www.pudn.com > Map.GL.FPS.zip > Camera.cpp


//***********************************************************************// 
//																		 // 
//		- "Talk to me like a 3 year old!" Programming Lessons -			 // 
//                                                                       // 
//		$Author:		DigiBen			DigiBen@GameTutorials.com		 // 
//																		 // 
//		$Program:		Height Map										 // 
//																		 // 
//		$Description:	This shows how render a height map from a file.  // 
//																		 // 
//		$Date:			7/12/01											 // 
//																		 // 
//***********************************************************************// 
 
#include "main.h" 
#include "Camera.h" 
 
 
// We increased the speed a bit from the Camera Strafing Tutorial 
// This is how fast our camera moves 
#define kSpeed	100.0f									 
 
// Our global float that stores the elapsed time between the current and last frame 
float g_FrameInterval = 0.0f; 
 
 
///////////////////////////////// CALCULATE FRAME RATE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This function calculates the frame rate and time intervals between frames 
///// 
///////////////////////////////// CALCULATE FRAME RATE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
void CalculateFrameRate() 
{ 
	static float framesPerSecond    = 0.0f;		// This will store our fps 
    static float lastTime			= 0.0f;		// This will hold the time from the last frame 
	static char strFrameRate[50] = {0};			// We will store the string here for the window title 
 
	static float frameTime = 0.0f;				// This stores the last frame's time 
 
	// Get the current time in seconds 
    float currentTime = timeGetTime() * 0.001f;				 
 
	// Here we store the elapsed time between the current and last frame, 
	// then keep the current frame in our static variable for the next frame. 
 	g_FrameInterval = currentTime - frameTime; 
	frameTime = currentTime; 
 
	// Increase the frame counter 
    ++framesPerSecond; 
 
	// Now we want to subtract the current time by the last time that was stored 
	// to see if the time elapsed has been over a second, which means we found our FPS. 
    if( currentTime - lastTime > 1.0f ) 
    { 
		// Here we set the lastTime to the currentTime 
	    lastTime = currentTime; 
		 
		// Copy the frames per second into a string to display in the window title bar 
		sprintf(strFrameRate, "Current Frames Per Second: %d", int(framesPerSecond)); 
 
		// Set the window title bar to our string 
		SetWindowText(g_hWnd, strFrameRate); 
 
		// Reset the frames per second 
        framesPerSecond = 0; 
    } 
} 
 
 
/////////////////////////////////////// CROSS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This returns a perpendicular vector from 2 given vectors by taking the cross product. 
///// 
/////////////////////////////////////// CROSS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
												 
CVector3 Cross(CVector3 vVector1, CVector3 vVector2) 
{ 
	CVector3 vNormal;	 
 
	// Calculate the cross product with the non communitive equation 
	vNormal.x = ((vVector1.y * vVector2.z) - (vVector1.z * vVector2.y)); 
	vNormal.y = ((vVector1.z * vVector2.x) - (vVector1.x * vVector2.z)); 
	vNormal.z = ((vVector1.x * vVector2.y) - (vVector1.y * vVector2.x)); 
 
	// Return the cross product 
	return vNormal;										  
} 
 
 
/////////////////////////////////////// MAGNITUDE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This returns the magnitude of a vector 
///// 
/////////////////////////////////////// MAGNITUDE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
float Magnitude(CVector3 vNormal) 
{ 
	// Here is the equation:  magnitude = sqrt(V.x^2 + V.y^2 + V.z^2) : Where V is the vector 
	return (float)sqrt( (vNormal.x * vNormal.x) +  
						(vNormal.y * vNormal.y) +  
						(vNormal.z * vNormal.z) ); 
} 
 
 
/////////////////////////////////////// NORMALIZE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This returns a normalize vector (A vector exactly of length 1) 
///// 
/////////////////////////////////////// NORMALIZE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
CVector3 Normalize(CVector3 vVector) 
{ 
	// Get the magnitude of our normal 
	float magnitude = Magnitude(vVector);				 
 
	// Now that we have the magnitude, we can divide our vector by that magnitude. 
	// That will make our vector a total length of 1.   
	vVector = vVector / magnitude;		 
	 
	// Finally, return our normalized vector 
	return vVector;										 
} 
 
 
///////////////////////////////// CCAMERA \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This is the class constructor 
///// 
///////////////////////////////// CCAMERA \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
CCamera::CCamera() 
{ 
	CVector3 vZero = CVector3(0.0, 0.0, 0.0);		// Init a vector to 0 0 0 for our position 
	CVector3 vView = CVector3(0.0, 1.0, 0.5);		// Init a starting view vector (looking up and out the screen)  
	CVector3 vUp   = CVector3(0.0, 0.0, 1.0);		// Init a standard up vector (Rarely ever changes) 
 
	m_vPosition	= vZero;					// Init the position to zero 
	m_vView		= vView;					// Init the view to a std starting view 
	m_vUpVector	= vUp;						// Init the UpVector 
} 
 
