Correction du déplacement de la caméra.

This commit is contained in:
Yoann 2011-11-28 18:50:37 +01:00
parent 82491c509d
commit 4e0853e54f

View File

@ -1,10 +1,14 @@
#include "all_includes.hh"
View::View(Chose* root) : root(root), cameraCenter(500,500,10), cameraDist(300), xSight(0), ySight(0), zSight(0), xAngle(0), yAngle(0), moveDist(10) {
View::View(Chose* root) : root(root), cameraCenter(500,-500,100), cameraDist(300), xSight(0), ySight(0), zSight(0), xAngle(0), yAngle(0), moveDist(10) {
xSight = cameraCenter.x + 20;
ySight = cameraCenter.y;
zSight = cameraCenter.z;
initWindow();
mainLoop();
}
void View::initWindow() {
SDL_Init(SDL_INIT_VIDEO);
SDL_WM_SetCaption("Sortie terrain OpenGL",NULL);
@ -42,6 +46,8 @@ void View::initWindow() {
void View::displayAxes() {
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_LINE_SMOOTH);
glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(255,0,0);
glVertex3f(0.0f, 0.0f, 0.0f); // origin of the line
@ -57,7 +63,7 @@ void View::displayAxes() {
glBegin(GL_LINES);
glColor3ub(0,0,255);
glVertex3f(0.0f, 0.0f, 0.0f); // origin of the line
glVertex3f(0.0f, 0.0f, -2500.0f); // ending point of the line
glVertex3f(0.0f, 0.0f, 2500.0f); // ending point of the line
glEnd( );
Vertex dest = Vertex::fromSpherical(100, xAngle, yAngle);
@ -85,11 +91,9 @@ void View::renderScene() {
//glClearColor(1,1,1,1); // pour un fond blanc
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ;
//gluLookAt(0,0,cameraDist, 0, 0, 0,0,1,0);
// glTranslated(-xSight,-ySight,-(zSight+cameraDist));
glRotatef(-yAngle,1,0,0);
glRotatef(-xAngle,0,0,1);
glTranslated(-cameraCenter.x, -cameraCenter.y, -cameraCenter.z);
Vertex sight;
sight = cameraCenter + Vertex::fromSpherical(100, yAngle, xAngle);
gluLookAt(cameraCenter.x,cameraCenter.y,cameraCenter.z, sight.x, sight.y, sight.z,0,0,1);
displayAxes();
glBegin(GL_TRIANGLES);
@ -113,10 +117,10 @@ void View::mainLoop() {
case SDL_KEYDOWN:
switch(event.key.keysym.sym) {
case SDLK_DOWN:
cameraCenter = cameraCenter + Vertex::fromSpherical(10, xAngle, yAngle);
cameraCenter = cameraCenter + Vertex::fromSpherical(100, yAngle, xAngle);
break;
case SDLK_UP:
cameraCenter = cameraCenter - Vertex::fromSpherical(10, xAngle, yAngle);
cameraCenter = cameraCenter - Vertex::fromSpherical(100, yAngle, xAngle);
break;
default:
break;
@ -124,8 +128,8 @@ void View::mainLoop() {
break;
case SDL_MOUSEMOTION:
xAngle = ((event.motion.x-windowWidth/2)*340/(windowWidth));
yAngle = (event.motion.y-windowHeight/2)*340/(windowHeight);
xAngle = (event.motion.x - (windowWidth/2))*340/windowWidth;
yAngle = (event.motion.y - (windowHeight/2))*340/windowHeight;
break;
default: