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180 lines
4.7 KiB
C++
180 lines
4.7 KiB
C++
//
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// Camera.cpp
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// interface/src
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/quaternion.hpp>
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#include <SharedUtil.h>
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#include <EventTypes.h>
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#include "Application.h"
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#include "Camera.h"
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#include "Menu.h"
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#include "Util.h"
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#include "devices/OculusManager.h"
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CameraMode stringToMode(const QString& mode) {
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if (mode == "third person") {
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return CAMERA_MODE_THIRD_PERSON;
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} else if (mode == "first person") {
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return CAMERA_MODE_FIRST_PERSON;
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} else if (mode == "mirror") {
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return CAMERA_MODE_MIRROR;
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} else if (mode == "independent") {
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return CAMERA_MODE_INDEPENDENT;
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}
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return CAMERA_MODE_NULL;
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}
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QString modeToString(CameraMode mode) {
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if (mode == CAMERA_MODE_THIRD_PERSON) {
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return "third person";
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} else if (mode == CAMERA_MODE_FIRST_PERSON) {
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return "first person";
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} else if (mode == CAMERA_MODE_MIRROR) {
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return "mirror";
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} else if (mode == CAMERA_MODE_INDEPENDENT) {
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return "independent";
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}
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return "unknown";
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}
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Camera::Camera() :
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_mode(CAMERA_MODE_THIRD_PERSON),
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_position(0.0f, 0.0f, 0.0f),
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_fieldOfView(DEFAULT_FIELD_OF_VIEW_DEGREES),
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_aspectRatio(16.0f/9.0f),
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_nearClip(DEFAULT_NEAR_CLIP), // default
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_farClip(DEFAULT_FAR_CLIP), // default
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_hmdPosition(),
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_hmdRotation(),
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_scale(1.0f),
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_isKeepLookingAt(false),
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_lookingAt(0.0f, 0.0f, 0.0f)
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{
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}
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void Camera::update(float deltaTime) {
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if (_isKeepLookingAt) {
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lookAt(_lookingAt);
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}
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return;
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}
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void Camera::setPosition(const glm::vec3& position) {
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_position = position;
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}
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void Camera::setRotation(const glm::quat& rotation) {
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_rotation = rotation;
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if (_isKeepLookingAt) {
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lookAt(_lookingAt);
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}
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}
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void Camera::setHmdPosition(const glm::vec3& hmdPosition) {
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_hmdPosition = hmdPosition;
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if (_isKeepLookingAt) {
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lookAt(_lookingAt);
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}
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}
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void Camera::setHmdRotation(const glm::quat& hmdRotation) {
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_hmdRotation = hmdRotation;
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if (_isKeepLookingAt) {
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lookAt(_lookingAt);
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}
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}
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float Camera::getFarClip() const {
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return (_scale * _farClip < std::numeric_limits<int16_t>::max())
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? _scale * _farClip
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: std::numeric_limits<int16_t>::max() - 1;
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}
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void Camera::setMode(CameraMode mode) {
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_mode = mode;
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emit modeUpdated(modeToString(mode));
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}
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void Camera::setFieldOfView(float f) {
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_fieldOfView = f;
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}
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void Camera::setAspectRatio(float a) {
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_aspectRatio = a;
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}
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void Camera::setNearClip(float n) {
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_nearClip = n;
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}
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void Camera::setFarClip(float f) {
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_farClip = f;
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}
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PickRay Camera::computePickRay(float x, float y) {
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auto glCanvas = Application::getInstance()->getGLWidget();
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return computeViewPickRay(x / glCanvas->width(), y / glCanvas->height());
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}
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PickRay Camera::computeViewPickRay(float xRatio, float yRatio) {
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PickRay result;
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if (OculusManager::isConnected()) {
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Application::getInstance()->getApplicationOverlay().computeOculusPickRay(xRatio, yRatio, result.origin, result.direction);
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} else {
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Application::getInstance()->getViewFrustum()->computePickRay(xRatio, yRatio, result.origin, result.direction);
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}
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return result;
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}
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void Camera::setModeString(const QString& mode) {
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CameraMode targetMode = stringToMode(mode);
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switch (targetMode) {
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case CAMERA_MODE_THIRD_PERSON:
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Menu::getInstance()->setIsOptionChecked(MenuOption::FullscreenMirror, false);
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Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, false);
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break;
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case CAMERA_MODE_MIRROR:
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Menu::getInstance()->setIsOptionChecked(MenuOption::FullscreenMirror, true);
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Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, false);
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break;
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case CAMERA_MODE_INDEPENDENT:
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Menu::getInstance()->setIsOptionChecked(MenuOption::FullscreenMirror, false);
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Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, false);
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break;
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default:
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break;
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}
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if (_mode != targetMode) {
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setMode(targetMode);
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}
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}
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QString Camera::getModeString() const {
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return modeToString(_mode);
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}
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void Camera::lookAt(const glm::vec3& lookAt) {
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glm::vec3 up = IDENTITY_UP;
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glm::mat4 lookAtMatrix = glm::lookAt(_position, lookAt, up);
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glm::quat rotation = glm::quat_cast(lookAtMatrix);
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rotation.w = -rotation.w; // Rosedale approved
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_rotation = rotation;
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}
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void Camera::keepLookingAt(const glm::vec3& point) {
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lookAt(point);
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_isKeepLookingAt = true;
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_lookingAt = point;
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}
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