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226 lines
6.4 KiB
C++
226 lines
6.4 KiB
C++
//
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// Camera.cpp
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// interface
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//
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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#include <SharedUtil.h>
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#include <VoxelConstants.h>
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#include <OculusManager.h>
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// #include "Log.h"
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#include "Camera.h"
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const float CAMERA_MINIMUM_MODE_SHIFT_RATE = 0.5f;
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const float CAMERA_FIRST_PERSON_MODE_UP_SHIFT = 0.0f;
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const float CAMERA_FIRST_PERSON_MODE_DISTANCE = 0.0f;
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const float CAMERA_FIRST_PERSON_MODE_TIGHTNESS = 100.0f;
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const float CAMERA_THIRD_PERSON_MODE_UP_SHIFT = -0.2f;
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const float CAMERA_THIRD_PERSON_MODE_DISTANCE = 1.5f;
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const float CAMERA_THIRD_PERSON_MODE_TIGHTNESS = 8.0f;
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const float CAMERA_MIRROR_MODE_UP_SHIFT = 0.0f;
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const float CAMERA_MIRROR_MODE_DISTANCE = 0.2f;
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const float CAMERA_MIRROR_MODE_TIGHTNESS = 100.0f;
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Camera::Camera() {
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_needsToInitialize = true;
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_frustumNeedsReshape = true;
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_modeShift = 0.0f;
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_modeShiftRate = 1.0f;
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_linearModeShift = 0.0f;
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_mode = CAMERA_MODE_THIRD_PERSON;
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_tightness = 10.0f; // default
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_fieldOfView = 60.0f; // default
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_nearClip = 0.08f; // default
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_farClip = 50.0f * TREE_SCALE; // default
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_yaw = 0.0f;
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_pitch = 0.0f;
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_roll = 0.0f;
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_upShift = 0.0f;
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_distance = 0.0f;
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_previousUpShift = 0.0f;
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_previousDistance = 0.0f;
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_previousTightness = 0.0f;
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_newUpShift = 0.0f;
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_newDistance = 0.0f;
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_newTightness = 0.0f;
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_idealYaw = 0.0f;
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_idealPitch = 0.0f;
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_idealRoll = 0.0f;
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_targetPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_position = glm::vec3(0.0f, 0.0f, 0.0f);
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_idealPosition = glm::vec3(0.0f, 0.0f, 0.0f);
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_orientation.setToIdentity();
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}
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void Camera::update(float deltaTime) {
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if (_mode != CAMERA_MODE_NULL) {
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// use iterative forces to push the camera towards the target position and angle
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updateFollowMode(deltaTime);
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}
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// do this AFTER making any changes to yaw pitch and roll....
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generateOrientation();
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}
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// generate the ortho-normals for the orientation based on the three Euler angles
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void Camera::generateOrientation() {
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_orientation.setToIdentity();
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_orientation.pitch(_pitch);
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_orientation.yaw (_yaw );
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_orientation.roll (_roll );
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}
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// use iterative forces to keep the camera at the desired position and angle
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void Camera::updateFollowMode(float deltaTime) {
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if (_linearModeShift < 1.0f) {
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_linearModeShift += _modeShiftRate * deltaTime;
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_modeShift = ONE_HALF - ONE_HALF * cosf(_linearModeShift * PIE );
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_upShift = _previousUpShift * (1.0f - _modeShift) + _newUpShift * _modeShift;
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_distance = _previousDistance * (1.0f - _modeShift) + _newDistance * _modeShift;
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_tightness = _previousTightness * (1.0f - _modeShift) + _newTightness * _modeShift;
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if (_linearModeShift > 1.0f ) {
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_linearModeShift = 1.0f;
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_modeShift = 1.0f;
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_upShift = _newUpShift;
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_distance = _newDistance;
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_tightness = _newTightness;
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}
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}
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// derive t from tightness
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float t = _tightness * _modeShift * deltaTime;
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if (t > 1.0) {
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t = 1.0;
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}
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// update Euler angles (before position!)
