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