280 lines
10 KiB
C++
280 lines
10 KiB
C++
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//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is 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 //
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// THE 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 //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#define OZZ_INCLUDE_PRIVATE_HEADER // Allows to include private headers.
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#include "camera.h"
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#include "ozz/base/log.h"
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#include "ozz/base/maths/box.h"
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#include "ozz/base/maths/math_constant.h"
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#include "ozz/base/maths/math_ex.h"
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#include "ozz/base/platform.h"
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#include "framework/application.h"
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#include "framework/imgui.h"
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#include "renderer_impl.h"
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using ozz::math::Float2;
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using ozz::math::Float3;
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using ozz::math::Float4x4;
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namespace ozz {
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namespace sample {
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namespace internal {
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// Declares camera navigation constants.
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const float kDefaultDistance = 8.f;
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const Float3 kDefaultCenter = Float3(0.f, .5f, 0.f);
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const Float2 kDefaultAngle =
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Float2(-ozz::math::kPi * 1.f / 12.f, ozz::math::kPi * 1.f / 5.f);
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const float kAngleFactor = .01f;
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const float kDistanceFactor = .1f;
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const float kScrollFactor = .03f;
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const float kPanFactor = .05f;
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const float kKeyboardFactor = 100.f;
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const float kNear = .01f;
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const float kFar = 1000.f;
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const float kFovY = ozz::math::kPi / 3.f;
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const float kFrameAllZoomOut = 1.3f; // 30% bigger than the scene.
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// Setups initial values.
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Camera::Camera()
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: projection_(Float4x4::identity()),
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projection_2d_(Float4x4::identity()),
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view_(Float4x4::identity()),
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view_proj_(Float4x4::identity()),
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angles_(kDefaultAngle),
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center_(kDefaultCenter),
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distance_(kDefaultDistance),
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mouse_last_x_(0),
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mouse_last_y_(0),
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mouse_last_wheel_(0),
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auto_framing_(true) {}
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Camera::~Camera() {}
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void Camera::Update(const math::Box& _box, float _delta_time,
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bool _first_frame) {
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// Frame the scene according to the provided box.
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if (_box.is_valid()) {
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if (auto_framing_ || _first_frame) {
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center_ = (_box.max + _box.min) * .5f;
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if (_first_frame) {
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const float radius = Length(_box.max - _box.min) * .5f;
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distance_ = radius * kFrameAllZoomOut / tanf(kFovY * .5f);
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}
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}
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}
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// Update manual controls.
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const Controls controls = UpdateControls(_delta_time);
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// Disable autoframing according to inputs.
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auto_framing_ &=
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!controls.panning && !controls.zooming && !controls.zooming_wheel;
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}
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void Camera::Update(const math::Float4x4& _transform, const math::Box& _box,
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float _delta_time, bool _first_frame) {
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// Extract distance and angles such that theu are coherent when switching out
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// of auto_framing_.
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if (_box.is_valid()) {
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if (auto_framing_ || _first_frame) {
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// Extract components from the view martrix.
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ozz::math::Float3 camera_dir;
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ozz::math::Store3PtrU(-ozz::math::Normalize3(_transform.cols[2]),
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&camera_dir.x);
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ozz::math::Float3 camera_pos;
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ozz::math::Store3PtrU(_transform.cols[3], &camera_pos.x);
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// Arbitrary decides that distance (focus point) is from camera to scene
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// center.
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const ozz::math::Float3 box_center_ = (_box.max + _box.min) * .5f;
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distance_ = Length(box_center_ - camera_pos);
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center_ = camera_pos + camera_dir * distance_;
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angles_.x = asinf(camera_dir.y);
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angles_.y = atan2(-camera_dir.x, -camera_dir.z);
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}
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}
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// Update manual controls.
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const Controls controls = UpdateControls(_delta_time);
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// Disable autoframing according to inputs.
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auto_framing_ &= !controls.panning && !controls.rotating &&
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!controls.zooming && !controls.zooming_wheel;
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if (auto_framing_) {
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view_ = Invert(_transform);
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}
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}
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Camera::Controls Camera::UpdateControls(float _delta_time) {
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Controls controls;
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controls.zooming = false;
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controls.zooming_wheel = false;
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controls.rotating = false;
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controls.panning = false;
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// Mouse wheel + SHIFT activates Zoom.
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if (glfwGetKey(GLFW_KEY_LSHIFT) == GLFW_PRESS) {
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const int w = glfwGetMouseWheel();
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const int dw = w - mouse_last_wheel_;
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mouse_last_wheel_ = w;
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if (dw != 0) {
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controls.zooming_wheel = true;
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distance_ *= 1.f + -dw * kScrollFactor;
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}
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} else {
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mouse_last_wheel_ = glfwGetMouseWheel();
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}
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// Fetches current mouse position and compute its movement since last frame.
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int x, y;
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glfwGetMousePos(&x, &y);
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const int mdx = x - mouse_last_x_;
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const int mdy = y - mouse_last_y_;
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mouse_last_x_ = x;
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mouse_last_y_ = y;
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// Finds keyboard relative dx and dy commmands.
