Rework arcball camera controller
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@@ -18,18 +18,31 @@ namespace OpenVulkano
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class ArcballCameraController final : public CameraController
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{
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Math::Vector4f_SIMD m_pivotPoint{ 0, 0, 0, 1 };
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float yaw = 0, pitch = 0;
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bool lockYaw = false, lockPitch = false;
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Math::Vector4f m_pivotPoint{ 0, 0, 0, 1 };
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float m_yaw = 0, m_pitch = 0, m_distance = 3;
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Input::InputAction* m_actionForward = nullptr;
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Input::InputAction* m_actionSide = nullptr;
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Input::InputAction* m_actionUp = nullptr;
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Input::InputAction* m_actionLookUp = nullptr;
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Input::InputAction* m_actionLookSide = nullptr;
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Input::InputAction* m_actionForwardOrtho = nullptr;
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Input::InputAction* m_actionSideOrtho = nullptr;
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Input::InputAction* m_actionUpOrtho = nullptr;
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Input::InputAction* m_actionZoomOrtho = nullptr;
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Math::Vector4f m_framePosition;
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bool m_frameUpdated = false;
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bool m_lockYaw = false, m_lockPitch = false;
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void SetupInputActions();
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void HandleRotation();
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void HandleMovement();
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void HandleMovementOrtho();
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public:
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ArcballCameraController() { SetupInputActions(); }
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@@ -37,9 +50,9 @@ namespace OpenVulkano
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void Tick() override;
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[[nodiscard]] const Math::Vector4f_SIMD& GetPivotPoint() const { return m_pivotPoint; }
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[[nodiscard]] const Math::Vector4f& GetPivotPoint() const { return m_pivotPoint; }
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void SetPivotPoint(const Math::Vector4f_SIMD& pivotPoint) { m_pivotPoint = pivotPoint; }
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void SetPivotPoint(const Math::Vector4f& pivotPoint, bool updateDistance = false);
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void SetActive() override;
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@@ -47,13 +60,15 @@ namespace OpenVulkano
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void Init(Scene::Camera *camera) override { CameraController::SetCamera(camera); SetActive(); }
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void LockYaw(float value = INFINITY, bool locked = true) { lockYaw = locked; if (value != INFINITY) yaw = value; }
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void LockPitch(float value = INFINITY, bool locked = true) { lockPitch = locked; if (value != INFINITY) pitch = value; }
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void LockYaw(float value = INFINITY, bool locked = true) { m_lockYaw = locked; if (value != INFINITY) m_yaw = value; }
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void LockPitch(float value = INFINITY, bool locked = true) { m_lockPitch = locked; if (value != INFINITY) m_pitch = value; }
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[[nodiscard]] float GetYaw() const { return yaw; }
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[[nodiscard]] float GetPitch() const { return pitch; }
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[[nodiscard]] float GetYaw() const { return m_yaw; }
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[[nodiscard]] float GetPitch() const { return m_pitch; }
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[[nodiscard]] float GetDistance() const { return m_distance; }
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void SetYaw(float y) { yaw = y; }
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void SetPitch(float p) { pitch = p; }
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void SetYaw(float y) { m_yaw = y; }
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void SetPitch(float p) { m_pitch = p; }
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void SetDistance(float dist) { m_distance = dist; }
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};
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}
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