75 lines
2.3 KiB
C++
75 lines
2.3 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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#pragma once
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#include "CameraController.hpp"
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#include "Math/Math.hpp"
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namespace OpenVulkano
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{
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namespace Input
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{
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class InputAction;
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}
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class ArcballCameraController final : public CameraController
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{
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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, m_frameDistance;
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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, m_distUpated = true;
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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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ArcballCameraController(Scene::Camera* camera) : CameraController(camera) { SetupInputActions(); SetActive(); }
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void Tick() override;
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[[nodiscard]] const Math::Vector4f& GetPivotPoint() const { return m_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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void SetDefaultKeybindings();
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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) { 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 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) { 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; m_distUpated = true; }
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};
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}
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