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const int timed_factor =
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ozz::math::Max(1, static_cast<int>(kKeyboardFactor * _delta_time));
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const int kdx =
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timed_factor * (glfwGetKey(GLFW_KEY_LEFT) - glfwGetKey(GLFW_KEY_RIGHT));
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const int kdy =
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timed_factor * (glfwGetKey(GLFW_KEY_DOWN) - glfwGetKey(GLFW_KEY_UP));
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const bool keyboard_interact = kdx || kdy;
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// Computes composed keyboard and mouse dx and dy.
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const int dx = mdx + kdx;
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const int dy = mdy + kdy;
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// Mouse right button activates Zoom, Pan and Orbit modes.
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if (keyboard_interact ||
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glfwGetMouseButton(GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS) {
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if (glfwGetKey(GLFW_KEY_LSHIFT) == GLFW_PRESS) { // Zoom mode.
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controls.zooming = true;
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distance_ += dy * kDistanceFactor;
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} else if (glfwGetKey(GLFW_KEY_LALT) == GLFW_PRESS) { // Pan mode.
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controls.panning = true;
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const float dx_pan = -dx * kPanFactor;
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const float dy_pan = -dy * kPanFactor;
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// Moves along camera axes.
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math::Float4x4 transpose = Transpose(view_);
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math::Float3 right_transpose, up_transpose;
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math::Store3PtrU(transpose.cols[0], &right_transpose.x);
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math::Store3PtrU(transpose.cols[1], &up_transpose.x);
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center_ = center_ + right_transpose * dx_pan + up_transpose * dy_pan;
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} else { // Orbit mode.
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controls.rotating = true;
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angles_.x = fmodf(angles_.x - dy * kAngleFactor, ozz::math::k2Pi);
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angles_.y = fmodf(angles_.y - dx * kAngleFactor, ozz::math::k2Pi);
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}
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}
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// Build the model view matrix components.
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const Float4x4 center = Float4x4::Translation(
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math::simd_float4::Load(center_.x, center_.y, center_.z, 1.f));
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const Float4x4 y_rotation = Float4x4::FromAxisAngle(
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math::simd_float4::y_axis(), math::simd_float4::Load1(angles_.y));
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const Float4x4 x_rotation = Float4x4::FromAxisAngle(
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math::simd_float4::x_axis(), math::simd_float4::Load1(angles_.x));
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const Float4x4 distance =
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Float4x4::Translation(math::simd_float4::Load(0.f, 0.f, distance_, 1.f));
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// Concatenate view matrix components.
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view_ = Invert(center * y_rotation * x_rotation * distance);
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return controls;
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}
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void Camera::Reset(const math::Float3& _center, const math::Float2& _angles,
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float _distance) {
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center_ = _center;
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angles_ = _angles;
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distance_ = _distance;
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}
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void Camera::OnGui(ImGui* _im_gui) {
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const char* controls_label =
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"-RMB: Rotate\n"
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"-Shift + Wheel: Zoom\n"
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"-Shift + RMB: Zoom\n"
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"-Alt + RMB: Pan\n";
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_im_gui->DoLabel(controls_label, ImGui::kLeft, false);
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_im_gui->DoCheckBox("Automatic", &auto_framing_);
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}
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void Camera::Bind3D() {
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// Updates internal vp matrix.
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view_proj_ = projection_ * view_;
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}
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void Camera::Bind2D() {
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// Updates internal vp matrix. View matrix is identity.
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view_proj_ = projection_2d_;
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}
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void Camera::Resize(int _width, int _height) {
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// Handle empty windows.
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if (_width <= 0 || _height <= 0) {
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projection_ = ozz::math::Float4x4::identity();
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projection_2d_ = ozz::math::Float4x4::identity();
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return;
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}
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// Compute the 3D projection matrix.
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const float ratio = 1.f * _width / _height;
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const float h = tan(kFovY * .5f) * kNear;
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const float w = h * ratio;
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projection_.cols[0] = math::simd_float4::Load(kNear / w, 0.f, 0.f, 0.f);
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projection_.cols[1] = math::simd_float4::Load(0.f, kNear / h, 0.f, 0.f);
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projection_.cols[2] =
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math::simd_float4::Load(0.f, 0.f, -(kFar + kNear) / (kFar - kNear), -1.f);
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projection_.cols[3] = math::simd_float4::Load(
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0.f, 0.f, -(2.f * kFar * kNear) / (kFar - kNear), 0.f);
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// Computes the 2D projection matrix.
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projection_2d_.cols[0] = math::simd_float4::Load(2.f / _width, 0.f, 0.f, 0.f);
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projection_2d_.cols[1] =
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math::simd_float4::Load(0.f, 2.f / _height, 0.f, 0.f);
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projection_2d_.cols[2] = math::simd_float4::Load(0.f, 0.f, -2.0f, 0.f);
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projection_2d_.cols[3] = math::simd_float4::Load(-1.f, -1.f, 0.f, 1.f);
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}
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} // namespace internal
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} // namespace sample
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} // namespace ozz
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