bgfx/examples/common/entry/camera.cpp
2014-01-13 22:16:00 +01:00

228 lines
4.4 KiB
C++

/*
* Copyright 2013 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include <bx/timer.h>
#include "../fpumath.h"
#include "camera.h"
struct Camera
{
struct MouseCoords
{
int32_t m_mx;
int32_t m_my;
};
Camera()
{
reset();
}
void reset()
{
m_mouseNow.m_mx = 0;
m_mouseNow.m_my = 0;
m_mouseLast.m_mx = 0;
m_mouseLast.m_my = 0;
m_eye[0] = 0.0f;
m_eye[1] = 0.0f;
m_eye[2] = -35.0f;
m_at[0] = 0.0f;
m_at[1] = 0.0f;
m_at[2] = -1.0f;
m_up[0] = 0.0f;
m_up[1] = 1.0f;
m_up[2] = 0.0f;
m_horizontalAngle = 0.01f;
m_verticalAngle = 0.0f;
m_mouseSpeed = 0.0020f;
m_moveSpeed = 30.0f;
m_keys = 0;
m_mouseDown = false;
}
void setMouseState(uint32_t _mx, uint32_t _my, bool _down, bool _move)
{
if (_down)
{
m_mouseDown = true;
m_mouseLast.m_mx = _mx;
m_mouseLast.m_my = _my;
m_mouseNow.m_mx = _mx;
m_mouseNow.m_my = _my;
}
if (!_down && !_move)
{
m_mouseDown = false;
}
if (m_mouseDown && _move)
{
m_mouseNow.m_mx = _mx;
m_mouseNow.m_my = _my;
}
}
void setKeyState(uint8_t _key, bool _down)
{
m_keys &= ~_key;
m_keys |= _down ? _key : 0;
}
void update(float _deltaTime)
{
if (m_mouseDown)
{
int32_t deltaX = m_mouseNow.m_mx - m_mouseLast.m_mx;
int32_t deltaY = m_mouseNow.m_my - m_mouseLast.m_my;
m_horizontalAngle += m_mouseSpeed * float(deltaX);
m_verticalAngle -= m_mouseSpeed * float(deltaY);
m_mouseLast.m_mx = m_mouseNow.m_mx;
m_mouseLast.m_my = m_mouseNow.m_my;
}
float direction[3] =
{
cosf(m_verticalAngle) * sinf(m_horizontalAngle),
sinf(m_verticalAngle),
cosf(m_verticalAngle) * cosf(m_horizontalAngle),
};
float right[3] =
{
sinf(m_horizontalAngle - float(M_PI)/2.0f),
0,
cosf(m_horizontalAngle - float(M_PI)/2.0f),
};
if (m_keys & CAMERA_KEY_UP)
{
// m_eye += direction * _deltaTime * m_moveSpeed
float tmpRhs[3];
float tmpPos[3];
memcpy(tmpPos, m_eye, sizeof(float)*3);
vec3Mul(tmpRhs, direction, _deltaTime * m_moveSpeed);
vec3Add(m_eye, tmpPos, tmpRhs);
setKeyState(CAMERA_KEY_UP, false);
}
if (m_keys & CAMERA_KEY_DOWN)
{
// m_eye -= direction * _deltaTime * m_moveSpeed
float tmpRhs[3];
float tmpPos[3];
memcpy(tmpPos, m_eye, sizeof(float)*3);
vec3Mul(tmpRhs, direction, _deltaTime * m_moveSpeed);
vec3Sub(m_eye, tmpPos, tmpRhs);
setKeyState(CAMERA_KEY_DOWN, false);
}
if (m_keys & CAMERA_KEY_LEFT)
{
// m_eye += right * _deltaTime * m_moveSpeed
float tmpRhs[3];
float tmpPos[3];
memcpy(tmpPos, m_eye, sizeof(float)*3);
vec3Mul(tmpRhs, right, _deltaTime * m_moveSpeed);
vec3Add(m_eye, tmpPos, tmpRhs);
setKeyState(CAMERA_KEY_LEFT, false);
}
if (m_keys & CAMERA_KEY_RIGHT)
{
// m_eye -= right * _deltaTime * m_moveSpeed
float tmpRhs[3];
float tmpPos[3];
memcpy(tmpPos, m_eye, sizeof(float)*3);
vec3Mul(tmpRhs, right, _deltaTime * m_moveSpeed);
vec3Sub(m_eye, tmpPos, tmpRhs);
setKeyState(CAMERA_KEY_RIGHT, false);
}
vec3Add(m_at, m_eye, direction);
vec3Cross(m_up, right, direction);
}
void getViewMtx(float* _viewMtx)
{
mtxLookAt(_viewMtx, m_eye, m_at, m_up);
}
void setPosition(float* _pos)
{
memcpy(m_eye, _pos, sizeof(float)*3);
}
void setVerticalAngle(float _verticalAngle)
{
m_verticalAngle = _verticalAngle;
}
void setHorizontalAngle(float _horizontalAngle)
{
m_horizontalAngle = _horizontalAngle;
}
MouseCoords m_mouseNow, m_mouseLast;
float m_eye[3];
float m_at[3];
float m_up[3];
float m_horizontalAngle;
float m_verticalAngle;
float m_mouseSpeed;
float m_moveSpeed;
uint8_t m_keys;
bool m_mouseDown;
};
static Camera s_camera;
void cameraSetPosition(float* _pos)
{
s_camera.setPosition(_pos);
}
void cameraSetHorizontalAngle(float _horizontalAngle)
{
s_camera.setHorizontalAngle(_horizontalAngle);
}
void cameraSetVerticalAngle(float _verticalAngle)
{
s_camera.setVerticalAngle(_verticalAngle);
}
void cameraSetMouseState(uint32_t _mx, uint32_t _my, bool _down, bool _move)
{
s_camera.setMouseState(_mx, _my, _down, _move);
}
void cameraSetKeyState(uint8_t _key, bool _down)
{
s_camera.setKeyState(_key, _down);
}
void cameraGetViewMtx(float* _viewMtx)
{
s_camera.getViewMtx(_viewMtx);
}
void cameraGetPosition(float* _pos)
{
memcpy(_pos, s_camera.m_eye, 3*sizeof(float));
}
void cameraGetAt(float* _at)
{
memcpy(_at, s_camera.m_at, 3*sizeof(float));
}
void cameraUpdate(float _deltaTime)
{
s_camera.update(_deltaTime);
}