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#include "Camera.h"
Camera::Camera() {
}
Camera::Camera(sf::Vector3f position, sf::Vector2f direction) :
position(position), direction(direction)
{
}
Camera::~Camera() {
}
int Camera::set_position(sf::Vector3f position) {
this->position = position;
return 1;
}
int Camera::add_static_impulse(sf::Vector3f impulse) {
movement += impulse;
return 1;
}
int Camera::add_relative_impulse(DIRECTION impulse_direction, float speed) {
// No sense in doing fancy dot products, adding Pi's will suffice
// Always add PI/2 to X initially to avoid negative case
sf::Vector2f dir;
switch (impulse_direction) {
case DIRECTION::UP:
dir = sf::Vector2f(direction.y, direction.x + PI);
break;
case DIRECTION::DOWN:
dir = sf::Vector2f(direction.y, direction.x);
break;
case DIRECTION::LEFT:
dir = sf::Vector2f(direction.y + PI + PI / 2, PI / 2);
break;
case DIRECTION::RIGHT:
dir = sf::Vector2f(direction.y + PI / 2, PI / 2);
break;
case DIRECTION::FORWARD:
dir = sf::Vector2f(direction.y, direction.x + PI / 2);
break;
case DIRECTION::REARWARD:
dir = sf::Vector2f(direction.y + PI, (direction.x * -1) + PI / 2 );
break;
}
movement += SphereToCart(dir);
movement *= speed;
return 1;
}
int Camera::slew_camera(sf::Vector2f input) {
direction -= input;
return 1;
}
int Camera::update(double delta_time) {
// so vector multiplication broke?
// have to do it component wise
double multiplier = 40;
position.x += movement.x * delta_time * multiplier;
position.y += movement.y * delta_time * multiplier;
position.z += movement.z * delta_time * multiplier;
movement *= (float)(friction_coefficient * delta_time * multiplier);
return 1;
}
sf::Vector2f* Camera::get_direction_pointer() {
return &direction;
}
sf::Vector3f* Camera::get_movement_pointer() {
return &movement;
}
sf::Vector3f* Camera::get_position_pointer() {
return &position;
}
sf::Vector3f Camera::get_movement() {
return movement;
}
sf::Vector3f Camera::get_position() {
return position;
}
sf::Vector2f Camera::get_direction() {
return direction;
}