Emmanuel BENOîT
aa58b016c2
Camera control using the input overrides panel works, although the controls are a bit too sensitive (and there's a risk of fucking things up with bad Up vectors)
120 lines
2.6 KiB
C++
120 lines
2.6 KiB
C++
#pragma once
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#ifndef REAL_BUILD
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# include "externals.hh"
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#endif
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/*= T_Camera =================================================================*/
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/* Data for a camera.
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*
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* For the field of view, both the near plane distance and the angle are
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* stored. Updating one causes the other to be updated.
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*
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* For the camera position and orientation, the data is stored as two different
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* sets:
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* - target, angles, distance
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* - position, direction and up vectors
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* Modifying one of the sets updates the other.
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*/
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struct T_Camera
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{
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T_Camera( ) noexcept;
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DEF_COPY( T_Camera );
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DEF_MOVE( T_Camera );
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// ---------------------------------------------------------------------
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// FIELD OF VIEW / NEAR PLANE
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public:
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void fieldOfView( const float angle ) noexcept
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{
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fov_ = std::min( 179.f , std::max( 1.f , angle ) );
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cvtFov2Np( );
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}
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void nearPlane( const float distance ) noexcept
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{
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np_ = std::max( .001f , distance );
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cvtNp2Fov( );
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}
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float fieldOfView( ) const noexcept
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{ return fov_; }
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float nearPlane( ) const noexcept
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{ return np_; }
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private:
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float fov_ = 90.f;
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float np_;
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void cvtFov2Np( ) noexcept
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{ np_ = 2 * tanf( M_PI * ( 180.f - fov_ ) / 360.f ); }
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void cvtNp2Fov( ) noexcept
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{ fov_ = 180.f - atanf( .5 * np_ ) * 360.f / M_PI; }
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// ---------------------------------------------------------------------
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// POSITION AND ORIENTATION
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public:
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void camera( glm::vec3 const& lookAt ,
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glm::vec3 const& angles ,
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float distance ) noexcept;
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void camera( glm::vec3 const& lookAt ,
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glm::vec3 const& position ,
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glm::vec3 const& up ) noexcept;
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glm::vec3 const& lookAt( ) const noexcept
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{ return lookAt_; }
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glm::vec3 const& angles( ) const noexcept
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{ return angles_; }
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float distance( ) const noexcept
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{ return distance_; }
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glm::vec3 const& position( ) const noexcept
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{ return pos_; }
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glm::vec3 const& upVector( ) const noexcept
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{ return up_; }
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private:
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glm::vec3 lookAt_ = glm::vec3( 0 );
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glm::vec3 angles_ = glm::vec3( 0 );
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float distance_ = 10;
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glm::vec3 dir_;
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glm::vec3 up_;
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glm::vec3 pos_;
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glm::mat3x3 rotMat_;
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void cvtAnglesToVectors( ) noexcept;
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void cvtVectorsToAngles( ) noexcept;
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// ---------------------------------------------------------------------
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// UI & MOUSE CONTROLS
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public:
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enum class E_Changes {
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FOV ,
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MATRIX
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};
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using T_Changes = T_Flags< E_Changes >;
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T_Changes makeUI( ) noexcept;
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void handleDND(
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ImVec2 const& move ,
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const bool hasCtrl ,
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const bool hasShift ,
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const bool lmb // Left mouse button
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) noexcept;
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void handleWheel(
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const float wheel ,
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const bool hasCtrl ,
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const bool hasShift
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) noexcept;
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};
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