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renderdoc/renderdoc/maths/camera.cpp
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2023-02-01 12:23:32 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2023 Baldur Karlsson
* 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.
******************************************************************************/
#include "camera.h"
#include <math.h>
#include <string.h>
#include "common/common.h"
#include "matrix.h"
void Camera::ResetArcball()
{
dirty = true;
arcrot = Quatf::AxisAngle(Vec3f(1, 0, 0), 0.0f);
}
// https://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Arcball
void Camera::RotateArcball(float ax, float ay, float bx, float by)
{
Vec3f a, b;
Vec2f from(ax, ay);
Vec2f to(bx, by);
float az = from.x * from.x + from.y * from.y;
float bz = to.x * to.x + to.y * to.y;
// keep the controls stable by rejecting very small movements.
if(fabsf(az - bz) < 1e-5f)
return;
if(az < 1.0f)
{
a = Vec3f(from.x, from.y, sqrtf(1.0f - az));
}
else
{
a = Vec3f(from.x, from.y, 0.0f);
a.Normalise();
}
if(bz < 1.0f)
{
b = Vec3f(to.x, to.y, sqrtf(1.0f - bz));
}
else
{
b = Vec3f(to.x, to.y, 0.0f);
b.Normalise();
}
float angle = acosf(RDCMIN(1.0f, a.Dot(b)));
Vec3f axis = a.Cross(b);
axis.Normalise();
dirty = true;
Quatf delta = Quatf::AxisAngle(axis, angle);
arcrot = arcrot * delta;
}
void Camera::Update()
{
if(!dirty)
return;
if(type == CameraType::FPSLook)
{
Matrix4f p = Matrix4f::Translation(-pos);
Matrix4f r = Matrix4f::RotationXYZ(-angles);
mat = r.Mul(p);
basis = mat.Transpose();
}
else
{
Matrix4f p = Matrix4f::Translation(-pos);
Matrix4f r = arcrot.GetMatrix();
Matrix4f d = Matrix4f::Translation(Vec3f(0.0f, 0.0f, dist));
mat = d.Mul(r.Mul(p));
basis = mat.Transpose();
}
}
const Matrix4f Camera::GetMatrix()
{
Update();
return mat;
}
FloatVector Camera::GetPosition()
{
return FloatVector(pos.x, pos.y, pos.z, 1.0f);
}
FloatVector Camera::GetForward()
{
Vec3f fwd = basis.GetForward();
return FloatVector(fwd.x, fwd.y, fwd.z, 1.0f);
}
FloatVector Camera::GetRight()
{
Vec3f right = basis.GetRight();
return FloatVector(right.x, right.y, right.z, 1.0f);
}
FloatVector Camera::GetUp()
{
Vec3f up = basis.GetUp();
return FloatVector(up.x, up.y, up.z, 1.0f);
}