 
///////////////////////////////// POSITION CAMERA \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This function sets the camera's position and view and up vector. 
///// 
///////////////////////////////// POSITION CAMERA \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
void CCamera::PositionCamera(float positionX, float positionY, float positionZ, 
				  		     float viewX,     float viewY,     float viewZ, 
							 float upVectorX, float upVectorY, float upVectorZ) 
{ 
	CVector3 vPosition	= CVector3(positionX, positionY, positionZ); 
	CVector3 vView		= CVector3(viewX, viewY, viewZ); 
	CVector3 vUpVector	= CVector3(upVectorX, upVectorY, upVectorZ); 
 
	// The code above just makes it cleaner to set the variables. 
	// Otherwise we would have to set each variable x y and z. 
 
	m_vPosition = vPosition;					// Assign the position 
	m_vView     = vView;						// Assign the view 
	m_vUpVector = vUpVector;					// Assign the up vector 
} 
 
 
///////////////////////////////// SET VIEW BY MOUSE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This allows us to look around using the mouse, like in most first person games. 
///// 
///////////////////////////////// SET VIEW BY MOUSE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
void CCamera::SetViewByMouse() 
{ 
	POINT mousePos;									// This is a window structure that holds an X and Y 
	int middleX = SCREEN_WIDTH  >> 1;				// This is a binary shift to get half the width 
	int middleY = SCREEN_HEIGHT >> 1;				// This is a binary shift to get half the height 
	float angleY = 0.0f;							// This is the direction for looking up or down 
	float angleZ = 0.0f;							// This will be the value we need to rotate around the Y axis (Left and Right) 
	static float currentRotX = 0.0f; 
	 
	// Get the mouse's current X,Y position 
	GetCursorPos(&mousePos);						 
	 
	// If our cursor is still in the middle, we never moved... so don't update the screen 
	if( (mousePos.x == middleX) && (mousePos.y == middleY) ) return; 
 
	// Set the mouse position to the middle of our window 
	SetCursorPos(middleX, middleY);							 
 
	// Get the direction the mouse moved in, but bring the number down to a reasonable amount 
	angleY = (float)( (middleX - mousePos.x) ) / 500.0f;		 
	angleZ = (float)( (middleY - mousePos.y) ) / 500.0f;		 
 
	// Here we keep track of the current rotation (for up and down) so that 
	// we can restrict the camera from doing a full 360 loop. 
	currentRotX -= angleZ;   
 
	// If the current rotation (in radians) is greater than 1.0, we want to cap it. 
	if(currentRotX > 1.0f) 
		currentRotX = 1.0f; 
	// Check if the rotation is below -1.0, if so we want to make sure it doesn't continue 
	else if(currentRotX < -1.0f) 
		currentRotX = -1.0f; 
	// Otherwise, we can rotate the view around our position 
	else 
	{ 
		// To find the axis we need to rotate around for up and down 
		// movements, we need to get a perpendicular vector from the 
		// camera's view vector and up vector.  This will be the axis. 
		CVector3 vAxis = Cross(m_vView - m_vPosition, m_vUpVector); 
		vAxis = Normalize(vAxis); 
 
		// Rotate around our perpendicular axis and along the y-axis 
		RotateView(angleZ, vAxis.x, vAxis.y, vAxis.z); 
		RotateView(angleY, 0, 1, 0); 
	} 
} 
 
 
///////////////////////////////// ROTATE VIEW \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This rotates the view around the position using an axis-angle rotation 
///// 
///////////////////////////////// ROTATE VIEW \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
void CCamera::RotateView(float angle, float x, float y, float z) 
{ 
	CVector3 vNewView; 
 
	// Get the view vector (The direction we are facing) 
	CVector3 vView = m_vView - m_vPosition;		 
 
	// Calculate the sine and cosine of the angle once 
	float cosTheta = (float)cos(angle); 
	float sinTheta = (float)sin(angle); 
 
	// Find the new x position for the new rotated point 
	vNewView.x  = (cosTheta + (1 - cosTheta) * x * x)		* vView.x; 
	vNewView.x += ((1 - cosTheta) * x * y - z * sinTheta)	* vView.y; 
	vNewView.x += ((1 - cosTheta) * x * z + y * sinTheta)	* vView.z; 
 
	// Find the new y position for the new rotated point 
	vNewView.y  = ((1 - cosTheta) * x * y + z * sinTheta)	* vView.x; 
	vNewView.y += (cosTheta + (1 - cosTheta) * y * y)		* vView.y; 
	vNewView.y += ((1 - cosTheta) * y * z - x * sinTheta)	* vView.z; 
 
	// Find the new z position for the new rotated point 
	vNewView.z  = ((1 - cosTheta) * x * z - y * sinTheta)	* vView.x; 
	vNewView.z += ((1 - cosTheta) * y * z + x * sinTheta)	* vView.y; 
	vNewView.z += (cosTheta + (1 - cosTheta) * z * z)		* vView.z; 
 
