Add ArcballCameraController

This commit is contained in:
Georg Hagen
2024-05-23 12:11:48 +02:00
parent 824c74d901
commit d73f308f14
2 changed files with 139 additions and 0 deletions

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/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
#include "ArcballCameraController.hpp"
#include "Scene/Camera.hpp"
#include "Input/InputManager.hpp"
#include "Input/InputKey.hpp"
#include "Base/FrameMetadata.hpp"
namespace OpenVulkano
{
void ArcballCameraController::SetupInputActions()
{
auto input = Input::InputManager::GetInstance();
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");
}
void ArcballCameraController::Tick()
{
if (!GetCamera()) return;
auto input = Input::InputManager::GetInstance();
Math::Vector4f_SIMD position = GetCamera()->GetPosition();
float yaw = input->GetAxis(m_actionLookSide);
float pitch = input->GetAxis(m_actionLookUp);
// Handle issue with camera direction being the same as the up vector
float cosAngle = dot(Math::Vector3f_SIMD(GetCamera()->GetViewDirection()), m_upVector);
if (cosAngle * Math::Utils::sign(pitch) > 0.99f) pitch = 0;
// Rotate the camera around the pivot point
Math::Matrix4f rotationMatrixX = Math::Utils::rotate(yaw, m_upVector);
position = (rotationMatrixX * (position - m_pivotPoint)) + m_pivotPoint;
m_rightVector = Math::Vector3f_SIMD(rotationMatrixX * Math::Vector4f(m_rightVector, 0));
Math::Matrix4f rotationMatrixY = Math::Utils::rotate(pitch, m_rightVector);
position = (rotationMatrixY * (position - m_pivotPoint)) + m_pivotPoint;
// Move the camera and the pivot point
Math::Vector3f_SIMD vec(input->GetAxis(m_actionSide), input->GetAxis(m_actionUp), -input->GetAxis(m_actionForward));
if (vec != Math::Vector3f_SIMD (0))
{
if (Math::Utils::length2(vec) > 1.0f)
{
vec = Math::Utils::normalize(vec);
}
const float timeScale = CURRENT_FRAME.frameTime; //TODO
vec = vec * timeScale * 3.0f; // scale vector
vec = GetCamera()->GetRotationMatrix() * Math::Vector3f(vec);
const Math::Vector4f_SIMD movement(vec, 0);
position += movement;
m_pivotPoint += movement;
}
// Update the camera view
GetCamera()->SetViewMatrix(Math::Utils::lookAt(reinterpret_cast<Math::Vector3f_SIMD&>(position),
reinterpret_cast<Math::Vector3f_SIMD&>(m_pivotPoint),
m_upVector));
}
void ArcballCameraController::SetActive()
{
m_pivotPoint = GetCamera()->GetPosition() + Math::Vector4f(GetCamera()->GetViewDirection() * 3.0f, 0);
}
void ArcballCameraController::SetDefaultKeybindings()
{
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_PINCH, 0.2f);
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, -0.03f);
m_actionUp->BindAxisButtons(Input::InputKey::Keyboard::KEY_SPACE, Input::InputKey::Keyboard::KEY_LEFT_CONTROL);
m_actionUp->BindKey(Input::InputKey::Touch::AXIS_PAN_TWO_FINGERS_Y, 0.03f);
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, 0.001f);
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, -0.001f);
m_actionLookUp->BindKey(Input::InputKey::Mouse::AXIS_Y);
m_actionLookSide->BindKey(Input::InputKey::Mouse::AXIS_X);
}
}

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/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "CameraController.hpp"
#include "Math/Math.hpp"
namespace OpenVulkano
{
namespace Input
{
class InputAction;
}
class ArcballCameraController final : public CameraController
{
Math::Vector3f_SIMD m_upVector{ 0, 1, 0 }, m_rightVector{ 1, 0, 0 };
Math::Vector4f_SIMD m_pivotPoint{ 0, 0, 0, 1 };
Input::InputAction* m_actionForward = nullptr;
Input::InputAction* m_actionSide = nullptr;
Input::InputAction* m_actionUp = nullptr;
Input::InputAction* m_actionLookUp = nullptr;
Input::InputAction* m_actionLookSide = nullptr;
void SetupInputActions();
public:
ArcballCameraController() { SetupInputActions(); }
ArcballCameraController(Scene::Camera* camera) : CameraController(camera) { SetupInputActions(); SetActive(); }
void Tick() override;
[[nodiscard]] const Math::Vector4f_SIMD& GetPivotPoint() const { return m_pivotPoint; }
void SetPivotPoint(const Math::Vector4f_SIMD& pivotPoint) { m_pivotPoint = pivotPoint; }
void SetActive();
void SetDefaultKeybindings();
void Init(Scene::Camera *camera) override { CameraController::SetCamera(camera); SetActive(); }
};
}