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ModuleCamera.cpp
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289 lines (226 loc) · 6.26 KB
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#include "Globals.h"
#include "Application.h"
#include "ModuleCamera.h"
#include "ModuleRender.h"
#include "ModuleWindow.h"
#include "ModuleInput.h"
#include "ModuleProgram.h"
#include "ModuleModelLoader.h"
#include "ModuleScene.h"
#include "ComponentCamera.h"
#include "Imgui/imgui.h"
#include "MathGeoLib/Geometry/Frustum.h"
#include "MathGeoLib/Math/float4.h"
#include "SDL/SDL.h"
#include "GL/glew.h"
#include <math.h>
ModuleCamera::ModuleCamera()
{
}
ModuleCamera::~ModuleCamera()
{
}
bool ModuleCamera::Init()
{
editorCamera = new ComponentCamera(App->scene->GetRoot());
editorCamera->SetFarPlaneDistance(300.0f);
return true;
}
update_status ModuleCamera::PreUpdate()
{
return UPDATE_CONTINUE;
}
update_status ModuleCamera::Update()
{
if (!SceneNotActive)
return UPDATE_CONTINUE;
float3 mov = float3::zero;
if(App->input->GetKey(SDL_SCANCODE_Q))
{
mov += editorCamera->frustum->up * movementSpeed;
}
if (App->input->GetKey(SDL_SCANCODE_E))
{
mov -= editorCamera->frustum->up * movementSpeed;
}
if (App->input->GetKey(SDL_SCANCODE_D))
{
mov += editorCamera->frustum->WorldRight() * movementSpeed;
}
if (App->input->GetKey(SDL_SCANCODE_A))
{
mov -= editorCamera->frustum->WorldRight() * movementSpeed;
}
if (App->input->GetKey(SDL_SCANCODE_W))
{
mov += editorCamera->frustum->front * movementSpeed;
}
if (App->input->GetKey(SDL_SCANCODE_S))
{
mov -= editorCamera->frustum->front * movementSpeed;
}
float rotY = 0.0f;
float rotX = 0.0f;
//Rotation
if (App->input->GetKey(SDL_SCANCODE_LEFT))
{
rotY = 0.02f;
}
if (App->input->GetKey(SDL_SCANCODE_RIGHT))
{
rotY = -0.02f;
}
if (App->input->GetKey(SDL_SCANCODE_UP))
{
rotX = 0.02f;
}
if (App->input->GetKey(SDL_SCANCODE_DOWN))
{
rotX = -0.02f;
}
//FPS ROTATION
if(App->input->GetMouseButtonDown(SDL_BUTTON_RIGHT) == KEY_REPEAT)
{
float dx = App->input->GetMouseMotion().x;
float dy = App->input->GetMouseMotion().y;
Rotate(-dx * rotationSpeed, -dy * rotationSpeed);
}
else
{
Rotate(rotY, rotX);
}
Move(mov);
//If F is pressed, camera moves to the front of the model
if(App->input->GetKey(SDL_SCANCODE_F))
{
TranslateCameraToPoint(App->modelLoader->correctCameraPositionForModel);
}
//If L is pressed, camera looks at model selected
if(App->input->GetKey(SDL_SCANCODE_L))
{
LookAt(App->modelLoader->modelCenter);
}
//Alt + Left Click Orbit arround center of the objet selected
if(App->input->GetKey(SDL_SCANCODE_LALT) && App->input->GetMouseButtonDown(SDL_BUTTON_LEFT) == KEY_REPEAT)
{
float dx = App->input->GetMouseMotion().x;
float dy = App->input->GetMouseMotion().y;
Orbit(-dx * rotationSpeed, -dy * rotationSpeed);
}
//Generate viewing matrix for camera movement/rotation
editorCamera->ComputeViewMatrix();
return UPDATE_CONTINUE;
}
update_status ModuleCamera::PostUpdate()
{
return UPDATE_CONTINUE;
}
bool ModuleCamera::CleanUp()
{
editorCamera->CleanUp();
delete editorCamera;
return true;
}
void ModuleCamera::SetFOV()
{
editorCamera->frustum->horizontalFov = 2.0f * atanf(tanf(editorCamera->frustum->verticalFov * 0.5f) *editorCamera->aspect);
