Using morphable and freecam controllers in example app, blending matrices using vectors, improvements regarding updating projection matrices, removed FreeCam components from MorphableController, renamed variable to m_targetMorphStatePerspective, setting target morph state using setter

This commit is contained in:
Vladyslav Baranovskyi
2024-06-26 14:00:21 +03:00
parent 1fbd072429
commit a696ae2c7f
4 changed files with 27 additions and 71 deletions

View File

@@ -17,22 +17,16 @@ namespace OpenVulkano::Scene
, m_animationDuration(1.0f)
, m_currentTime(0.0f)
, m_isMorphing(false)
, m_targetMorphState(false)
, m_targetMorphStatePerspective(false)
{
auto input = OpenVulkano::Input::InputManager::GetInstance();
m_actionMorph = input->GetAction("morph");
m_actionForward = input->GetAction("forward");
m_actionSide = input->GetAction("side");
m_actionUp = input->GetAction("up");
m_actionLookUp = input->GetAction("look up");
m_actionLookSide = input->GetAction("look side");
m_actionBoost = input->GetAction("boost");
}
void MorphableCameraController::Init(MorphableCamera* camera)
{
CameraController::Init(camera);
SetDefaultKeybindings();
m_actionMorph->BindKey(Input::InputKey::Keyboard::KEY_P);
}
void MorphableCameraController::Tick()
@@ -44,7 +38,7 @@ namespace OpenVulkano::Scene
{
m_isMorphing = true;
m_currentTime = 0.0f;
m_targetMorphState = !m_targetMorphState;
m_targetMorphStatePerspective = !m_targetMorphStatePerspective;
}
m_wasMorphingKeyDown = isMorphingDown;
@@ -58,52 +52,8 @@ namespace OpenVulkano::Scene
t = 1.0f;
m_isMorphing = false;
}
float newState = m_targetMorphState ? t : (1.0f - t);
float newState = m_targetMorphStatePerspective ? t : (1.0f - t);
static_cast<MorphableCamera*>(GetCamera())->SetMorphState(newState);
}
// Movement logic
const float MOVEMENT_SPEED = 3.0f;
const float BOOST_MULT = 2.0f;
Math::Vector3f_SIMD vec(input->GetAxis(m_actionSide), input->GetAxis(m_actionUp),
-input->GetAxis(m_actionForward));
if (Math::Utils::length2(vec) > 1.0f) { vec = Math::Utils::normalize(vec); }
float dt = CURRENT_FRAME.frameTime;
vec = vec * dt * MOVEMENT_SPEED;
if (input->GetButton(m_actionBoost)) { vec *= BOOST_MULT; }
m_yaw -= input->GetAxis(m_actionLookSide) * dt / 2.0f;
m_pitch -= input->GetAxis(m_actionLookUp) * dt / 2.0f;
m_pitch = std::min(1.4f, std::max(-1.4f, m_pitch));
const Math::QuaternionF rot(Math::Vector3f(m_pitch, m_yaw, 0));
m_position += rot * vec;
Math::Matrix4f camTransformation = Math::Utils::toMat4(rot);
camTransformation[3] = Math::Vector4f(m_position, 1);
GetCamera()->SetMatrix(camTransformation);
}
void MorphableCameraController::SetDefaultKeybindings()
{
m_actionMorph->BindKey(Input::InputKey::Keyboard::KEY_P);
m_actionForward->BindKey(Input::InputKey::Controller::AXIS_LEFT_Y);
m_actionForward->BindAxisButtons(Input::InputKey::Keyboard::KEY_W, Input::InputKey::Keyboard::KEY_S);
m_actionForward->BindKey(Input::InputKey::Touch::AXIS_PAN_TWO_FINGERS_Y, -0.0025f);
m_actionSide->BindKey(Input::InputKey::Controller::AXIS_LEFT_X);
m_actionSide->BindAxisButtons(Input::InputKey::Keyboard::KEY_D, Input::InputKey::Keyboard::KEY_A);
m_actionSide->BindKey(Input::InputKey::Touch::AXIS_PAN_TWO_FINGERS_X, 0.0025f);
m_actionLookUp->BindKey(Input::InputKey::Controller::AXIS_RIGHT_Y);
m_actionLookUp->BindAxisButtons(Input::InputKey::Keyboard::KEY_DOWN, Input::InputKey::Keyboard::KEY_UP);
m_actionLookUp->BindKey(Input::InputKey::Touch::AXIS_PAN_Y, 0.10f);
m_actionLookSide->BindKey(Input::InputKey::Controller::AXIS_RIGHT_X);
m_actionLookSide->BindAxisButtons(Input::InputKey::Keyboard::KEY_RIGHT, Input::InputKey::Keyboard::KEY_LEFT);
m_actionLookSide->BindKey(Input::InputKey::Touch::AXIS_PAN_X, 0.10f);
m_actionLookUp->BindKey(Input::InputKey::Mouse::AXIS_Y);
m_actionLookSide->BindKey(Input::InputKey::Mouse::AXIS_X);
m_actionUp->BindAxisButtons(Input::InputKey::Keyboard::KEY_SPACE, Input::InputKey::Keyboard::KEY_LEFT_CONTROL);
m_actionBoost->BindKey(Input::InputKey::Keyboard::KEY_LEFT_SHIFT);
}
}