# Khaotic Engine Reborn: enginecustom/src/src/system/camera_class.cpp Source File

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camera_class.cpp
// Filename: cameraclass.cpp
#include "camera_class.h"
camera_class::camera_class()
{
position_x_ = 0.0f;
position_y_ = 0.0f;
position_z_ = 0.0f;
rotation_x_ = 0.0f;
rotation_y_ = 0.0f;
rotation_z_ = 0.0f;
}
camera_class::camera_class(const camera_class& other)
{
}
camera_class::~camera_class()
{
}
void camera_class::set_position(float x, float y, float z)
{
position_x_ = x;
position_y_ = y;
position_z_ = z;
return;
}
void camera_class::set_rotation(float x, float y, float z)
{
rotation_x_ = x;
rotation_y_ = y;
rotation_z_ = z;
return;
}
XMFLOAT3 camera_class::get_position()
{
return XMFLOAT3(position_x_, position_y_, position_z_);
}
XMFLOAT3 camera_class::get_rotation()
{
return XMFLOAT3(rotation_x_, rotation_y_, rotation_z_);
}
void camera_class::render()
{
XMFLOAT3 up, position, lookAt;
XMVECTOR upVector, positionVector, lookAtVector;
float yaw, pitch, roll;
XMMATRIX rotationMatrix;
// Setup the vector that points upwards.
up.x = 0.0f;
up.y = 1.0f;
up.z = 0.0f;
// Load it into a XMVECTOR structure.
upVector = XMLoadFloat3(&up);
// Setup the position of the camera in the world.
position.x = position_x_;
position.y = position_y_;
position.z = position_z_;
// Load it into a XMVECTOR structure.
positionVector = XMLoadFloat3(&position);
// Setup where the camera is looking by default.
lookAt.x = 0.0f;
lookAt.y = 0.0f;
lookAt.z = 1.0f;
// Load it into a XMVECTOR structure.
lookAtVector = XMLoadFloat3(&lookAt);
// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
pitch = rotation_x_ * 0.0174532925f;
yaw = rotation_y_ * 0.0174532925f;
roll = rotation_z_ * 0.0174532925f;
// Create the rotation matrix from the yaw, pitch, and roll values.
rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
// Transform the lookAt and up vector by the rotation matrix so the view is correctly rotated at the origin.
lookAtVector = XMVector3TransformCoord(lookAtVector, rotationMatrix);
upVector = XMVector3TransformCoord(upVector, rotationMatrix);
// Translate the rotated camera position to the location of the viewer.
lookAtVector = XMVectorAdd(positionVector, lookAtVector);
// Finally create the view matrix from the three updated vectors.
view_matrix_ = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
return;
}
XMMATRIX camera_class::get_view_matrix(XMMATRIX& view_matrix) const
{
view_matrix = view_matrix_;
return view_matrix;
}
void camera_class::render_reflection(float height)
{
XMFLOAT3 up, position, lookAt;
XMVECTOR upVector, positionVector, lookAtVector;
float yaw, pitch, roll;
XMMATRIX rotationMatrix;
// Setup the vector that points upwards.
up.x = 0.0f;
up.y = 1.0f;
up.z = 0.0f;
// Load it into a XMVECTOR structure.
upVector = XMLoadFloat3(&up);
// Setup the position of the camera in the world.
position.x = position_x_;
position.y = -position_y_ + (height * 2.0f);
position.z = position_z_;
// Load it into a XMVECTOR structure.
positionVector = XMLoadFloat3(&position);
// Setup where the camera is looking by default.
lookAt.x = 0.0f;
lookAt.y = 0.0f;
lookAt.z = 1.0f;
// Load it into a XMVECTOR structure.
lookAtVector = XMLoadFloat3(&lookAt);
// Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians.
pitch = (-1.0f * rotation_x_) * 0.0174532925f; // Invert for reflection
yaw = rotation_y_ * 0.0174532925f;
roll = rotation_z_ * 0.0174532925f;
// Create the rotation matrix from the yaw, pitch, and roll values.
rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
// Transform the lookAt and up vector by the rotation matrix so the view is correctly rotated at the origin.
lookAtVector = XMVector3TransformCoord(lookAtVector, rotationMatrix);
upVector = XMVector3TransformCoord(upVector, rotationMatrix);
// Translate the rotated camera position to the location of the viewer.
lookAtVector = XMVectorAdd(positionVector, lookAtVector);
// Finally create the view matrix from the three updated vectors.
reflection_view_matrix_ = XMMatrixLookAtLH(positionVector, lookAtVector, upVector);
return;
}
void camera_class::get_reflection_view_matrix(XMMATRIX& reflectionViewMatrix) const
{
reflectionViewMatrix = reflection_view_matrix_;
return;
}
camera_class
Definition camera_class.h:19