92 lines
3.8 KiB
C++
92 lines
3.8 KiB
C++
/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#include "ArcballCameraController.hpp"
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#include "Scene/Camera.hpp"
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#include "Input/InputManager.hpp"
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#include "Input/InputKey.hpp"
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#include "Base/FrameMetadata.hpp"
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namespace OpenVulkano
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{
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void ArcballCameraController::SetupInputActions()
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{
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auto input = Input::InputManager::GetInstance();
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m_actionForward = input->GetAction("forward");
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m_actionSide = input->GetAction("side");
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m_actionUp = input->GetAction("up");
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m_actionLookUp = input->GetAction("look up");
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m_actionLookSide = input->GetAction("look side");
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}
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void ArcballCameraController::Tick()
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{
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if (!GetCamera()) return;
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Input::InputManager* input = Input::InputManager::GetInstance();
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Math::Vector4f_SIMD position = GetCamera()->GetPosition();
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yaw += input->GetAxis(m_actionLookSide);
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pitch += input->GetAxis(m_actionLookUp);
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pitch = std::min(1.5f, std::max(-1.5f, pitch));
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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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if (vec != Math::Vector3f_SIMD (0))
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{
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if (Math::Utils::length2(vec) > 1.0f)
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{
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vec = Math::Utils::normalize(vec);
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}
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const float timeScale = CURRENT_FRAME.frameTime; //TODO
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vec = vec * timeScale * 3.0f; // scale vector
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vec = GetCamera()->GetRotationMatrix() * Math::Vector3f(vec);
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const Math::Vector4f_SIMD movement(vec, 0);
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position += movement;
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m_pivotPoint += movement;
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}
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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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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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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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{
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m_actionForward->BindKey(Input::InputKey::Controller::AXIS_LEFT_Y);
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m_actionForward->BindAxisButtons(Input::InputKey::Keyboard::KEY_W, Input::InputKey::Keyboard::KEY_S);
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m_actionForward->BindKey(Input::InputKey::Touch::AXIS_PINCH, 0.2f);
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m_actionSide->BindKey(Input::InputKey::Controller::AXIS_LEFT_X);
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m_actionSide->BindAxisButtons(Input::InputKey::Keyboard::KEY_D, Input::InputKey::Keyboard::KEY_A);
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m_actionSide->BindKey(Input::InputKey::Touch::AXIS_PAN_TWO_FINGERS_X, -0.03f);
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m_actionUp->BindAxisButtons(Input::InputKey::Keyboard::KEY_SPACE, Input::InputKey::Keyboard::KEY_LEFT_CONTROL);
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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_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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m_actionLookUp->BindKey(Input::InputKey::Mouse::AXIS_Y);
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m_actionLookSide->BindKey(Input::InputKey::Mouse::AXIS_X);
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}
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}
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