Modules/Math/private/Camera.cpp
2024-11-24 21:58:17 +03:00

136 lines
3.5 KiB
C++

#include "Camera.hpp"
using namespace tp;
Camera::Camera() { lookAtPoint({ 0, 0, 0 }, { 2, 0, 0 }, { 0, 0, 1 }); }
const Vec3F& Camera::getTarget() const { return mTarget; }
void Camera::offset_target(halnf val) { mTarget += (mPos - mTarget).normalize() * val; }
Vec3F Camera::getForward() const { return (mTarget - mPos).normalize(); }
const Vec3F& Camera::getUp() const { return mUp; }
const Vec3F& Camera::getPos() const { return mPos; }
halnf Camera::getFar() const { return mFar; }
halnf Camera::getNear() const { return mNear; }
halnf Camera::getRatio() const { return mRatio; }
void Camera::setRatio(halnf in) { mRatio = in; }
void Camera::setFOV(halnf in) { mFOV = in; }
void Camera::setFar(halnf in) { mFar = in; }
halnf Camera::getFOV() const { return mFOV; }
Mat4F Camera::calculateTransformationMatrix() const { return calculateProjectionMatrix() * calculateViewMatrix(); }
Mat4F Camera::calculateViewMatrix() const {
const Vec3F& F = (mPos - mTarget).unitV();
const Vec3F& S = mUp * F;
const Vec3F& U = F * S;
const Vec3F& P = mPos;
Mat4F out;
out[0] = Vec4F(S.x, S.y, S.z, -P.dot(S));
out[1] = Vec4F(U.x, U.y, U.z, -P.dot(U));
out[2] = Vec4F(F.x, F.y, F.z, -P.dot(F));
out[3] = Vec4F(0, 0, 0, 1);
return out;
}
Mat4F Camera::calculateProjectionMatrix() const {
auto r = (halnf) sqrt(mRatio);
halnf c = 1 / r;
auto s = halnf(1.f / tan(mFOV / 2.f));
Mat4F out;
out[0] = Vec4F(s * r, 0, 0, 0);
out[1] = Vec4F(0, s * c, 0, 0);
out[2] = Vec4F(0, 0, -2.f / (mFar - mNear), -(mFar + mNear) / (mFar - mNear));
out[3] = Vec4F(0, 0, -1, 0);
return out;
}
Vec3F Camera::project(Vec2F normalized) const {
auto camMat = calculateTransformationMatrix();
auto inv = camMat.inv();
halnf z = halnf((((mTarget - mPos).length() - mNear) / (mFar - mNear) - 1.f / 2) * 2.f);
halnf w = halnf((mTarget - mPos).length());
Vec4<halnf> world_pos4(normalized.x * w, normalized.y * w, z, w);
return Vec3F(inv * world_pos4);
}
Vec2F Camera::project(const Vec3F& world) const {
Vec4F world_pos4(world.x, world.y, world.z, 1);
Vec4F transformed = calculateViewMatrix() * world_pos4;
transformed = calculateProjectionMatrix() * transformed;
return { transformed[0] / transformed[3], transformed[1] / transformed[3] };
}
Vec2F Camera::project(const tp::Vec3F& world, const tp::Mat4F& viewMat, const tp::Mat4F& projMat) {
Vec4F world_pos4(world.x, world.y, world.z, 1);
Vec4F transformed = viewMat * world_pos4;
transformed = projMat * transformed;
return { transformed[0] / transformed[3], transformed[1] / transformed[3] };
}
void Camera::lookAtPoint(const Vec3F& aTarget, const Vec3F& aPos, Vec3F aUp) {
if (aTarget == aPos) {
return;
}
mPos = aPos;
mTarget = aTarget;
Vec3F f = (mTarget - mPos).normalize();
mUp = f * (aUp.normalize() * f);
}
void Camera::zoom(halnf ratio) {
ratio = abs(ratio);
if (ratio < 0.1f) {
return;
}
if (abs((mPos - mTarget).length2()) < 0.05f && ratio < 1.f) {
return;
}
mPos = mTarget + (mPos - mTarget) * ratio;
lookAtPoint(mTarget, mPos, mUp);
}
void Camera::move(Vec2F aPos, Vec2F aPrevPos) {
Vec3F p1 = project(aPrevPos);
Vec3F p2 = project(aPos);
Vec3F move = p1 - p2;
mPos += move;
mTarget += move;
lookAtPoint(mTarget, mPos, mUp);
}
void Camera::rotate(halnf angleX, halnf angleY) {
Vec3F wup(0, 0, 1);
mPos -= mTarget;
Mat3F rotZ = Mat3F::rotatorDir(wup, angleX);
mPos = rotZ * mPos;
mUp = rotZ * mUp;
Vec3F f = mPos.unitV();
Vec3F s = mUp * f;
mPos = Mat3F::rotatorDir(s, -angleY) * mPos;
mPos += mTarget;
lookAtPoint(mTarget, mPos, mUp);
}
void Camera::setPos(Vec3F pos) {
mPos = pos;
}