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/* camera.cc
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
#include "common/functions.h"
#include "common/osirion.h"
#include "game/game.h"
#include "gl/osiriongl.h"
namespace camera
{
enum Mode {Free, Track};
Mode mode = Track;
const float track_pitch = 15.0f; // default tracking pitch
const float offset_inc = 5.0f; // default offset increment
float yaw = 90; // current yaw, angle in XZ plane
float yaw_offset = 0; // target offset, relative to target yaw
float pitch = -90; // current pitch, angle in XY
float pitch_offset = track_pitch; // target offset, relative to target pitch
float distance = 2.0f; // distance from the eye to the target
void draw(float elapsed)
{
float yaw_target;
if (mode == Track) {
// track the target
yaw_target = game::ship.yaw - yaw_offset;
} else {
yaw_target = - yaw_offset;
}
// adjust yaw
float d = degreesf(yaw - yaw_target);
yaw = degreesf( yaw - d * elapsed) ;
// adjust pitch target
float pitch_target = 0.0f - pitch_offset;
d = degreesf(pitch - pitch_target);
pitch = degreesf( pitch - d *elapsed);
/*
gl::translate(distance, 0.0, 0.0);
gl::rotate(-pitch,0, 0, 1.0 );
gl::rotate(-yaw, 0, 1.0f, 0);
*/
switch (mode) {
case Free:
gl::translate(1+distance * GAMESCALE, 0.0f, 0.0f);
gl::rotate(-pitch, 0, 0, 1.0f);
gl::rotate(-yaw, 0, 1.0f, 0);
break;
case Track:
//gl::translate(1+distance* GAMESCALE, -0.5f* GAMESCALE, 0.0f);
gl::translate(1+ 2* GAMESCALE, -0.5f* GAMESCALE, 0.0f);
gl::rotate(-pitch, 0, 0, 1.0f);
gl::rotate(-yaw, 0, 1.0f, 0);
break;
default:
break;
}
}
void rotate_right()
{
if (mode == Free ) {
yaw_offset = degreesf( yaw_offset - offset_inc);
}
}
void rotate_left()
{
if (mode == Free ) {
yaw_offset = degreesf( yaw_offset + offset_inc);
}
}
void rotate_up()
{
if (mode == Free ) {
pitch_offset = pitch_offset + offset_inc;
if (pitch_offset > 90.0f) pitch_offset = 90.0f;
}
}
void rotate_down()
{
if (mode == Free ) {
pitch_offset = pitch_offset - offset_inc;
if (pitch_offset < -90.0f) pitch_offset = -90.0f;
}
}
void nextmode() {
switch(mode) {
case Free:
mode = Track;
yaw_offset = 0;
yaw = game::ship.yaw;
pitch_offset = track_pitch;
break;
case Track:
mode = Free;
yaw_offset = 0;
break;
default:
break;
}
}
} //namespace camera
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