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if (_needsToInitialize || OculusManager::isConnected()) {
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_yaw = _idealYaw;
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_pitch = _idealPitch;
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_roll = _idealRoll;
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} else {
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// pull Euler angles towards ideal Euler angles
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_yaw += (_idealYaw - _yaw ) * t;
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_pitch += (_idealPitch - _pitch) * t;
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_roll += (_idealRoll - _roll ) * t;
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}
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float radian = (_yaw / 180.0) * PIE;
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// update _position
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double x = -_distance * sin(radian);
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double z = -_distance * cos(radian);
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double y = _upShift;
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_idealPosition = _targetPosition + glm::vec3(x, y, z);
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if (_needsToInitialize) {
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_position = _idealPosition;
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_needsToInitialize = false;
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} else {
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// force position towards ideal position
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_position += (_idealPosition - _position) * t;
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}
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}
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void Camera::setModeShiftRate ( float rate ) {
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_modeShiftRate = rate;
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if (_modeShiftRate < CAMERA_MINIMUM_MODE_SHIFT_RATE ) {
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_modeShiftRate = CAMERA_MINIMUM_MODE_SHIFT_RATE;
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}
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}
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void Camera::setMode(CameraMode m) {
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_mode = m;
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_modeShift = 0.0;
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_linearModeShift = 0.0;
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_previousUpShift = _upShift;
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_previousDistance = _distance;
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_previousTightness = _tightness;
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if (_mode == CAMERA_MODE_THIRD_PERSON) {
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_newUpShift = CAMERA_THIRD_PERSON_MODE_UP_SHIFT;
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_newDistance = CAMERA_THIRD_PERSON_MODE_DISTANCE;
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_newTightness = CAMERA_THIRD_PERSON_MODE_TIGHTNESS;
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} else if (_mode == CAMERA_MODE_FIRST_PERSON) {
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_newUpShift = CAMERA_FIRST_PERSON_MODE_UP_SHIFT;
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_newDistance = CAMERA_FIRST_PERSON_MODE_DISTANCE;
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_newTightness = CAMERA_FIRST_PERSON_MODE_TIGHTNESS;
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} else if (_mode == CAMERA_MODE_MIRROR) {
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_newUpShift = CAMERA_MIRROR_MODE_UP_SHIFT;
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_newDistance = CAMERA_MIRROR_MODE_DISTANCE;
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_newTightness = CAMERA_MIRROR_MODE_TIGHTNESS;
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}
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}
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void Camera::setTargetRotation( float yaw, float pitch, float roll ) {
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_idealYaw = yaw;
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_idealPitch = pitch;
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_idealRoll = roll;
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}
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void Camera::setFieldOfView(float f) {
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_fieldOfView = f;
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_frustumNeedsReshape = true;
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}
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void Camera::setAspectRatio(float a) {
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_aspectRatio = a;
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_frustumNeedsReshape = true;
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}
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void Camera::setNearClip (float n) {
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_nearClip = n;
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_frustumNeedsReshape = true;
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}
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void Camera::setFarClip (float f) {
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_farClip = f;
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_frustumNeedsReshape = true;
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}
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void Camera::setEyeOffsetPosition (const glm::vec3& p) {
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_eyeOffsetPosition = p;
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_frustumNeedsReshape = true;
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}
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void Camera::setEyeOffsetOrientation (const glm::quat& o) {
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_eyeOffsetOrientation = o;
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_frustumNeedsReshape = true;
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}
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void Camera::initialize() {
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_needsToInitialize = true;
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_modeShift = 0.0;
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}
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// call to find out if the view frustum needs to be reshaped
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bool Camera::getFrustumNeedsReshape() {
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return _frustumNeedsReshape;
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}
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// call this after reshaping the view frustum
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void Camera::setFrustumWasReshaped() {
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_frustumNeedsReshape = false;
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}
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