132 lines
3.5 KiB
C++
132 lines
3.5 KiB
C++
#include "Camera.hpp"
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using namespace tp;
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Camera::Camera() { lookAtPoint({ 0, 0, 0 }, { 2, 0, 0 }, { 0, 0, 1 }); }
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const Vec3F& Camera::getTarget() const { return mTarget; }
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void Camera::offset_target(halnf val) { mTarget += (mPos - mTarget).normalize() * val; }
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Vec3F Camera::getForward() const { return (mTarget - mPos).normalize(); }
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const Vec3F& Camera::getUp() const { return mUp; }
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const Vec3F& Camera::getPos() const { return mPos; }
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halnf Camera::getFar() const { return mFar; }
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halnf Camera::getNear() const { return mNear; }
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halnf Camera::getRatio() const { return mRatio; }
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void Camera::setRatio(halnf in) { mRatio = in; }
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void Camera::setFOV(halnf in) { mFOV = in; }
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void Camera::setFar(halnf in) { mFar = in; }
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halnf Camera::getFOV() const { return mFOV; }
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Mat4F Camera::calculateTransformationMatrix() const { return calculateProjectionMatrix() * calculateViewMatrix(); }
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Mat4F Camera::calculateViewMatrix() const {
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const Vec3F& F = (mPos - mTarget).unitV();
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const Vec3F& S = mUp * F;
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const Vec3F& U = F * S;
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const Vec3F& P = mPos;
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Mat4F out;
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out[0] = Vec4F(S.x, S.y, S.z, -P.dot(S));
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out[1] = Vec4F(U.x, U.y, U.z, -P.dot(U));
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out[2] = Vec4F(F.x, F.y, F.z, -P.dot(F));
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out[3] = Vec4F(0, 0, 0, 1);
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return out;
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}
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Mat4F Camera::calculateProjectionMatrix() const {
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auto r = (halnf) sqrt(mRatio);
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halnf c = 1 / r;
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auto s = halnf(1.f / tan(mFOV / 2.f));
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Mat4F out;
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out[0] = Vec4F(s * r, 0, 0, 0);
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out[1] = Vec4F(0, s * c, 0, 0);
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out[2] = Vec4F(0, 0, -2.f / (mFar - mNear), -(mFar + mNear) / (mFar - mNear));
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out[3] = Vec4F(0, 0, -1, 0);
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return out;
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}
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Vec3F Camera::project(Vec2F normalized) const {
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auto camMat = calculateTransformationMatrix();
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auto inv = camMat.inv();
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halnf z = halnf((((mTarget - mPos).length() - mNear) / (mFar - mNear) - 1.f / 2) * 2.f);
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halnf w = halnf((mTarget - mPos).length());
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Vec4<halnf> world_pos4(normalized.x * w, normalized.y * w, z, w);
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return Vec3F(inv * world_pos4);
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}
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Vec2F Camera::project(const Vec3F& world) const {
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Vec4F world_pos4(world.x, world.y, world.z, 1);
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Vec4F transformed = calculateViewMatrix() * world_pos4;
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transformed = calculateProjectionMatrix() * transformed;
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return { transformed[0] / transformed[3], transformed[1] / transformed[3] };
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}
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Vec2F Camera::project(const tp::Vec3F& world, const tp::Mat4F& viewMat, const tp::Mat4F& projMat) {
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Vec4F world_pos4(world.x, world.y, world.z, 1);
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Vec4F transformed = viewMat * world_pos4;
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transformed = projMat * transformed;
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return { transformed[0] / transformed[3], transformed[1] / transformed[3] };
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}
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void Camera::lookAtPoint(const Vec3F& aTarget, const Vec3F& aPos, Vec3F aUp) {
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if (aTarget == aPos) {
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return;
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}
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mPos = aPos;
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mTarget = aTarget;
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Vec3F f = (mPos - mTarget).normalize();
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mUp = f * (aUp.normalize() * f);
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}
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void Camera::zoom(halnf ratio) {
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ratio = abs(ratio);
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if (ratio < 0.1f) {
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return;
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}
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if (abs((mPos - mTarget).length2()) < 0.05f && ratio < 1.f) {
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return;
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}
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mPos = mTarget + (mPos - mTarget) * ratio;
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lookAtPoint(mTarget, mPos, mUp);
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}
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void Camera::move(Vec2F aPos, Vec2F aPrevPos) {
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Vec3F p1 = project(aPrevPos);
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Vec3F p2 = project(aPos);
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Vec3F move = p1 - p2;
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mPos += move;
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mTarget += move;
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lookAtPoint(mTarget, mPos, mUp);
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}
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void Camera::rotate(halnf angleX, halnf angleY) {
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Vec3F wup(0, 0, 1);
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mPos -= mTarget;
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mat3f rotZ = mat3f::rotatorDir(wup, angleX);
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mPos = rotZ * mPos;
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mUp = rotZ * mUp;
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Vec3F f = mPos.unitV();
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Vec3F s = mUp * f;
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mPos = mat3f::rotatorDir(s, -angleY) * mPos;
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mPos += mTarget;
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lookAtPoint(mTarget, mPos, mUp);
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}
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