Files
renderdoc/renderdocui/Interop/Camera.cs
T
baldurk 4c988e9e3a Better arcball controls in the mesh viewer
* 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.
2015-07-07 15:38:00 +02:00

144 lines
6.1 KiB
C#

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