osci-render/Source/obj/Camera.cpp

56 wiersze
2.0 KiB
C++
Czysty Zwykły widok Historia

#include "Camera.h"
#include "../shape/Line.h"
Camera::Camera(double focalLength, double x, double y, double z) : focalLength(focalLength), x(x), y(y), z(z) {}
std::vector<std::unique_ptr<Shape>> Camera::draw(WorldObject& object)
{
std::vector<std::unique_ptr<Shape>> shapes;
for (auto& edge : object.edges) {
// rotate around x-axis
double cosValue = std::cos(object.rotateX);
double sinValue = std::sin(object.rotateX);
double y2 = cosValue * edge.y1 - sinValue * edge.z1;
double z2 = sinValue * edge.y1 + cosValue * edge.z1;
// rotate around y-axis
cosValue = std::cos(object.rotateY);
sinValue = std::sin(object.rotateY);
double x2 = cosValue * edge.x1 + sinValue * z2;
double z3 = -sinValue * edge.x1 + cosValue * z2;
// rotate around z-axis
cosValue = cos(object.rotateZ);
sinValue = sin(object.rotateZ);
double x3 = cosValue * x2 - sinValue * y2;
double y3 = sinValue * x2 + cosValue * y2;
double startX = x3 * focalLength / (z3 - z) + x;
double startY = y3 * focalLength / (z3 - z) + y;
// rotate around x-axis
cosValue = std::cos(object.rotateX);
sinValue = std::sin(object.rotateX);
y2 = cosValue * edge.y2 - sinValue * edge.z2;
z2 = sinValue * edge.y2 + cosValue * edge.z2;
// rotate around y-axis
cosValue = std::cos(object.rotateY);
sinValue = std::sin(object.rotateY);
x2 = cosValue * edge.x2 + sinValue * z2;
z3 = -sinValue * edge.x2 + cosValue * z2;
// rotate around z-axis
cosValue = cos(object.rotateZ);
sinValue = sin(object.rotateZ);
x3 = cosValue * x2 - sinValue * y2;
y3 = sinValue * x2 + cosValue * y2;
double endX = x3 * focalLength / (z3 - z) + x;
double endY = y3 * focalLength / (z3 - z) + y;
shapes.push_back(std::make_unique<Line>(startX, startY, endX, endY));
}
return shapes;
}