editorCamera->ComputeProjMatrix();
}
void ModuleCamera::SetAspectRatio()
{
editorCamera->aspect = ((float)App->window->width / App->window->height);
editorCamera->frustum->horizontalFov = 2.0f * atanf(tanf(editorCamera->frustum->verticalFov * 0.5f) *editorCamera->aspect);
editorCamera->ComputeProjMatrix();
}
void ModuleCamera::SetAspectRatio(int newWidth, int newHeight)
{
editorCamera->aspect = ((float)newWidth / newHeight);
editorCamera->frustum->horizontalFov = 2.0f * atanf(tanf(editorCamera->frustum->verticalFov * 0.5f) *editorCamera->aspect);
editorCamera->ComputeProjMatrix();
}
void ModuleCamera::Rotate(const float dx, const float dy)
{
if(dx != 0.0f)
{
float3x3 rotationY = float3x3::RotateY(dx);
editorCamera->frustum->front = rotationY.Transform(editorCamera->frustum->front).Normalized();
editorCamera->frustum->up = rotationY.Transform(editorCamera->frustum->up).Normalized();
}
if(dy != 0.0f)
{
float3x3 rotationX = float3x3::RotateAxisAngle(editorCamera->frustum->WorldRight(),dy);
editorCamera->frustum->up = rotationX.Transform(editorCamera->frustum->up).Normalized();
editorCamera->frustum->front = rotationX.Transform(editorCamera->frustum->front).Normalized();
}
return;
}
void ModuleCamera::Move(float3 &direction)
{
if(App->input->GetKey(SDL_SCANCODE_LSHIFT))
{
direction *= 3.0f;
}
if(!direction.Equals(float3::zero))
editorCamera->frustum->Translate(direction);
return;
}
void ModuleCamera::Orbit(const float dx, const float dy)
{
float3 center = App->modelLoader->modelCenter;
if(dx != 0.0f)
{
float3x3 rot = float3x3::RotateY(dx);
editorCamera->frustum->pos = rot.Transform(editorCamera->frustum->pos - center) + center;
}
if (dy != 0.0f)
{
float3x3 rot = float3x3::RotateAxisAngle(editorCamera->frustum->WorldRight(), dy);
editorCamera->frustum->pos = rot.Transform(editorCamera->frustum->pos - center) + center;
}
LookAt(center);
}
void ModuleCamera::Zoom(const bool direction)
{
if(direction)
{
Move(editorCamera->frustum->front);
}
else
{
Move(editorCamera->frustum->front * -1.0f);
}
return;
}
void ModuleCamera::TranslateCameraToPoint(const float3 & newPos)
{
editorCamera->frustum->pos = newPos;
editorCamera->frustum->front = -float3::unitZ;
editorCamera->frustum->up = float3::unitY;
LookAt(App->modelLoader->modelCenter);
editorCamera->ComputeViewMatrix();
}
void ModuleCamera::SetNearPlaneDistance(const float nearDist)
{
editorCamera->frustum->nearPlaneDistance = nearDist;
editorCamera->ComputeProjMatrix();
}
void ModuleCamera::SetFarPlaneDistance(const float farDist)
{
editorCamera->frustum->farPlaneDistance = farDist;
editorCamera->ComputeProjMatrix();
}
void ModuleCamera::LookAt(const float3 &target)
{
float3 dir = (target - editorCamera->frustum->pos).Normalized();
float3x3 rot = float3x3::LookAt(editorCamera->frustum->front, dir, editorCamera->frustum->up, float3::unitY);
editorCamera->frustum->front = rot.Transform(editorCamera->frustum->front).Normalized();
editorCamera->frustum->up = rot.Transform(editorCamera->frustum->up).Normalized();
}
float4x4 ModuleCamera::GetProjMatrix() const
{
return editorCamera->proj;
}
float4x4 ModuleCamera::GetViewMatrix() const
{
return editorCamera->view;
}