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