#include "externals.hh" #include "camera.hh" #include "utilities.hh" /*= T_Camera =================================================================*/ void T_Camera::handleDND( __rd__ ImVec2 const& move , __rd__ const bool hasCtrl , __rd__ const bool hasShift , __rd__ const bool lmb // Left mouse button ) { if ( move.x == 0 || move.y == 0 ) { return; } const float fdx( move.x * .1f * ( hasCtrl ? 1.f : .1f ) ); const float fdy( move.y * .1f * ( hasCtrl ? 1.f : .1f ) ); if ( lmb && hasShift ) { // Left mouse button, shift - move camera const auto side( glm::normalize( glm::cross( up , dir ) ) ); lookAt += .1f * ( side * fdx + up * fdy ); } else if ( lmb ) { // Left mouse button, no shift - change yaw/pitch updateAngle( angles.y , fdx ); updateAngle( angles.x , fdy ); } else { // Right mouse button - change roll updateAngle( angles.z , fdx ); } update( ); } void T_Camera::handleWheel( __rd__ const float wheel , __rd__ const bool hasCtrl , __rd__ const bool hasShift ) { const float delta( wheel * ( hasCtrl ? 1.f : .1f) ); if ( hasShift ) { fov = std::max( 1.f , std::min( 179.f , fov + delta ) ); } else { distance = std::max( .01f , distance - delta ); } update( ); } /*----------------------------------------------------------------------------*/ void T_Camera::makeUI( ) { if ( !ImGui::CollapsingHeader( "Camera" ) ) { return; } const bool changed[] = { ImGui::DragFloat3( "Look at" , &lookAt.x ) , ImGui::DragFloat( "Distance" , &distance , .1f , .1f , 1e8 , "%.1f" ) , ImGui::DragFloat3( "Angles" , &angles.x , .01f , -180 , 180 ) , ImGui::DragFloat( "FoV" , &fov , .01f , .01f , 179.9f ) }; for ( unsigned i = 0 ; i < sizeof( changed ) / sizeof( bool ) ; i ++ ) { if ( changed[ i ] ) { update( ); break; } } } /*----------------------------------------------------------------------------*/ void T_Camera::update( ) { anglesToMatrix( &angles.x , &rotMat[ 0 ].x ); dir = glm::vec3( 0 , 0 , -distance ) * rotMat; up = glm::vec3( 0 , 1 , 0 ) * rotMat; pos = lookAt - dir; np = 2 * tan( M_PI * ( 180. - fov ) / 360. ); }