camera.cpp 7.7 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[0] = 0.0f;
  95. m_eye[1] = 0.0f;
  96. m_eye[2] = -35.0f;
  97. m_at[0] = 0.0f;
  98. m_at[1] = 0.0f;
  99. m_at[2] = -1.0f;
  100. m_up[0] = 0.0f;
  101. m_up[1] = 1.0f;
  102. m_up[2] = 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. float direction[3] =
  148. {
  149. bx::fcos(m_verticalAngle) * bx::fsin(m_horizontalAngle),
  150. bx::fsin(m_verticalAngle),
  151. bx::fcos(m_verticalAngle) * bx::fcos(m_horizontalAngle),
  152. };
  153. float right[3] =
  154. {
  155. bx::fsin(m_horizontalAngle - bx::kPiHalf),
  156. 0,
  157. bx::fcos(m_horizontalAngle - bx::kPiHalf),
  158. };
  159. float up[3];
  160. bx::vec3Cross(up, right, direction);
  161. if (m_keys & CAMERA_KEY_FORWARD)
  162. {
  163. float pos[3];
  164. bx::vec3Move(pos, m_eye);
  165. float tmp[3];
  166. bx::vec3Mul(tmp, direction, _deltaTime * m_moveSpeed);
  167. bx::vec3Add(m_eye, pos, tmp);
  168. setKeyState(CAMERA_KEY_FORWARD, false);
  169. }
  170. if (m_keys & CAMERA_KEY_BACKWARD)
  171. {
  172. float pos[3];
  173. bx::vec3Move(pos, m_eye);
  174. float tmp[3];
  175. bx::vec3Mul(tmp, direction, _deltaTime * m_moveSpeed);
  176. bx::vec3Sub(m_eye, pos, tmp);
  177. setKeyState(CAMERA_KEY_BACKWARD, false);
  178. }
  179. if (m_keys & CAMERA_KEY_LEFT)
  180. {
  181. float pos[3];
  182. bx::vec3Move(pos, m_eye);
  183. float tmp[3];
  184. bx::vec3Mul(tmp, right, _deltaTime * m_moveSpeed);
  185. bx::vec3Add(m_eye, pos, tmp);
  186. setKeyState(CAMERA_KEY_LEFT, false);
  187. }
  188. if (m_keys & CAMERA_KEY_RIGHT)
  189. {
  190. float pos[3];
  191. bx::vec3Move(pos, m_eye);
  192. float tmp[3];
  193. bx::vec3Mul(tmp, right, _deltaTime * m_moveSpeed);
  194. bx::vec3Sub(m_eye, pos, tmp);
  195. setKeyState(CAMERA_KEY_RIGHT, false);
  196. }
  197. if (m_keys & CAMERA_KEY_UP)
  198. {
  199. float pos[3];
  200. bx::vec3Move(pos, m_eye);
  201. float tmp[3];
  202. bx::vec3Mul(tmp, up, _deltaTime * m_moveSpeed);
  203. bx::vec3Add(m_eye, pos, tmp);
  204. setKeyState(CAMERA_KEY_UP, false);
  205. }
  206. if (m_keys & CAMERA_KEY_DOWN)
  207. {
  208. float pos[3];
  209. bx::vec3Move(pos, m_eye);
  210. float tmp[3];
  211. bx::vec3Mul(tmp, up, _deltaTime * m_moveSpeed);
  212. bx::vec3Sub(m_eye, pos, tmp);
  213. setKeyState(CAMERA_KEY_DOWN, false);
  214. }
  215. bx::vec3Add(m_at, m_eye, direction);
  216. bx::vec3Cross(m_up, right, direction);
  217. }
  218. void getViewMtx(float* _viewMtx)
  219. {
  220. bx::mtxLookAt(_viewMtx, m_eye, m_at, m_up);
  221. }
  222. void setPosition(const float* _pos)
  223. {
  224. bx::memCopy(m_eye, _pos, sizeof(float)*3);
  225. }
  226. void setVerticalAngle(float _verticalAngle)
  227. {
  228. m_verticalAngle = _verticalAngle;
  229. }
  230. void setHorizontalAngle(float _horizontalAngle)
  231. {
  232. m_horizontalAngle = _horizontalAngle;
  233. }
  234. MouseCoords m_mouseNow;
  235. MouseCoords m_mouseLast;
  236. float m_eye[3];
  237. float m_at[3];
  238. float m_up[3];
  239. float m_horizontalAngle;
  240. float m_verticalAngle;
  241. float m_mouseSpeed;
  242. float m_gamepadSpeed;
  243. float m_moveSpeed;
  244. uint8_t m_keys;
  245. bool m_mouseDown;
  246. };
  247. static Camera* s_camera = NULL;
  248. void cameraCreate()
  249. {
  250. s_camera = BX_NEW(entry::getAllocator(), Camera);
  251. }
  252. void cameraDestroy()
  253. {
  254. BX_DELETE(entry::getAllocator(), s_camera);
  255. s_camera = NULL;
  256. }
  257. void cameraSetPosition(const float* _pos)
  258. {
  259. s_camera->setPosition(_pos);
  260. }
  261. void cameraSetHorizontalAngle(float _horizontalAngle)
  262. {
  263. s_camera->setHorizontalAngle(_horizontalAngle);
  264. }
  265. void cameraSetVerticalAngle(float _verticalAngle)
  266. {
  267. s_camera->setVerticalAngle(_verticalAngle);
  268. }
  269. void cameraSetKeyState(uint8_t _key, bool _down)
  270. {
  271. s_camera->setKeyState(_key, _down);
  272. }
  273. void cameraGetViewMtx(float* _viewMtx)
  274. {
  275. s_camera->getViewMtx(_viewMtx);
  276. }
  277. void cameraGetPosition(float* _pos)
  278. {
  279. bx::memCopy(_pos, s_camera->m_eye, 3*sizeof(float) );
  280. }
  281. void cameraGetAt(float* _at)
  282. {
  283. bx::memCopy(_at, s_camera->m_at, 3*sizeof(float) );
  284. }
  285. void cameraUpdate(float _deltaTime, const entry::MouseState& _mouseState)
  286. {
  287. s_camera->update(_deltaTime, _mouseState);
  288. }