Files
Graphics-Rasterizer/Camera.cpp
IDunnoDev f5fd5b6756 Week8 [16/11] - [19/11]
Added Light Base Class
Added AmbientLight, DirectionalLight and PointLight Classes
Added Constructor to the Camera Class
Added Light CoEff's to the Model Class
Added Color Variables to Polygon3D Class
Added Light Vector to hold the lights in the Rasteriser
Added Camera Vector to hold multiple Cameras and Methods to set which is the current
Added Lighting to the Rasterizer
Added DrawSolidFlat method to the Rastorizer
Added Bounds Check to the SharedTools for Int and Float values
Added Color Enum Class
Added Normalize Method to the Vector3D Class
Renamed the TransformTools to SharedTools since adding more non transform methods to it
2021-12-11 17:05:43 +00:00

106 lines
2.2 KiB
C++

#include "Camera.h"
Camera::Camera()
{
}
Camera::Camera(float xRot, float yRot, float zRot, const Vertex& pos)
{
_initialRotation[0] = xRot;
_currentRotation[0] = xRot;
_initialRotation[1] = yRot;
_currentRotation[1] = yRot;
_initialRotation[2] = zRot;
_currentRotation[2] = zRot;
_initialPosition = pos;
_currentPosition = pos;
}
Camera::Camera(const Camera& other)
{
Copy(other);
}
Camera::~Camera()
{
}
Matrix Camera::UpdateCameraPosition(const Vertex& newPos)
{
_currentPosition = newPos;
return GetCurrentCameraTransformMatrix();
}
Matrix Camera::RotateCamera(float xRot, float yRot, float zRot)
{
_currentRotation[0] = xRot;
_currentRotation[1] = yRot;
_currentRotation[2] = zRot;
return GetCurrentCameraTransformMatrix();
}
Matrix Camera::GetCurrentCameraTransformMatrix()
{
return GetCameraRotationMatrix(Axis::X, _currentRotation[0]) * GetCameraRotationMatrix(Axis::Y, _currentRotation[1]) * GetCameraRotationMatrix(Axis::Z, _currentRotation[2]) * GetCameraTranslateMatrix(_currentPosition);
}
float Camera::GetCurrentRotationValue(const Axis axis)
{
switch (axis)
{
case (Axis::X):
return _currentRotation[0];
case (Axis::Y):
return _currentRotation[1];
case (Axis::Z):
return _currentRotation[2];
default:
throw "No valid axis?";
}
}
float Camera::GetInitialRotationValue(const Axis axis)
{
switch (axis)
{
case (Axis::X):
return _initialRotation[0];
case (Axis::Y):
return _initialRotation[1];
case (Axis::Z):
return _initialRotation[2];
default:
throw "No valid axis?";
}
}
Vertex Camera::GetCurrentPosition()
{
return _currentPosition;
}
Vertex Camera::GetInitialPosition()
{
return _initialPosition;
}
Camera& Camera::operator=(const Camera& rhs)
{
if (this != &rhs)
{
Copy(rhs);
}
return *this;
}
void Camera::Copy(const Camera& other)
{
_initialRotation[0] = other._initialRotation[0];
_currentRotation[0] = other._currentRotation[0];
_initialRotation[1] = other._initialRotation[1];
_currentRotation[1] = other._currentRotation[1];
_initialRotation[2] = other._initialRotation[2];
_currentRotation[2] = other._currentRotation[2];
_initialPosition = other._initialPosition;
_currentPosition = other._currentPosition;
}