camera.cpp 7.6 KB

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  1. /*
  2. * Copyright 2013 Dario Manesku. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include <bx/timer.h>
  6. #include <bx/math.h>
  7. #include "camera.h"
  8. #include "entry/entry.h"
  9. #include "entry/cmd.h"
  10. #include "entry/input.h"
  11. #include <bx/allocator.h>
  12. int cmdMove(CmdContext* /*_context*/, void* /*_userData*/, int _argc, char const* const* _argv)
  13. {
  14. if (_argc > 1)
  15. {
  16. if (0 == bx::strCmp(_argv[1], "forward") )
  17. {
  18. cameraSetKeyState(CAMERA_KEY_FORWARD, true);
  19. return 0;
  20. }
  21. else if (0 == bx::strCmp(_argv[1], "left") )
  22. {
  23. cameraSetKeyState(CAMERA_KEY_LEFT, true);
  24. return 0;
  25. }
  26. else if (0 == bx::strCmp(_argv[1], "right") )
  27. {
  28. cameraSetKeyState(CAMERA_KEY_RIGHT, true);
  29. return 0;
  30. }
  31. else if (0 == bx::strCmp(_argv[1], "backward") )
  32. {
  33. cameraSetKeyState(CAMERA_KEY_BACKWARD, true);
  34. return 0;
  35. }
  36. else if (0 == bx::strCmp(_argv[1], "up") )
  37. {
  38. cameraSetKeyState(CAMERA_KEY_UP, true);
  39. return 0;
  40. }
  41. else if (0 == bx::strCmp(_argv[1], "down") )
  42. {
  43. cameraSetKeyState(CAMERA_KEY_DOWN, true);
  44. return 0;
  45. }
  46. }
  47. return 1;
  48. }
  49. static void cmd(const void* _userData)
  50. {
  51. cmdExec( (const char*)_userData);
  52. }
  53. static const InputBinding s_camBindings[] =
  54. {
  55. { entry::Key::KeyW, entry::Modifier::None, 0, cmd, "move forward" },
  56. { entry::Key::GamepadUp, entry::Modifier::None, 0, cmd, "move forward" },
  57. { entry::Key::KeyA, entry::Modifier::None, 0, cmd, "move left" },
  58. { entry::Key::GamepadLeft, entry::Modifier::None, 0, cmd, "move left" },
  59. { entry::Key::KeyS, entry::Modifier::None, 0, cmd, "move backward" },
  60. { entry::Key::GamepadDown, entry::Modifier::None, 0, cmd, "move backward" },
  61. { entry::Key::KeyD, entry::Modifier::None, 0, cmd, "move right" },
  62. { entry::Key::GamepadRight, entry::Modifier::None, 0, cmd, "move right" },
  63. { entry::Key::KeyQ, entry::Modifier::None, 0, cmd, "move down" },
  64. { entry::Key::GamepadShoulderL, entry::Modifier::None, 0, cmd, "move down" },
  65. { entry::Key::KeyE, entry::Modifier::None, 0, cmd, "move up" },
  66. { entry::Key::GamepadShoulderR, entry::Modifier::None, 0, cmd, "move up" },
  67. INPUT_BINDING_END
  68. };
  69. struct Camera
  70. {
  71. struct MouseCoords
  72. {
  73. int32_t m_mx;
  74. int32_t m_my;
  75. };
  76. Camera()
  77. {
  78. reset();
  79. entry::MouseState mouseState;
  80. update(0.0f, mouseState);
  81. cmdAdd("move", cmdMove);
  82. inputAddBindings("camBindings", s_camBindings);
  83. }
  84. ~Camera()
  85. {
  86. inputRemoveBindings("camBindings");
  87. }
  88. void reset()
  89. {
  90. m_mouseNow.m_mx = 0;
  91. m_mouseNow.m_my = 0;
  92. m_mouseLast.m_mx = 0;
  93. m_mouseLast.m_my = 0;
  94. m_eye.x = 0.0f;
