Linloir 64f65a2555
[CORE][ADD] Click selection test
- Hover detection
- Click detection
- Move / Scale / Rotate(have bug)
- Bounding box display
- Gesture done
2022-12-18 23:48:20 +08:00

152 lines
4.0 KiB
C++

#pragma once
#include <GLM/glm.hpp>
#include <GLM/ext/matrix_transform.hpp>
#include <GLM/ext/matrix_clip_space.hpp>
#include "ray.h"
#define CAMERA_MAX_FOVY 90.0f
#define CAMERA_MIN_FOVY 30.0f
class Camera {
public:
inline glm::vec3 defaultOrigin() { return glm::vec3(0.0f, 0.0f, 1.0f); }
inline glm::vec3 defaultTarget() { return glm::vec3(0.0f, 0.0f, 0.0f); }
private:
// Camera state
glm::vec3 _position;
glm::vec3 _right;
glm::vec3 _front;
glm::vec3 _up;
float _yaw = 0.0f;
float _pitch = 0.0f;
float _fovy = 45.0f;
float _nearPlane = 0.1f;
float _farPlane = 100.0f;
private:
// World settings
glm::vec3 _worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
public:
Camera();
Camera(glm::vec3 position, glm::vec3 target);
Camera(glm::vec3 position, glm::vec3 direction, glm::vec3 right, glm::vec3 up);
Camera(glm::vec3 position, float yaw, float pitch);
public:
inline glm::vec3 front() const { return _front; }
inline glm::vec3 right() const { return _right; }
inline glm::vec3 up() const { return _up; }
inline glm::vec3 position() const { return _position; }
inline float fovy() const { return _fovy; }
inline float nearPlane() const { return _nearPlane; }
inline float farPlane() const { return _farPlane; }
inline glm::mat4 viewMatrix();
inline glm::mat4 projectionMatrix(float aspectRatio);
Ray generateRay(glm::vec2 mouseRelativePosition, float aspectRatio) const;
public:
inline void move(glm::vec2 offset);
inline void setPosition(glm::vec3 position);
inline void pitch(float deltaAngle);
inline void setPitch(float angle);
inline void yaw(float deltaAngle);
inline void setYaw(float angle);
inline void rotate(float deltaPitchAngle, float deltaYawAngle);
inline void setRotation(float pitchAngle, float yawAngle);
void rotate(glm::vec3 center, float deltaPitchAngle, float deltaYawAngle);
void setRotation(glm::vec3 center, float pitchAngle, float yawAngle);
inline void setFovy(float fovy);
inline void push(float distance);
private:
void updateCameraState();
};
inline void Camera::move(glm::vec2 offset) {
// Offset describe the movement on the xy plane in the camera's coordinate system
// Should convert to the movement of position vector in world coordinate system
glm::vec3 worldSpaceOffset = offset.x * _right + offset.y * _up;
_position += worldSpaceOffset;
updateCameraState();
}
inline void Camera::setPosition(glm::vec3 position) {
_position = position;
updateCameraState();
}
inline void Camera::pitch(float deltaAngle) {
_pitch += deltaAngle;
updateCameraState();
}
inline void Camera::setPitch(float angle) {
_pitch = angle;
updateCameraState();
}
inline void Camera::yaw(float deltaAngle) {
_yaw += deltaAngle;
updateCameraState();
}
inline void Camera::setYaw(float angle) {
_yaw = angle;
updateCameraState();
}
inline void Camera::rotate(float deltaPitchAngle, float deltaYawAngle) {
_pitch += deltaPitchAngle;
if (_pitch > 89.0f) {
_pitch = 89.0f;
}
if (_pitch < -89.0f) {
_pitch = -89.0f;
}
_yaw += deltaYawAngle;
if (_yaw > 360.0f) {
_yaw -= 360.0f;
}
if (_yaw < 0.0f) {
_yaw += 360.0f;
}
updateCameraState();
}
inline void Camera::setRotation(float pitchAngle, float yawAngle) {
_pitch = pitchAngle;
_yaw = yawAngle;
updateCameraState();
}
inline void Camera::setFovy(float fovy) {
_fovy = fovy;
if (_fovy > CAMERA_MAX_FOVY) {
_fovy = CAMERA_MAX_FOVY;
}
if (_fovy < CAMERA_MIN_FOVY) {
_fovy = CAMERA_MIN_FOVY;
}
}
inline void Camera::push(float distance) {
_position += distance * _front;
updateCameraState();
}
inline glm::mat4 Camera::viewMatrix() {
return glm::lookAt(_position, _position + _front, _up);
}
inline glm::mat4 Camera::projectionMatrix(float aspectRatio) {
return glm::perspective(glm::radians(_fovy), aspectRatio, _nearPlane, _farPlane);
}