mirror of
https://github.com/baldurk/renderdoc.git
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4c988e9e3a
* Tweaked flycam a bit too, but not much. * Refactored the API/C# side camera classes to avoid exposing a ton of stuff just to do relative rotations in the arcball via quaternions.
144 lines
6.1 KiB
C#
144 lines
6.1 KiB
C#
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace renderdoc
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{
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public class Camera
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{
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern IntPtr Camera_InitArcball();
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern IntPtr Camera_InitFPSLook();
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern void Camera_Shutdown(IntPtr real);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern void Camera_SetPosition(IntPtr real, float x, float y, float z);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern void Camera_SetFPSRotation(IntPtr real, float x, float y, float z);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern void Camera_SetArcballDistance(IntPtr real, float dist);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern void Camera_ResetArcball(IntPtr real);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern void Camera_RotateArcball(IntPtr real, float ax, float ay, float bx, float by);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern void Camera_GetBasis(IntPtr real, IntPtr pos, IntPtr fwd, IntPtr right, IntPtr up);
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private IntPtr m_Real = IntPtr.Zero;
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public IntPtr Real { get { return m_Real; } }
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public static Camera InitArcball()
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{
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return new Camera(Camera_InitArcball());
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}
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public static Camera InitFPSLook()
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{
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return new Camera(Camera_InitFPSLook());
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}
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private Camera(IntPtr real)
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{
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m_Real = real;
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}
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public void Shutdown()
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{
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Camera_Shutdown(m_Real);
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}
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public void SetPosition(Vec3f p)
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{
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Camera_SetPosition(m_Real, p.x, p.y, p.z);
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}
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public void SetFPSRotation(Vec3f r)
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{
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Camera_SetFPSRotation(m_Real, r.x, r.y, r.z);
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}
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public void SetArcballDistance(float dist)
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{
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Camera_SetArcballDistance(m_Real, dist);
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}
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public void ResetArcball()
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{
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Camera_ResetArcball(m_Real);
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}
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public void RotateArcball(System.Drawing.Point from, System.Drawing.Point to, System.Drawing.Size winSize)
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{
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float ax = ((float)from.X / (float)winSize.Width) * 2.0f - 1.0f;
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float ay = ((float)from.Y / (float)winSize.Height) * 2.0f - 1.0f;
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float bx = ((float)to.X / (float)winSize.Width) * 2.0f - 1.0f;
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float by = ((float)to.Y / (float)winSize.Height) * 2.0f - 1.0f;
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// this isn't a 'true arcball' but it handles extreme aspect ratios
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// better. We basically 'centre' around the from point always being
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// 0,0 (straight out of the screen) as if you're always dragging
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// the arcball from the middle, and just use the relative movement
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int minDimension = Math.Min(winSize.Width, winSize.Height);
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ax = ay = 0;
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bx = ((float)(to.X - from.X) / (float)minDimension) * 2.0f;
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by = ((float)(to.Y - from.Y) / (float)minDimension) * 2.0f;
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ay = -ay;
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by = -by;
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Camera_RotateArcball(m_Real, ax, ay, bx, by);
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}
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public void GetBasis(out Vec3f pos, out Vec3f fwd, out Vec3f right, out Vec3f up)
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{
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IntPtr p = CustomMarshal.Alloc(typeof(FloatVector));
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IntPtr f = CustomMarshal.Alloc(typeof(FloatVector));
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IntPtr r = CustomMarshal.Alloc(typeof(FloatVector));
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IntPtr u = CustomMarshal.Alloc(typeof(FloatVector));
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Camera_GetBasis(m_Real, p, f, r, u);
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pos = new Vec3f((FloatVector)CustomMarshal.PtrToStructure(p, typeof(FloatVector), false));
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fwd = new Vec3f((FloatVector)CustomMarshal.PtrToStructure(f, typeof(FloatVector), false));
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right = new Vec3f((FloatVector)CustomMarshal.PtrToStructure(r, typeof(FloatVector), false));
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up = new Vec3f((FloatVector)CustomMarshal.PtrToStructure(u, typeof(FloatVector), false));
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CustomMarshal.Free(p);
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CustomMarshal.Free(f);
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CustomMarshal.Free(r);
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CustomMarshal.Free(u);
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}
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}
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}
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