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get position/direction from camera

develop
Robin Thoni 7 years ago
parent
commit
1e2bfaa791

+ 2
- 1
TheGame/renderwidget.cpp View File

@@ -65,7 +65,8 @@ void RenderWidget::mousePressEvent(QMouseEvent *event)
65 65
 {
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     _camera->mousePressEvent(event);
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     if (event->buttons() & Qt::LeftButton) {
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-        Vector3D pos = _engine->get3DFrom2D(Vector2D(event->x(), height() - event->y()));
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+//        Vector3D pos = _engine->get3DFrom2D(Vector2D(event->x(), height() - event->y()));
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+        Vector3D pos = _camera->getDirection();
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         qDebug() << pos.getX() << pos.getY() << pos.getZ();
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     }
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 }

+ 20
- 0
UGameEngine/cameras/abstractcamera.cpp View File

@@ -40,4 +40,24 @@ void AbstractCamera::keyReleaseEvent(QKeyEvent* event)
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 {
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     (void) event;
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 }
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+Vector3D AbstractCamera::getDirection() const
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+{
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+    return _direction;
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+}
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+
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+void AbstractCamera::setDirection(const Vector3D &direction)
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+{
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+    _direction = direction;
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+}
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+Vector3D AbstractCamera::getPosition() const
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+{
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+    return _position;
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+}
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+
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+void AbstractCamera::setPosition(const Vector3D &position)
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+{
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+    _position = position;
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+}
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+
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+
43 63
 

+ 10
- 0
UGameEngine/cameras/abstractcamera.h View File

@@ -25,10 +25,20 @@ public:
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     virtual void updateLookAt() = 0;
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+    Vector3D getDirection() const;
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+    void setDirection(const Vector3D &getDirection);
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+
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+    Vector3D getPosition() const;
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+    void setPosition(const Vector3D &getPosition);
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+
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 protected:
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     UGameEngine* _engine;
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     QWidget* _widget;
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+
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+    Vector3D _direction;
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+
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+    Vector3D _position;
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 };
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 #endif // ABSTRACTCAMERA_H

+ 0
- 3
UGameEngine/cameras/freeflycamera.h View File

@@ -19,9 +19,6 @@ public:
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     void rotate(float phi, float theta);
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 private:
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-    Vector3D _direction;
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-
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-    Vector3D _position;
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     Vector2D _speedVector;
27 24
 

+ 3
- 2
UGameEngine/cameras/rotationcamera.cpp View File

@@ -50,12 +50,13 @@ void RotationCamera::updateLookAt()
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 {
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     float theta = fabs(_theta / 180.0 * M_PI);
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     float phi = _phi / 180.0 * M_PI;
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-    Vector3D center = Vector3D(
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+    _position = Vector3D(
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                 _radius * sin(theta) * sin(phi),
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                 _radius * cos(theta),
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                 _radius * sin(theta) * cos(phi)
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                 );
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-    _engine->lookAt(center, Vector3D(0.0f, 0.0f, 0.0f));
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+    _direction = -_position;
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+    _engine->lookAt(_position, Vector3D(0.0f, 0.0f, 0.0f));
59 60
 }
60 61
 
61 62
 void RotationCamera::rotate(float phi, float theta)

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