  95. m_eye.y = 0.0f;
  96. m_eye.z = -35.0f;
  97. m_at.x = 0.0f;
  98. m_at.y = 0.0f;
  99. m_at.z = -1.0f;
  100. m_up.x = 0.0f;
  101. m_up.y = 1.0f;
  102. m_up.z = 0.0f;
  103. m_horizontalAngle = 0.01f;
  104. m_verticalAngle = 0.0f;
  105. m_mouseSpeed = 0.0020f;
  106. m_gamepadSpeed = 0.04f;
  107. m_moveSpeed = 30.0f;
  108. m_keys = 0;
  109. m_mouseDown = false;
  110. }
  111. void setKeyState(uint8_t _key, bool _down)
  112. {
  113. m_keys &= ~_key;
  114. m_keys |= _down ? _key : 0;
  115. }
  116. void update(float _deltaTime, const entry::MouseState& _mouseState)
  117. {
  118. if (!m_mouseDown)
  119. {
  120. m_mouseLast.m_mx = _mouseState.m_mx;
  121. m_mouseLast.m_my = _mouseState.m_my;
  122. }
  123. m_mouseDown = !!_mouseState.m_buttons[entry::MouseButton::Right];
  124. if (m_mouseDown)
  125. {
  126. m_mouseNow.m_mx = _mouseState.m_mx;
  127. m_mouseNow.m_my = _mouseState.m_my;
  128. }
  129. if (m_mouseDown)
  130. {
  131. int32_t deltaX = m_mouseNow.m_mx - m_mouseLast.m_mx;
  132. int32_t deltaY = m_mouseNow.m_my - m_mouseLast.m_my;
  133. m_horizontalAngle += m_mouseSpeed * float(deltaX);
  134. m_verticalAngle -= m_mouseSpeed * float(deltaY);
  135. m_mouseLast.m_mx = m_mouseNow.m_mx;
  136. m_mouseLast.m_my = m_mouseNow.m_my;
  137. }
  138. entry::GamepadHandle handle = { 0 };
  139. m_horizontalAngle += m_gamepadSpeed * inputGetGamepadAxis(handle, entry::GamepadAxis::RightX)/32768.0f;
  140. m_verticalAngle -= m_gamepadSpeed * inputGetGamepadAxis(handle, entry::GamepadAxis::RightY)/32768.0f;
  141. const int32_t gpx = inputGetGamepadAxis(handle, entry::GamepadAxis::LeftX);
  142. const int32_t gpy = inputGetGamepadAxis(handle, entry::GamepadAxis::LeftY);
  143. m_keys |= gpx < -16834 ? CAMERA_KEY_LEFT : 0;
  144. m_keys |= gpx > 16834 ? CAMERA_KEY_RIGHT : 0;
  145. m_keys |= gpy < -16834 ? CAMERA_KEY_FORWARD : 0;
  146. m_keys |= gpy > 16834 ? CAMERA_KEY_BACKWARD : 0;
  147. const bx::Vec3 direction =
  148. {
  149. bx::cos(m_verticalAngle) * bx::sin(m_horizontalAngle),
  150. bx::sin(m_verticalAngle),
  151. bx::cos(m_verticalAngle) * bx::cos(m_horizontalAngle),
  152. };
  153. const bx::Vec3 right =
  154. {
  155. bx::sin(m_horizontalAngle - bx::kPiHalf),
  156. 0,
  157. bx::cos(m_horizontalAngle - bx::kPiHalf),
  158. };
  159. const bx::Vec3 up = bx::cross(right, direction);
  160. if (m_keys & CAMERA_KEY_FORWARD)
  161. {
  162. const bx::Vec3 pos = m_eye;
  163. const bx::Vec3 tmp = bx::mul(direction, _deltaTime * m_moveSpeed);
  164. m_eye = bx::add(pos, tmp);
  165. setKeyState(CAMERA_KEY_FORWARD, false);
  166. }
  167. if (m_keys & CAMERA_KEY_BACKWARD)
  168. {
  169. const bx::Vec3 pos = m_eye;
  170. const bx::Vec3 tmp = bx::mul(direction, _deltaTime * m_moveSpeed);
  171. m_eye = bx::sub(pos, tmp);
  172. setKeyState(CAMERA_KEY_BACKWARD, false);
  173. }
  174. if (m_keys & CAMERA_KEY_LEFT)
  175. {
  176. const bx::Vec3 pos = m_eye;
