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camera.cpp
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camera.cpp
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#include "camera.h"
const float CAMERA_STEP = 0.01;
Camera::Camera() {
_xRotation = 0;
_yRotation = 0;
_zRotation = 0;
_frontClippingPlaneDistance = 0;
_rearClippingDistance = 0;
}
void Camera::forward()
{
_position[2] += CAMERA_STEP;
_notify();
}
void Camera::backward()
{
_position[2] -= CAMERA_STEP;
_notify();
}
void Camera::left()
{
_position[0] += CAMERA_STEP;
_notify();
}
void Camera::right()
{
_position[0] -= CAMERA_STEP;
_notify();
}
void Camera::up()
{
_position[1] -= CAMERA_STEP;
_notify();
}
void Camera::down()
{
_position[1] += CAMERA_STEP;
_notify();
}
void Camera::setFrontCPDistance(double distance) {
_frontClippingPlaneDistance = distance;
_notify();
}
void Camera::setRearCPDistance(double distance) {
_rearClippingDistance = distance;
_notify();
}
void Camera::setPosition(const QVector3D& position) {
_position = position;
}
void Camera::setXRotation(int angle)
{
angle = angle % (360 * RK);
if (angle != _xRotation) {
_xRotation = angle;
emit xRotationChanged(angle);
_notify();
}
}
void Camera::setYRotation(int angle)
{
angle = angle % (360 * RK);
if (angle != _yRotation) {
_yRotation = angle;
emit yRotationChanged(angle);
_notify();
}
}
void Camera::setZRotation(int angle)
{
angle = angle % (360 * RK);
if (angle != _zRotation) {
_zRotation = angle;
emit zRotationChanged(angle);
_notify();
}
}
void Camera::rotate(int dx, int dy, int dz) {
setXRotation(_xRotation + dx);
setYRotation(_yRotation + dy);
setZRotation(_zRotation + dz);
}
CameraState Camera::state() const {
return CameraState(
_position,
QVector3D((float)_xRotation/RK, (float)_yRotation/RK, (float)_zRotation/RK),
_frontClippingPlaneDistance,
_rearClippingDistance
);
}