overte/interface/src/Camera.cpp

197 lines
5.2 KiB
C++

//
// Camera.cpp
// interface/src
//
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <glm/gtx/quaternion.hpp>
#include <SharedUtil.h>
#include <EventTypes.h>
#include "Application.h"
#include "Camera.h"
#include "Menu.h"
#include "Util.h"
CameraMode stringToMode(const QString& mode) {
if (mode == "third person") {
return CAMERA_MODE_THIRD_PERSON;
} else if (mode == "first person") {
return CAMERA_MODE_FIRST_PERSON;
} else if (mode == "mirror") {
return CAMERA_MODE_MIRROR;
} else if (mode == "independent") {
return CAMERA_MODE_INDEPENDENT;
} else if (mode == "entity") {
return CAMERA_MODE_ENTITY;
}
return CAMERA_MODE_NULL;
}
QString modeToString(CameraMode mode) {
if (mode == CAMERA_MODE_THIRD_PERSON) {
return "third person";
} else if (mode == CAMERA_MODE_FIRST_PERSON) {
return "first person";
} else if (mode == CAMERA_MODE_MIRROR) {
return "mirror";
} else if (mode == CAMERA_MODE_INDEPENDENT) {
return "independent";
} else if (mode == CAMERA_MODE_ENTITY) {
return "entity";
}
return "unknown";
}
Camera::Camera() :
_projection(glm::perspective(glm::radians(DEFAULT_FIELD_OF_VIEW_DEGREES), 16.0f/9.0f, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP))
{
}
void Camera::update(float deltaTime) {
if (_isKeepLookingAt) {
lookAt(_lookingAt);
}
return;
}
void Camera::recompose() {
mat4 orientation = glm::mat4_cast(_orientation);
mat4 translation = glm::translate(mat4(), _position);
_transform = translation * orientation;
}
void Camera::decompose() {
_position = vec3(_transform[3]);
_orientation = glm::quat_cast(_transform);
}
void Camera::setTransform(const glm::mat4& transform) {
_transform = transform;
decompose();
}
void Camera::setPosition(const glm::vec3& position) {
_position = position;
recompose();
if (_isKeepLookingAt) {
lookAt(_lookingAt);
}
}
void Camera::setOrientation(const glm::quat& orientation) {
_orientation = orientation;
recompose();
if (_isKeepLookingAt) {
lookAt(_lookingAt);
}
}
void Camera::setMode(CameraMode mode) {
_mode = mode;
emit modeUpdated(modeToString(mode));
}
QUuid Camera::getCameraEntity() const {
if (_cameraEntity != nullptr) {
return _cameraEntity->getID();
}
return QUuid();
};
void Camera::setCameraEntity(QUuid entityID) {
_cameraEntity = qApp->getEntities()->getTree()->findEntityByID(entityID);
}
void Camera::setProjection(const glm::mat4& projection) {
_projection = projection;
}
PickRay Camera::computePickRay(float x, float y) {
return qApp->computePickRay(x, y);
}
void Camera::setModeString(const QString& mode) {
CameraMode targetMode = stringToMode(mode);
switch (targetMode) {
case CAMERA_MODE_FIRST_PERSON:
Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, true);
break;
case CAMERA_MODE_THIRD_PERSON:
Menu::getInstance()->setIsOptionChecked(MenuOption::ThirdPerson, true);
break;
case CAMERA_MODE_MIRROR:
Menu::getInstance()->setIsOptionChecked(MenuOption::FullscreenMirror, true);
break;
case CAMERA_MODE_INDEPENDENT:
Menu::getInstance()->setIsOptionChecked(MenuOption::IndependentMode, true);
break;
case CAMERA_MODE_ENTITY:
Menu::getInstance()->setIsOptionChecked(MenuOption::CameraEntityMode, true);
break;
default:
break;
}
qApp->cameraMenuChanged();
if (_mode != targetMode) {
setMode(targetMode);
}
}
QString Camera::getModeString() const {
return modeToString(_mode);
}
void Camera::lookAt(const glm::vec3& lookAt) {
glm::vec3 up = IDENTITY_UP;
glm::mat4 lookAtMatrix = glm::lookAt(_position, lookAt, up);
glm::quat orientation = glm::quat_cast(lookAtMatrix);
orientation.w = -orientation.w; // Rosedale approved
_orientation = orientation;
}
void Camera::keepLookingAt(const glm::vec3& point) {
lookAt(point);
_isKeepLookingAt = true;
_lookingAt = point;
}
void Camera::loadViewFrustum(ViewFrustum& frustum) const {
// We will use these below, from either the camera or head vectors calculated above
frustum.setProjection(getProjection());
// Set the viewFrustum up with the correct position and orientation of the camera
frustum.setPosition(getPosition());
frustum.setOrientation(getOrientation());
// Ask the ViewFrustum class to calculate our corners
frustum.calculate();
}
ViewFrustum Camera::toViewFrustum() const {
ViewFrustum result;
loadViewFrustum(result);
return result;
}
QVariantMap Camera::getViewFrustum() {
ViewFrustum frustum;
loadViewFrustum(frustum);
QVariantMap result;
result["position"].setValue(frustum.getPosition());
result["orientation"].setValue(frustum.getOrientation());
result["projection"].setValue(frustum.getProjection());
result["centerRadius"].setValue(frustum.getCenterRadius());
return result;
}