	// Now we just add the newly rotated vector to our position to set 
	// our new rotated view of our camera. 
	m_vView = m_vPosition + vNewView; 
} 
 
 
///////////////////////////////// STRAFE CAMERA \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This strafes the camera left and right depending on the speed (-/+) 
///// 
///////////////////////////////// STRAFE CAMERA \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
void CCamera::StrafeCamera(float speed) 
{	 
	// Add the strafe vector to our position 
	m_vPosition.x += m_vStrafe.x * speed; 
	m_vPosition.z += m_vStrafe.z * speed; 
 
	// Add the strafe vector to our view 
	m_vView.x += m_vStrafe.x * speed; 
	m_vView.z += m_vStrafe.z * speed; 
} 
 
 
///////////////////////////////// MOVE CAMERA \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This will move the camera forward or backward depending on the speed 
///// 
///////////////////////////////// MOVE CAMERA \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
void CCamera::MoveCamera(float speed) 
{ 
	// Get the current view vector (the direction we are looking) 
	CVector3 vVector = m_vView - m_vPosition; 
	vVector = Normalize(vVector); 
 
	m_vPosition.x += vVector.x * speed;		// Add our acceleration to our position's X 
	m_vPosition.y += vVector.y * speed;		// Add our acceleration to our position's Y 
	m_vPosition.z += vVector.z * speed;		// Add our acceleration to our position's Z 
	m_vView.x += vVector.x * speed;			// Add our acceleration to our view's X 
	m_vView.y += vVector.y * speed;			// Add our acceleration to our view's Y 
	m_vView.z += vVector.z * speed;			// Add our acceleration to our view's Z 
} 
 
 
//////////////////////////// CHECK FOR MOVEMENT \\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This function handles the input faster than in the WinProc() 
///// 
//////////////////////////// CHECK FOR MOVEMENT \\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
void CCamera::CheckForMovement() 
{	 
	// Once we have the frame interval, we find the current speed 
	float speed = kSpeed * g_FrameInterval; 
 
	// Check if we hit the Up arrow or the 'w' key 
	if(GetKeyState(VK_UP) & 0x80 || GetKeyState('W') & 0x80) {				 
 
		// Move our camera forward by a positive SPEED 
		MoveCamera(speed);				 
	} 
 
	// Check if we hit the Down arrow or the 's' key 
	if(GetKeyState(VK_DOWN) & 0x80 || GetKeyState('S') & 0x80) {			 
 
		// Move our camera backward by a negative SPEED 
		MoveCamera(-speed);				 
	} 
 
	// Check if we hit the Left arrow or the 'a' key 
	if(GetKeyState(VK_LEFT) & 0x80 || GetKeyState('A') & 0x80) {			 
 
		// Strafe the camera left 
		StrafeCamera(-speed); 
	} 
 
	// Check if we hit the Right arrow or the 'd' key 
	if(GetKeyState(VK_RIGHT) & 0x80 || GetKeyState('D') & 0x80) {			 
 
		// Strafe the camera right 
		StrafeCamera(speed); 
	}	 
} 
 
 
///////////////////////////////// UPDATE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This updates the camera's view and strafe vector 
///// 
///////////////////////////////// UPDATE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
void CCamera::Update()  
{ 
	// Initialize a variable for the cross product result 
	CVector3 vCross = Cross(m_vView - m_vPosition, m_vUpVector); 
 
	// Normalize the strafe vector 
	m_vStrafe = Normalize(vCross); 
 
	// Move the camera's view by the mouse 
	SetViewByMouse(); 
 
	// This checks to see if the keyboard was pressed 
	CheckForMovement(); 
	 
	// Calculate our frame rate and set our frame interval for time-based movement 
	CalculateFrameRate(); 
} 
 
 
///////////////////////////////// LOOK \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
///// 
/////	This updates the camera according to the  
///// 
///////////////////////////////// LOOK \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* 
 
void CCamera::Look() 
{ 
	// Give openGL our camera position, then camera view, then camera up vector 
	gluLookAt(m_vPosition.x, m_vPosition.y, m_vPosition.z,	 
			  m_vView.x,	 m_vView.y,     m_vView.z,	 
			  m_vUpVector.x, m_vUpVector.y, m_vUpVector.z); 
} 
 
 
///////////////////////////////////////////////////////////////////////////////// 
// 
// * QUICK NOTES *  
// 
// Nothing was changed since the Time Based Movement tutorial, except in 
// MoveCamera() we allowed the user to enter fly mode with using the Y value. 
// The 1000 was changed to 500 in SetViewByMouse() to make the camera faster. 
// 
// 
// Ben Humphrey (DigiBen) 
// Game Programmer 
// DigiBen@GameTutorials.com 
// Co-Web Host of www.GameTutorials.com 
// 
//