Initial commit of existing code.

* All renderdoc code up to this point was written by me, history is available by request
This commit is contained in:
baldurk
2014-05-02 08:14:55 +01:00
parent 04b1549c0f
commit c38affcded
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include <string.h>
#include <math.h>
#include "camera.h"
#include "matrix.h"
void Camera::Arcball(float dist, Vec3f rot)
{
pos = Vec3f(0.0f, 0.0f, dist);
order = ORDER_ROT_TRANS;
angles.x = rot.x;
angles.y = rot.y;
}
void Camera::fpsLook(Vec3f p, Vec3f rot)
{
pos = -p;
angles.x = -rot.x;
angles.y = -rot.y;
order = ORDER_TRANS_ROT;
}
const Matrix4f Camera::GetMatrix()
{
Matrix4f p = Matrix4f::Translation(pos);
Matrix4f r = Matrix4f::RotationXYZ(angles);
if(order == ORDER_TRANS_ROT)
return r.Mul(p);
return p.Mul(r);
}
const Vec3f Camera::GetPosition()
{
return GetMatrix().GetPosition();
}
const Vec3f Camera::GetForward()
{
return Matrix4f::RotationZYX(-angles).GetForward();
}
const Vec3f Camera::GetRight()
{
return Matrix4f::RotationZYX(-angles).GetRight();
}