cameraX << " " << cameraY << " " << cameraZ
<< " looking at " << o.getX() << " 0 " << o.getY() << endl;
#endif
// Now bot out rest of scene graph.
SceneNode::render();
glPopMatrix();
}