Update ArcballCameraController
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@@ -25,21 +25,18 @@ namespace OpenVulkano
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void ArcballCameraController::Tick()
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{
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if (!GetCamera()) return;
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auto input = Input::InputManager::GetInstance();
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Input::InputManager* input = Input::InputManager::GetInstance();
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Math::Vector4f_SIMD position = GetCamera()->GetPosition();
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float yaw = input->GetAxis(m_actionLookSide);
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float pitch = input->GetAxis(m_actionLookUp);
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yaw += input->GetAxis(m_actionLookSide);
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pitch += input->GetAxis(m_actionLookUp);
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// Handle issue with camera direction being the same as the up vector
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float cosAngle = dot(Math::Vector3f_SIMD(GetCamera()->GetViewDirection()), m_upVector);
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if (cosAngle * Math::Utils::sign(pitch) > 0.99f) pitch = 0;
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pitch = std::min(1.5f, std::max(-1.5f, pitch));
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// Rotate the camera around the pivot point
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Math::Matrix4f rotationMatrixX = Math::Utils::rotate(yaw, m_upVector);
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position = (rotationMatrixX * (position - m_pivotPoint)) + m_pivotPoint;
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m_rightVector = Math::Vector3f_SIMD(rotationMatrixX * Math::Vector4f(m_rightVector, 0));
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Math::Matrix4f rotationMatrixY = Math::Utils::rotate(pitch, m_rightVector);
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position = (rotationMatrixY * (position - m_pivotPoint)) + m_pivotPoint;
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Math::Matrix4f rotateY = Math::Utils::rotate(yaw, Math::Vector3f_SIMD(0, 1, 0));
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Math::Vector4f x = rotateY * Math::Vector4f(1, 0, 0, 0);
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Math::Matrix4f rotateX = Math::Utils::rotate(pitch, Math::Vector3f_SIMD(x));
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position = rotateX * rotateY * Math::Vector4f_SIMD(0, 0, 3, 0);
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position += m_pivotPoint;
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// Move the camera and the pivot point
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Math::Vector3f_SIMD vec(input->GetAxis(m_actionSide), input->GetAxis(m_actionUp), -input->GetAxis(m_actionForward));
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@@ -60,12 +57,16 @@ namespace OpenVulkano
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// Update the camera view
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GetCamera()->SetViewMatrix(Math::Utils::lookAt(reinterpret_cast<Math::Vector3f_SIMD&>(position),
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reinterpret_cast<Math::Vector3f_SIMD&>(m_pivotPoint),
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m_upVector));
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Math::Vector3f_SIMD(0,1,0)));
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}
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void ArcballCameraController::SetActive()
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{
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m_pivotPoint = GetCamera()->GetPosition() + Math::Vector4f(GetCamera()->GetViewDirection() * 3.0f, 0);
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Math::Vector3f viewDir = Math::Utils::normalize(GetCamera()->GetViewDirection());
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m_pivotPoint = GetCamera()->GetPosition() + Math::Vector4f(viewDir * 3.0f, 0);
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pitch = Math::Utils::asin(viewDir.y);
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yaw = Math::Utils::atan(-viewDir.x, -viewDir.z);
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}
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void ArcballCameraController::SetDefaultKeybindings()
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@@ -80,7 +81,7 @@ namespace OpenVulkano
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m_actionUp->BindKey(Input::InputKey::Touch::AXIS_PAN_TWO_FINGERS_Y, 0.03f);
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m_actionLookUp->BindKey(Input::InputKey::Controller::AXIS_RIGHT_Y);
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m_actionLookUp->BindAxisButtons(Input::InputKey::Keyboard::KEY_DOWN, Input::InputKey::Keyboard::KEY_UP);
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m_actionLookUp->BindKey(Input::InputKey::Touch::AXIS_PAN_Y, 0.001f);
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m_actionLookUp->BindKey(Input::InputKey::Touch::AXIS_PAN_Y, -0.001f);
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m_actionLookSide->BindKey(Input::InputKey::Controller::AXIS_RIGHT_X);
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m_actionLookSide->BindAxisButtons(Input::InputKey::Keyboard::KEY_RIGHT, Input::InputKey::Keyboard::KEY_LEFT);
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m_actionLookSide->BindKey(Input::InputKey::Touch::AXIS_PAN_X, -0.001f);
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@@ -18,8 +18,8 @@ namespace OpenVulkano
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class ArcballCameraController final : public CameraController
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{
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Math::Vector3f_SIMD m_upVector{ 0, 1, 0 }, m_rightVector{ 1, 0, 0 };
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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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Input::InputAction* m_actionForward = nullptr;
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Input::InputAction* m_actionSide = nullptr;
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@@ -120,11 +120,18 @@ namespace OpenVulkano::Scene
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[[nodiscard]] Math::Vector3f GetViewDirection() const
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{
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return { m_view[0][2], m_view[1][2], m_view[2][2] };
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return { -m_view[0][2], -m_view[1][2], -m_view[2][2] };
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}
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[[nodiscard]] Math::Vector3f GetUpVector() const
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{
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return { m_view[0][1], m_view[1][1], m_view[1][2] };
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}
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[[nodiscard]] auto GetForward() const { return GetViewDirection(); }
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[[nodiscard]] const Math::Matrix4f& GetViewMatrix() const { return m_view; }
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[[nodiscard]] Math::Frustum GetFrustum() const
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{
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return {m_viewProjection};
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