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00017 #include "Camera.h"
00018
00019 using namespace Fluxus;
00020
00021 Camera::Camera() :
00022 m_Initialised(false),
00023 m_Ortho(false),
00024 m_CameraAttached(NULL),
00025 m_CameraLag(0),
00026 m_Up(-1),
00027 m_Down(1),
00028 m_Left(-0.75),
00029 m_Right(0.75),
00030 m_Front(1),
00031 m_Back(10000),
00032 m_OrthZoom(1.0f),
00033 m_ViewX(0),
00034 m_ViewY(0),
00035 m_ViewWidth(1),
00036 m_ViewHeight(1)
00037 {
00038
00039 m_Transform.translate(0,0,-10);
00040 }
00041
00042 Camera::~Camera()
00043 {
00044 }
00045
00046 void Camera::DoProjection()
00047 {
00048 if (m_Ortho) glOrtho(m_Down*m_OrthZoom,m_Up*m_OrthZoom,m_Right*m_OrthZoom,m_Left*m_OrthZoom,m_Front,m_Back);
00049 else glFrustum(m_Up,m_Down,m_Left,m_Right,m_Front,m_Back);
00050 }
00051
00052 void Camera::DoCamera()
00053 {
00054 glMultMatrixf(m_Transform.arr());
00055
00056 if (m_CameraAttached)
00057 {
00058 if (m_CameraLag!=0)
00059 {
00060 m_LockedMatrix.blend(m_CameraAttached->GetState()->Transform.inverse(),m_CameraLag);
00061 }
00062 else
00063 {
00064 m_LockedMatrix=m_CameraAttached->GetState()->Transform.inverse();
00065 }
00066
00067 glMultMatrixf(m_LockedMatrix.arr());
00068 }
00069 }
00070
00071 void Camera::LockCamera(Primitive *p)
00072 {
00073 m_CameraAttached=p;
00074 }
00075
00076 dMatrix Camera::GetProjection()
00077 {
00078 dMatrix Projection;
00079 glGetFloatv(GL_PROJECTION_MATRIX,Projection.arr());
00080 return Projection;
00081 }