  177. const bx::Vec3 tmp = bx::mul(right, _deltaTime * m_moveSpeed);
  178. m_eye = bx::add(pos, tmp);
  179. setKeyState(CAMERA_KEY_LEFT, false);
  180. }
  181. if (m_keys & CAMERA_KEY_RIGHT)
  182. {
  183. const bx::Vec3 pos = m_eye;
  184. const bx::Vec3 tmp = bx::mul(right, _deltaTime * m_moveSpeed);
  185. m_eye = bx::sub(pos, tmp);
  186. setKeyState(CAMERA_KEY_RIGHT, false);
  187. }
  188. if (m_keys & CAMERA_KEY_UP)
  189. {
  190. const bx::Vec3 pos = m_eye;
  191. const bx::Vec3 tmp = bx::mul(up, _deltaTime * m_moveSpeed);
  192. m_eye = bx::add(pos, tmp);
  193. setKeyState(CAMERA_KEY_UP, false);
  194. }
  195. if (m_keys & CAMERA_KEY_DOWN)
  196. {
  197. const bx::Vec3 pos = m_eye;
  198. const bx::Vec3 tmp = bx::mul(up, _deltaTime * m_moveSpeed);
  199. m_eye = bx::sub(pos, tmp);
  200. setKeyState(CAMERA_KEY_DOWN, false);
  201. }
  202. m_at = bx::add(m_eye, direction);
  203. m_up = bx::cross(right, direction);
  204. }
  205. void getViewMtx(float* _viewMtx)
  206. {
  207. bx::mtxLookAt(_viewMtx, bx::load(&m_eye.x), bx::load(&m_at.x), bx::load(&m_up.x) );
  208. }
  209. void setPosition(const float* _pos)
  210. {
  211. bx::memCopy(&m_eye.x, _pos, sizeof(float)*3);
  212. }
  213. void setVerticalAngle(float _verticalAngle)
  214. {
  215. m_verticalAngle = _verticalAngle;
  216. }
  217. void setHorizontalAngle(float _horizontalAngle)
  218. {
  219. m_horizontalAngle = _horizontalAngle;
  220. }
  221. MouseCoords m_mouseNow;
  222. MouseCoords m_mouseLast;
  223. bx::Vec3 m_eye;
  224. bx::Vec3 m_at;
  225. bx::Vec3 m_up;
  226. float m_horizontalAngle;
  227. float m_verticalAngle;
  228. float m_mouseSpeed;
  229. float m_gamepadSpeed;
  230. float m_moveSpeed;
  231. uint8_t m_keys;
  232. bool m_mouseDown;
  233. };
  234. static Camera* s_camera = NULL;
  235. void cameraCreate()
  236. {
  237. s_camera = BX_NEW(entry::getAllocator(), Camera);
  238. }
  239. void cameraDestroy()
  240. {
  241. BX_DELETE(entry::getAllocator(), s_camera);
  242. s_camera = NULL;
  243. }
  244. void cameraSetPosition(const float* _pos)
  245. {
  246. s_camera->setPosition(_pos);
  247. }
  248. void cameraSetHorizontalAngle(float _horizontalAngle)
  249. {
  250. s_camera->setHorizontalAngle(_horizontalAngle);
  251. }
  252. void cameraSetVerticalAngle(float _verticalAngle)
  253. {
  254. s_camera->setVerticalAngle(_verticalAngle);
  255. }
  256. void cameraSetKeyState(uint8_t _key, bool _down)
  257. {
  258. s_camera->setKeyState(_key, _down);
  259. }
  260. void cameraGetViewMtx(float* _viewMtx)
  261. {
  262. s_camera->getViewMtx(_viewMtx);
  263. }
  264. void cameraGetPosition(float* _pos)
  265. {
  266. bx::memCopy(_pos, &s_camera->m_eye.x, 3*sizeof(float) );
  267. }
  268. void cameraGetAt(float* _at)
  269. {
  270. bx::memCopy(_at, &s_camera->m_at.x, 3*sizeof(float) );
  271. }
  272. void cameraUpdate(float _deltaTime, const entry::MouseState& _mouseState)
  273. {
  274. s_camera->update(_deltaTime, _mouseState);
  275. }